| Here is a list of some of the new prestige classes appearing in my campaign. |
| NEW SPELLS PRESTIGE CLASSES |
| WARRIOR POET Warrior Poet's are combat focuses bards usually found amongst the Northlanders of the Moonshaes, but a few have ventured to the mainland. They are legendary figures who rhyme and roar as they dance and leap into combat! Hit Die: d6 Requirements To qualify to be become a Warrior Poet (Wpt), a character must fulfill all the following criteria. ALIGNMENT: Any non lawful BASE ATTACK BONUS: +3 FEATS: Quick draw, dodge, mobility. SKILLS: Peform (dance) 4 ranks, diplomacy 4 ranks. CLASS SKILLS: The Warrior Poet's class skills (and the key ability for each skill) are All the following are class features of the Warrior Poet prestige class. Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profesion (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use magic device (Cha). Skill Points at Each Level: 6 +Int Modifier. CLASS FEATURES: Weapon and Armor Proficiency: Warrior Poets are proficent with light armor, shields, all simple and martial weapons. Improved Dodge: The Warrior Poet gets an additional +! bonus to his dodge ability. Sneak Attack: As the rogues ability. This stacks with any sneak attack ability from another class. Sudden Strike: The Warrior Poet gains a bonus to his attack bonus equal to his charisma modifyer when he catches opponents flatfooted. This ability stacks with sneak attack. Improved Mobility: The mobility bonus increases from +4 to +8 when an enemy gets an attack of opportunity against you based on movement. Dance of the Warrior Poet: With successful Tumble and Jump checks at DC 12, the Warrior Poet can tumble and make jump checks as free actions once per day Bonus Feat: The Warrior Poet becomes an expert in combat and can choose one of the following feats as a bonus feat: Dash, Quick draw, spring attack, combat expertise, whirlwind attack, weapon focus, weapon specialization, improved initiative, improved trip, combat reflexes, improved bluff, quicker than the eye, two weapon fighting, lighting reflexes or twin sword style. Roar of the Warrior Poet: The Warrior Poet can emit a great cry, leaving his enemies frigthened unless they pass a WILL save based on the Warrior Poet's charisma mod+Wpt level. Flight of the Warrior Poet: Once per day a Warrior Poet can fly as a supernatural ability for a number of rounds equal to his charisma modifyer. Base Attack Bonus Fort Save Reflex Save Will Save SPECIAL 1) +1 +0 +2 +0 Improved Dodge 2) +2 +0 +3 +0 Sneak Attack +1d6 3) +3 +1 +4 +1 Sudden Strike 4) +3 +1 +4 +1 Improved Mobility 5) +4 +2 +5 +2 Dance of the Warrior Poet 6) +5 +2 +5 +2 Sneak Attack +2d6 7) +6/+1 +3 +6 +3 Bonus Feat 8) +6/+1 +3 +6 +3 Roar of the Warrior Poet 9) +7/+2 +4 +7 +4 Sneak Attack +3d6 10) +8/+3 +4 +7 +4 Flight of the Warrior Poet FORTUNE The Fortune is a hero blessed with good luck over anything else. Whatever they do seems to be extraordinary, they dodge the most sure blows and always have the right hand in cards! Hit Die: d6 Requirements To qualify to be become a Fortune (Ftn), a character must fulfill all the following criteria. ALIGNMENT: Any non lawful BASE ATTACK BONUS: +2 DIETY: Tymora SKILLS: Bluff or Diplomacy 4 ranks STATS: CHA 13+ CLASS SKILLS: The Fortunes class skills (and the key ability for each skill) are: All the following are class features of the Fortune prestige class. Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge Religion (Tymora) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profesion (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Tumble (Dex) and Use magic device (Cha). Skill Points at Each Level: 8 +Int Modifier. CLASS FEATURES: Weapon and Armor Proficiency: Fortunes are proficent with light armor, shields, all simple and martial weapons. Better Lucky Than Dead: The Fortune may reroll one of her roles once per day at 1st level, twice at 4th level, three times at 7th and four times at 10th level. Luck of Heroes: The Fortune gains the feat Luck of Heroes, if she already has the feat she gets a bonus feat. This ability does not stack with a previous luck of heroes feat. Stike of Fotune: The Fortune may declair a strike of fortune once per day, allowing her a attack bonus modifier equal to her Fortune class level and a damage modifier equal to her charisma modifier. Foresight: Once per day the Fortune can use forsite, that is the ability to peer into the future. This grants the Fortune an automatic spot check at DC 20 whenever she is surprised (without using up the ability per day) and with a successful Wisdom check at the DC 15 can see a brief glimse of the future. A role of DC 20 allows a clearer vision with sound. role of 25 allows a vision long enough to have a conversation and a result of DC 30 or higher gives the Fortune a clear few minutes of future events. Evasion: As a rogue, the Fortune takes no damage on a successful Reflex save used against breath weapons. If the character already has evasion this ability acts like improved evasion, letting the Fortune take half damage on a failed save and no damage on a passed save. If the rogue already has improved evasion, she may choose a bonus feat. Bonus feat: At eighth level the Fortune becomes lucky enough to gain a bonus feat of her choice. Call the Shots: (SA) Once per month as a special ability the Fortune is granted a limited wish through the luck of Tymora as a super-natural ability. Base Attack Bonus Fort Save Reflex Save Will Save SPECIAL 1) +1 +0 +2 +0 Better Lucky Than Dead (1 per day) 2) +2 +0 +3 +0 Luck of Heroes 3) +3 +1 +4 +1 Strike of Fortune 4) +3 +1 +4 +1 Better Lucky Than Dead (2 per day) 5) +4 +2 +5 +2 Foresight 6) +5 +2 +5 +2 Evasion 7) +6/+1 +3 +6 +3 Better Lucky Than Dead (3 per day) 8) +6/+1 +3 +6 +3 Bonus Feat 9) +7/+2 +4 +7 +4 Call the Shots 10) +8/+3 +4 +7 +4 Better Lucky Than Dead (4 per day) BLOB OF JUBILEX The Blob of Jubilex is the epifamy of gluttony, the lords of obessity and the fat warriors that are too massive to stop. These huge warriors are given gifts from Jubilex, the power of slimes and fungus to create a horrible abomination! Hit Die: d8 Requirements To qualify to be become a Blob of Jubilex (Bjx), a character must fulfill all the following criteria. ALIGNMENT: Any non good BASE ATTACK BONUS: +5 DIETY: Jubilex SKILLS: Intimidate 8 ranks WIEGHT: 400 lbs. CLASS SKILLS: The Blob of Jubilexes class skills (and the key ability for each skill) are: All the following are class features of the Blob of Jubilexes prestige class. Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge Religion (Jubilex) (Int), Profesion (Wis), Sense Motive (Wis) and Spot (Wis). Skill Points at Each Level: 2 +Int Modifier. CLASS FEATURES: Weapon and Armor Proficiency: Blobs of Jubilex are proficent with light armor, medium armor, heavy armor, shields, all simple and martial weapons. Eat Anything: At first level the Blob of Jubilex can consume anything as food and is required to eat four times more food than normal at every meal plus one times the normal amount of food to their Blob of Jubilex class level. Stength of Wieght: For every fourth level of Blob of Jubilex the character gains thier Str stat increases by one. Wieght Increase: For every level of Blob of Jubilex the character gains one hundred pounds of wieght. Iron Jaw: At second level the Blob of Jubilex gains a bite attack that does 1d6 damage plus 1 1/2 the characters Str modifier. Movement Penalty: Due to extreme wieght of the Blob of Jubilex at second level and or 600 lbs the Blob of Jubilex is forced to take a movement penalty of 10 feet per standard action. Nausiating Flatulence: Once per day the Blob of Jubilex can emit a terrible flatulence, similar to that of the ghast. Anyone in a fifteen foot radius of the Blob of Jubilex must role a Fort save at a DC equal to 10 + half the Blob of Jubilexes prestige class level + their Con modifier or suffer a -2 penalty to attack bonus, Fort saves and skill checks. Acid Belch: At fourth level the Blob of Jubilex gains a breath weapon attack. He can spew stomach acid in a line up to fifteen feet doing 3d4 damage with a Reflex save for half. The Reflex save is 10 + one half the Blob of Jubilexes prestige class level + his Con modifier. Damage Reduction: At fifth and eight level the Blob of Jubilex gains damage reduction 2/+1 at fifth level and then 4/+1 at eighth. Fat Grapple: At sixth level the Blob of Jubilex can automatically grapple anyone who attacks and hits them, wiether or not they do damage, in thier fat. The Blob of Jubilex can grapple as many opponents as he wishes on his round and suffers no attack of opportunities. The Blob of Jubilex can release the grapple at will. Crush: A Blob of Jubilex that succeeds at a grapple check with a creature of medium size of smaller can immediatally crush the opponent under his wieght the next round. The Blob of Jubilex gains a bonus to grapple equal to +1 times 1 percent of his wieght. The crushing damage is D6 times 1 percent of his wieght. Intrude Space: At sixth level the Blob of Jubilex can intrude on enemy spaces as a move action or five foot step with no attack of opportunity. Doing so automatically starts a grapple, using the Blob of Jubilexes Fat Grapple ability. At ninth level the Blob of Jubilex can intrude up to ten feet with no attack of opportunity. Large Size: At seventh level the Blob of Jubilex becomes a large creature gaining a +8 to Str, -2 to Dex, +4 to Con, +2 to natural armor and a -1 penalty to armor class due to size. Thomp: At tenth level the Blob of Jubilex gains the ability to knock his opponents in his face reach off their feet due to a tremendous thomp on the ground. In additon asa supernatural ability he can effect the gravity around him and knock aerial creatures prone as well for one round. The save for a Thomp is 10 + one half the Blob of Jubilexes prestige class level + his Con modifier. Base Attack Bonus Fort Save Reflex Save Will Save SPECIAL 1) +1 +2 +0 +0 Eat Anything, Strength of Wieght +1, Wieght Increase 2) +2 +3 +0 +0 Iron Jaw, movement penalty 3) +3 +3 +0 +1 Nausiating Flatulence 4) +4 +4 +1 +1 Acid Belch, Strength of Wieght +2 5) +5 +5 +1 +2 Damage Reduction 2/+1 6) +6/+1 +5 +1 +2 Fat Grapple, Intrude Space (5ft), Crush 7) +6/+1 +5 +1 +2 Large Size 8) +7/+2 +6 +2 +3 Damage Reduction 4/+1, Strength of Wieght +3 9) +7/+2 +6 +2 +3 Intrude Space (10ft) 10) +8/+3 +7 +2 +4 Thomp CENTURION The Centurion is the master of charging into combat, the furious leader and the lancer without the lance. Hit Die: d10 Requirements To qualify to be become a Centurion (Ctn), a character must fulfill all the following criteria. ALIGNMENT: Any lawful BASE ATTACK BONUS: +4 FEATS: Dodge, mobilty, spring attack, combat expertise and improved trip. STATS: DEX 16+ CLASS SKILLS: The Centurions class skills (and the key ability for each skill) are: All the following are class features of the Centurions prestige class. Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profesion (Wis), Swim (Str). Skill Points at Each Level: 2 +Int Modifier. CLASS FEATURES: Weapon and Armor Proficiency: Centurions are proficent with light armor, medium armor, heavy armor, shields, all simple and martial weapons. Centurion Charge: At first level the Centurion gains the ability to do automatic double damage on a charge with any weapon as if he were mounted with a lance. Improved Dodge: At second level the Centurion gets an additional +! bonus to his dodge ability. Improved Mobility: At third level the Centurions mobility bonus increases from +4 to +8 when an enemy gets an attack of opportunity against you based on movement. Uncanny Dodge: At fourth level and then at seventh level the Centurion gains uncanny dodge and then uncanny dodge 2. Uncanny dodge prevents the character from being flatfooted and uncanny dodge 2 prevents the character from being flanked. These abilities are ignored if the opponent has the ability and is four levels higher than the Centurion. Flying Charge: At fifth level the Centurion can make a jump check at DC 12 and gain an addition +1 to higher ground or if not currently having higher ground gives himself higher ground. Doing so requires ten feet of running space and does not provke an attack of opportunity. Improved Charge: The penalty for making a charge no longer applies to you. Improved Spring Attack: At eighth level the Centurion can stop and go in a spring attack as many times as he wishes up to his Dex modifier. Superior Charge: At ninth level when a Centurion makes a charge attack he gains a +2 bonus to his attack role and damage. Unstoppable Charge: When a tenth level Centurion charges he can automatically attempt to trip the opponent and then trample him for 1d6 plus 1 1/2 his Str modifier damage. If the opponent fails to be tripped he is still forced into an adjoining square of the Centurions choice with no attack of opportunity. Base Attack Bonus Fort Save Reflex Save Will Save SPECIAL 1) +1 +2 +0 +0 Centurion Charge 2) +2 +3 +0 +0 Improved Dodge 3) +3 +3 +1 +1 Improved Mobilty 4) +4 +4 +1 +1 Uncanny Dodge 1 5) +5 +5 +2 +2 Flying Charge 6) +6/+1 +5 +2 +2 Improved Charge 7) +7/+2 +6 +3 +3 Uncanny Dodge 2 8) +8/+3 +7 +3 +3 Improved Spring Attack 9) +9/+4 +7 +4 +4 Superior Charge 10) +10/+5/+1 +8 +4 +4 Unstoppable Charge |