Classes
Class Skills
The adept's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks per Level
2 + Int modifier.
Table: Adept
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +0 | +0 | +0 | +2 | 3 | 1 | — | — | — | — | |
2nd | +1 | +0 | +0 | +3 | Summon familiar | 3 | 1 | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | 3 | 2 | — | — | — | — | |
4th | +2 | +1 | +1 | +4 | 3 | 2 | 0 | — | — | — | |
5th | +2 | +1 | +1 | +4 | 3 | 2 | 1 | — | — | — | |
6th | +3 | +2 | +2 | +5 | 3 | 2 | 1 | — | — | — | |
7th | +3 | +2 | +2 | +5 | 3 | 3 | 2 | — | — | — | |
8th | +4 | +2 | +2 | +6 | 3 | 3 | 2 | 0 | — | — | |
9th | +4 | +3 | +3 | +6 | 3 | 3 | 2 | 1 | — | — | |
10th | +5 | +3 | +3 | +7 | 3 | 3 | 2 | 1 | — | — | |
11th | +5 | +3 | +3 | +7 | 3 | 3 | 3 | 2 | — | — | |
12th | +6/+1 | +4 | +4 | +8 | 3 | 3 | 3 | 2 | 0 | — | |
13th | +6/+1 | +4 | +4 | +8 | 3 | 3 | 3 | 2 | 1 | — | |
14th | +7/+2 | +4 | +4 | +9 | 3 | 3 | 3 | 2 | 1 | — | |
15th | +7/+2 | +5 | +5 | +9 | 3 | 3 | 3 | 3 | 2 | — | |
16th | +8/+3 | +5 | +5 | +10 | 3 | 3 | 3 | 3 | 2 | 0 | |
17th | +8/+3 | +5 | +5 | +10 | 3 | 3 | 3 | 3 | 2 | 1 | |
18th | +9/+4 | +6 | +6 | +11 | 3 | 3 | 3 | 3 | 2 | 1 | |
19th | +9/+4 | +6 | +6 | +11 | 3 | 3 | 3 | 3 | 3 | 2 | |
20th | +10/+5 | +6 | +6 | +12 | 3 | 3 | 3 | 3 | 3 | 2 |
Class Features
All of the following are class features of the adept NPC class.
Weapon and Armor Proficiency
Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor or shield.
Spells
An adept casts divine spells, which are drawn from the adept spell list. Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept's spell is 10 + the spell level + the adept's Wisdom modifier.
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 during 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.
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 14–1. In addition, she receives bonus spells per day if she has a high Wisdom score.
Where Table 14–1 indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.
At 2nd level, an adept can call a familiar, just as a wizard can using the arcane bond ability.
Description: adept
Adepts choose their spells from the following list.
Many who seek to perfect the use of the bow sometimes pursue the path of the arcane archer. Arcane archers are masters of ranged combat, as they possess the ability to strike at targets with unerring accuracy and can imbue their arrows with powerful spells. Arrows fired by arcane archers fly at weird and uncanny angles to strike at foes around corners, and can pass through solid objects to hit enemies that cower behind such cover. At the height of their power, arcane archers can fell even the most powerful foes with a single, deadly shot.
Those who have trained as both rangers and wizards excel as arcane archers, although other multiclass combinations are not unheard of. Arcane archers may be found wherever elves travel, but not all are allies of the elves. Many, particularly half-elven arcane archers, use elven traditions solely for their own gain, or worse, against the elves whose very traditions they adhere to.
Role
Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.
Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus
+6.
Feats
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells
Ability to cast 1st-level arcane spells.
Class Skills
The arcane archer's class skills (and the key ability for each skill) are Perception (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).
Skill Ranks at Each Level
4 + Int modifier.
Table: Arcane Archer
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +1 | +1 | +1 | +0 | Enhance arrows (magic) | — |
2nd | +2 | +1 | +1 | +1 | Imbue arrow | +1 level of existing class |
3rd | +3 | +2 | +2 | +1 | Enhance arrows (elemental) | +1 level of existing class |
4th | +4 | +2 | +2 | +1 | Seeker arrow | +1 level of existing class |
5th | +5 | +3 | +3 | +2 | Enhance arrows (distance) | — |
6th | +6 | +3 | +3 | +2 | Phase arrow | +1 level of existing class |
7th | +7 | +4 | +4 | +2 | Enhance arrows (elemental burst) | +1 level of existing class |
8th | +8 | +4 | +4 | +3 | Hail of arrows | +1 level of existing class |
9th | +9 | +5 | +5 | +3 | Enhance arrows (aligned) | — |
10th | +10 | +5 | +5 | +3 | Arrow of death | +1 level of existing class |
Class Features
All of the following are class features of the arcane archer prestige class.
Weapon and Armor Proficiency
An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spells per Day
At the indicated levels, an arcane archer 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 other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
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 gold pieces to accomplish this task. However, an archer's magic arrows only function for him.
In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, every nonmagical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, every nonmagical arrow fired by an arcane archer gains the distance weapon quality.
At 7th level, every nonmagical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, every nonmagical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).
The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered 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's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's 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). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.
At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.
Hail of Arrows
In lieu of his 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's primary attack bonus, and each enemy may only be targeted by a single arrow.
At 10th level, an arcane archer can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the arcane archer's Charisma modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the arcane archer who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time.
Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.
The path to becoming an arcane trickster is a natural progression for rogues who have supplemented their talents for theft with the study of the arcane. Multiclass rogue/sorcerers and rogue/bards are the most common arcane tricksters, although other combinations are possible. Arcane tricksters are most often found in large, cosmopolitan cities where their talents for magical larceny can be most effectively put to use, prowling the streets and stealing from the unwary.
Role
With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.
Requirements
To qualify to become an arcane trickster, a character must fulfill all of the following criteria.
Alignment
Any nonlawful.
Skills
Disable Device 4 ranks, Escape Artist 4 ranks, Knowledge (arcana) 4 ranks.
Spells
Ability to cast mage hand and at least one arcane spell of 2nd level or higher.
Special
Sneak attack +2d6.
Class Skills
The arcane trickster's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Knowledge (all skills taken individually) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks at Each Level
4 + Int modifier.
Table: Arcane Trickster
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +0 | +0 | +1 | +1 | Ranged legerdemain | +1 level of existing class |
2nd | +1 | +1 | +1 | +1 | Sneak attack +1d6 | +1 level of existing class |
3rd | +1 | +1 | +2 | +2 | Impromptu sneak attack 1/day | +1 level of existing class |
4th | +2 | +1 | +2 | +2 | Sneak attack +2d6 | +1 level of existing class |
5th | +2 | +2 | +3 | +3 | Tricky spells 3/day | +1 level of existing class |
6th | +3 | +2 | +3 | +3 | Sneak attack +3d6 | +1 level of existing class |
7th | +3 | +2 | +4 | +4 | Impromptu sneak attack 2/day, Tricky spells 4/day | +1 level of existing class |
8th | +4 | +3 | +4 | +4 | Sneak attack +4d6 | +1 level of existing class |
9th | +4 | +3 | +5 | +5 | Invisible thief, Tricky spells 5/day | +1 level of existing class |
10th | +5 | +3 | +5 | +5 | Sneak attack +5d6, surprise spells | +1 level of existing class |
Class Features
All of the following are class features of the arcane trickster prestige class.
Weapon and Armor Proficiency
Arcane tricksters gain no proficiency with any weapon or armor.
Spells per Day
When a new arcane trickster 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 adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.
An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. 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. She can only use this ability if she has at least 1 rank in the skill being used.
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.
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she 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).
At 7th level, an arcane trickster can use this ability twice per day.
Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.
At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.
Surprise Spells
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
Class Skills
The aristocrat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), and Survival (Wis).
Skill Ranks per Level
4 + Int modifier.
Table: Aristocrat
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |
---|---|---|---|---|
1st | +0 | +0 | +0 | +2 |
2nd | +1 | +0 | +0 | +3 |
3rd | +2 | +1 | +1 | +3 |
4th | +3 | +1 | +1 | +4 |
5th | +3 | +1 | +1 | +4 |
6th | +4 | +2 | +2 | +5 |
7th | +5 | +2 | +2 | +5 |
8th | +6/+1 | +2 | +2 | +6 |
9th | +6/+1 | +3 | +3 | +6 |
10th | +7/+2 | +3 | +3 | +7 |
11th | +8/+3 | +3 | +3 | +7 |
12th | +9/+4 | +4 | +4 | +8 |
13th | +9/+4 | +4 | +4 | +8 |
14th | +10/+5 | +4 | +4 | +9 |
15th | +11/+6/+1 | +5 | +5 | +9 |
16th | +12/+7/+2 | +5 | +5 | +10 |
17th | +12/+7/+2 | +5 | +5 | +10 |
18th | +13/+8/+3 | +6 | +6 | +11 |
19th | +14/+9/+4 | +6 | +6 | +11 |
20th | +15/+10/+5 | +6 | +6 | +12 |
Class Features
The following is a class feature of the aristocrat NPC class.
A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared classes.
While nearly any class is capable of becoming an assassin, rogues suit the part more than any other, from both an ability viewpoint and an ideological one. Though they make excellent allies during combat, assassins excel in more clandestine situations, and the best assassins are the ones the victims never knew existed.