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PrestigeClasses

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Follower of the Golden Path

Followers of the Golden Path are often contemplative souls. However, they are not able to reflect in isolation: their Lord commands that they travel the land, helping all who find themselves in need.

Requirements:

  • Alignment: Lawful Good
  • BAB: +7
  • Skills: Knowlege(Religion) 10 ranks, Heal 10 ranks
  • Feats: Improved Unarmed Strike
  • Special: Smite Evil 1/day, Ki Strike (Magic), ability to Turn Undead
  • Special: Must perform a Quest for the Church of Raelor (typically, slay a powerful undead)

Class Benefits:

  • Hit Die: d8
  • BAB: as Monk
  • Good Saves: Fort, Reflex, Will
  • Skill Points: 4 + Int bonus/level
  • Class Skills: Balance, Climb, Concentration, Craft(Any), Diplomacy, Escape Artist, Handle Animal, Heal, Jump, Knowlege(Religion), Profession(Any), Ride, Sense Motive, Spot, Swim, Tumble
Abilities by Level:
LevelBABFortRefWillSpellcastingSpecial
1+0+2+2+2--Paladin Bonus, Monk Bonus, Lay On Hands
2+1+3+3+3+1 Paladin LevelRaelor's Light
3+2+3+3+3+1 Paladin LevelSearing Ki
4+3+4+4+4+1 Paladin LevelSmite Evil +1/day
5+3+4+4+4+1 Paladin LavelRaelor's Cleansing
6+4+5+5+5--Holy Aura
7+5+5+5+5+1 Paladin LevelDisruptive Ki
8+6+6+6+6+1 Paladin LevelSmite Evil +1/day
9+6+6+6+6+1 Paladin LevelDismissive Ki
10+7+7+7+7+1 Paladin LevelHoly Ki, Holy Smite

Special Abilities:

  • Paladin Bonus: Each level of Follower of the Golden Path counts as a Paladin level for the purposes of Turn Undead and Smite Evil damage.
  • Monk Abilities: The character gains AC, speed, increased Unarmed Damage dice and improved Flurry of Blows as if his Follower of the Golden Path levels were Monk levels (stacking with existing Monk levels).
  • Lay On Hands (Sp): This functions exactly as a Paladin's Lay On Hands ability, and stacks with any Paladin levels.
  • Raelor's Light (Sp): The Follower may spend a Turn Undead attempt to invoke an effect emulating both Invisibility Purge and Daylight, except as noted: area = 60 ft., duration 1 minute/Follower level, caster level = character level.
  • Searing Ki (Su): The Follower's unarmed attacks are considered Good for the purpose of overcoming DR. In addition, they inflict an extra +1d6 damage against undead foes.
  • Raelor's Cleansing (Sp): The Follower may spend a Turn Undead attempt in order to cast any of the following spells: Neutralize Poison, Remove Disease, Remove Curse, Remove Blindness/Deafness, caster level = character level.
  • Holy Aura (Su): The character radiates a palpable aura of Holiness, which acts as a permanent Magic Circle against Evil centered on the Follower of the Golden Path. This aura can be dispelled, but the Follower can restore it as a Swift action on his initiative. Caster level = character level. This effect can be suppressed at will.
  • Disruptive Ki (Su): The Follower may convert a Smite Evil attempt to grant his unarmed attacks the Disruption special ability (undead must make a Fort save or be destroyed DC 10 + FGP levels + Wis bonus). This ability requires a Swift action to activate and lasts for one round.
  • Dismissive Ki (Sp): The Follower may convert a Turn Undead attempt to cast Dispel Evil on himself as a Cleric of his Follower level.
  • Holy Ki (Su): The Follower's unarmed attacks gain the Holy special ability (+2d6 Holy damage). This replaces (does not stack with) the earlier Searing Ki ability.
  • Holy Smite (Sp): The Follower can convert a Smite Evil attempt into a Holy Smite spell, cast at his character level.

 

This section is Open Gaming Content. Read the OGL v1.0a.

Arcane Archer

The Arcane Archer fuses his magical and martial talent into a coherent whole, sacrificing spellcasting for the ability to channel his arcane might into the arrows he fires.

Requirements:

    • BAB: +5
    • Feats: Weapon Focus (any Bow), Point Blank Shot and at least one of Rapid Shot, Precise Shot or Far Shot
    • Skills: Knowlege (Arcana) 5+, Spellcraft 5+ ranks each
    • Spellcasting: Ability to cast 1st-level Arcane spells as a Sorcerer or Wizard

Class Benefits:

    • Hit Die: d6
    • BAB: as Fighter
    • Good Saves: Reflex, Will
    • Skill Points: 4 + Int bonus/level
    • Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlege (Arcana, Nature, Religion, Dungeoneering, Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str)

Abilities by Level:
LevelBABFortRefWillSpellcastingSpecial
1+1+0+2+2--Imbue Arrows (Magic)
2+2+0+3+3+1 LevelArrow Touch
3+3+1+3+3--Imbue Arrows (Effect)
4+4+1+4+4+1 LevelArcane Shot I
5+5+1+4+4--Imbue Arrows (Effect)
6+6+2+5+5+1 LevelCombined Casting
7+7+2+5+5--Imbue Arrows (Effect)
8+8+2+6+6+1 LevelPenetrating Arrow
9+9+3+6+6--Enhance Effect
10+10+3+7+7+1 LevelArcane Shot II, Enhance Effect

Special Abilities:

    • Spellcasting: The Arcane Archer advances as a Wizard or Sorcerer, whichever he used to gain entry into the Prestige Class.
    • Imbue Arrows (+1 Magic) (Su): All arrows fired by the Arcane Archer gain a magical +1 Enhancement bonus. (Thus, they penetrate DR/Magic.)
    • Arrow Touch (Su): The Arcane Archer may deliver Touch or Ranged Touch spells via her arrows, though the arrow must hit normally (it is not treated as a ranged touch attack, simply as a ranged attack which also delivers the touch spell). The character must be "holding the charge" when she fires the arrow, and each arrow uses up a charge even if it misses.
    • Imbue Arrows (Effect) (Su): All arrows fired by the Arcane Archer are treated as if they had a single specific special ability from the following list: Bane*, Distance, Flaming, Frost, Ghost Touch, Keen, Merciful, Seeking, Shock, or Thundering; or gain a single alignment trait (Chaotic, Evil, Good, Lawful) for the purpose of penetrating damage reduction.

Each special ability can only be chosen once, except Bane, which can be chosen multiple times (picking a different designated foe each time). Once chosen, special abilities are fixed (cannot be exchanged).

You may choose a maximum of two Alignment traits, and they may not conflict (e.g. Lawful and Chaotic).

    • Arcane Shot I (Su): As a free action, the Arcane Archer may expend a prepared spell and focus its energy into one of her arrows. If the arrow strikes, it deals +1d4/spell level damage. The spell is expended even if the arrow misses. A cantrip grants +1 to damage.
    • Combined Casting (Su): As a full-round action, the Arcane Archer may both cast a spell (with a Casting Time of 1 standard action) and fire a single arrow.
    • Penetrating Arrow (Su): The Arcane Archer may choose to subtract a number from his BAB and add that number to his caster level for the purpose of overcoming SR. This ability only applies to spells delivered via his arrows.
    • Enhance Effect (Su): The Arcane Archer may upgrade one of his previously chosen Imbued Effects to a more powerful effect, as follows:
      • Flaming -> Flaming Burst
      • Frost -> Icy Burst
      • Shock -> Shocking Burst
      • Chaotic Alignment Trait -> Anarchic
      • Evil Alignment Trait -> Unholy
      • Good Alignment Trait -> Holy
      • Lawful Alignment Trait -> Axiomatic
      • Alternately, the Arcane Archer may choose to add an additional Effect from the lower-level ability list.
    • Arcane Shot II (Su): As Arcane Shot I above, except the arrow receices +1/spell level to the attack roll and +1d6/spell level to the damage roll. A cantrip grants +1 to attack and damage rolls. Note that an Arcane Archer can selectively suppress any Imbued effect at will (for example, he might suppress the Flaming property if he did not wish to set fire to a structure).

 

 

Prestige Kobold

Requirement: must be a Kobold

Class Benefits:

  • HD: d6
  • BAB: Half (as Sorcerer)
  • Good Saves: Reflex, Will / Bad Save: Fortitude
  • Skill Points: 4 + Int bonus
  • Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).
    Abilities by Level:
    LevelBABFortRefWillSpellcastingSpecial
    1+0+0+2+2--Energy Resistance 10, Elemental Spell Power +1
    2+1+0+3+3+1 Level SorcererSneak Attack +1d6, Natural Armor +2
    3+1+1+3+3--Draconic Ability, Elemental Spell Power +2
    4+2+1+4+4+1 Level SorcererBreath Weapon, Natural Armor +3
    Special Abilities:
  • Energy Resistance 10 (Ex): This replaces (does not stack with) the racial energy resistance that the Kobold chose at character creation. His scales become more vibrant in color.
  • Natural Armor (Ex): The specified value replaces the Kobold's racial Nagural Armor bonus.
  • Elemental Spell Power (Su): When casting spells with the energy descriptor that matches the Kobold's energy resistance, the character's Caster Level gains the indicated bonus.
  • Draconic Ability: The Kobold gains one ability based on its scale color as follows:
    • Red: Extra +1 Natural Armor bonus (Ex)
    • Green, Black: Water Breathing (Ex)
    • Blue: Create Water (Sp): 3/day, caster level = character level
    • White: Icewalking (Ex)
  • Breath Weapon (Su): The Kobold may use this special attack up to 4/day as a standard action once every minute. The DC is 10 + 1/2 the Kobold's character level + Con bonus, and the breath weapon deals 4d8 damage in the type & shape indicated:
    • Red: 15 ft. cone of Fire
    • Green: 15 ft. cone of Acid gas
    • Blue: 30 ft. line of Electricity
    • Black: 30 ft. line of Acid
    • White: 15 ft. cone of Cold

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