Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Sunday, January 12, 2025

Campaign Design - Prestige Class: Bound Spellcaster

Bound Spellcaster (from the Demon Hunter's Handbook)

The bound spellcaster are wizards and sorcerer who oppose demons by turning their own power against them. The bound spellcaster absorbs the strength and corrupt essence of a lower planar outsider, gaining incredible physical and spiritual might, but sacrificing their soul in the process.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a bound spellcaster, one must meet the following criteria:
  • Skills: Knowledge: the Planes 10+ ranks, Spellcraft 10+ ranks.
  • Feats: Spell Focus (Conjuration) and Spell Penetration.
  • Base Will Save: +5.
  • Spellcasting: Able to cast 4th-level arcane spells including dimensional anchor, lesser planar binding, and magic circle against evil.
  • Alignment: Any nonevil.
  • Special: Must destroy a dæmon, demon, or devil in single combat using nothing but spells and magic items you have personally created.
Class Skills
  • The bound spellcaster's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the bound spellcaster prestige class.
  • Base Attack Bonus: Poor. A bound spellcaster gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A bound spellcaster gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A bound spellcaster gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A bound spellcaster gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Bound spellcasters 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.

  • Spells: A bound spellcaster continues training in spellcasting to supplement their study of dæmons, demons and devils. When an odd numbered bound spellcaster level is gained (1st, 3rd, 5th, 7th, and 9th) and also at 10th 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. 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.

    If a character had more than one arcane spellcasting class that granted access to arcane spells before she became an bound spellcaster, she must decide to which class she adds each odd-numbered level of bound spellcaster for the purpose of determining spells per day and spells known.

  • Assume Demon Flesh (Ex): In an effort to gain both understanding of and power over fiends of all sorts, the bound spellcaster summons the essence of a powerful dæmon, demon, or devil and through a blasphemous ritual of the darkest sort, strips its spirits flesh and binds it to its own. In so doing, he gains the strength that only the pure, corrupt essence of the beasts of the lower planes can bring, but also dooms his soul to a slow, relentless spiral down into darkness and squalor.

    To perform this ritual, the bound spellcaster must summon and bind a lower planar being of at least half his own caster level in Hit Dice. To do this, he must prepare a magic circle against evil, summon the creature with some variation of the planar binding spell, and then imprison it with a dimensional anchor. Assuming this is done correctly, the caster can attempt to force the bound outsider to merge with his own body, and subsume its spirit into his own. Since this is not a standard service the demon can be bound to, the bound spellcaster must force the issue using a charisma check as per the lesser planar binding spell; the check cannot be modified by promises of reward, as no demon would ever willingly risk having its spirit effectively destroyed. even for the few scant centuries a mortal spellcaster might be expected to live. Instead, the bound spellcaster can increase his chances of successfully binding the outsider by collecting items of personal value to it, such as a sacrificial knife used by a cultist who worshiped it, or by seeking out and discovering its true name. The bonus received depends upon the importance of items used; a sacrificial knife might be worth +1 to the check, while knowledge of the outsider's true name would grant a +6 bonus. The total bonus to the caster's check can never rise above +6. Should the caster fail to compel the demon, he can try again, as per the rules for lesser planar binding spell, gaining the same bonuses, if applicable, from the artifacts he possesses.

    Assuming the bound spellcaster is successful in compelling the outsider, then it is immediately destroyed, its spirit flesh torn from its bones and absorbed into the caster. The caster is immediately and irrevocably transformed, his body taking on vestigial signs of demonic taint; he sprouts short horns, his tongue forks, his teeth extend slightly, he exudes the slight stench of brimstone and burning flesh, and a light dusting of dark scales erupts from his body.

    At this point, the bound spellcaster begins to transform into a half-fiend, gaining some of the powers of the template. At 1st level, he gains the following:

    • +1 bonus to natural armor class.

    • He gains the spell-like abilities of a half-fiend with Hit Dice equal to his caster level (these abilities improve as the bound spellcaster increases in level).

    • Darkvision to 30 feet.

    • +2 to saves against poison.

    • Acid resistance 5, cold resistance 5, electricity resistance 5, and fire resistance 5.

    • +2 Strength, +2 Dexterity, and +2 Intelligence.

  • Soiled Purity (Ex): When a bound spellcaster devours the spirit flesh of a demon, its corruption permanently stains his soul, leading him one step closer to the path of evil and the ways of an evil outsider. His alignment shifts one step towards evil.

  • Demonic Ally (Ex): As the bound spellcaster is transformed by his dealings with the lower planes, so too is the familiar that serves him. When the character takes on his 1st level as a bound spellcaster, his familiar gains the fiendish template. The template is applied as normal save that the fiendish familiar gains the ability to smite evil once per day rather than good. In addition, the familiar gains the ability to speak any and all lower planar languages. The bound spellcaster may add his bound spellcaster levels to the levels of other arcane classes that grant a familiar for the purpose of determining his familiar's abilities.

    The transformation the familiar undergoes is more that spiritual, as his outside visage shifts and morphs to a more demonic form. The familiar develops crimson scales or smooth skin covered in small, grotesque boils. His eyes blaze with cold fire, and steam rises from his paws whenever they make contact with the mortal plane. When the familiar gains the ability to speak, his voice becomes a low hiss, reverberating and echoing with a dozen unnatural tones. Not matter its size, the familiar takes on a hulking appearance, more massive and imposing than any natural animal of its type.

  • Shatter Corruption's Strength (Ex): Beginning at 2nd level, the bound spellcaster's spiritual connection to evil outsiders allows him the ability to overcome their supernatural resistance to mortal spells. He gains a +1 profane bonus to his caster checks to pierce the spell resistance of evil outsiders, and adds a +1 profane bonus to the spell save DCs of all spells cast against evil outsiders.

    At 5thth level, the bound spellcaster's profane bonuses to both piercing spell resistance and the DCs of his spell increase to +2, and at 8th level, they increase to +3.

  • Up the Darkling Path (Ex): At 3rd level, the bound spellcaster's spirit soaks up more of the evil outsider's corrupt power, further transforming the character's body and soul. He gains the following new abilities from the half-fiend template:

    • He gains a claw and bite attack, as per the description of the half-fiend template.

    • He gains the ability to perform a spell smite. One per day, he can add a bonus equal to his caster level to the damage inflicted by any spell. This bonus applied only to spell cast against evil outsiders.

    • He gains damage reduction 5/+1.

    • He gains +2 Constitution and +2 Charisma

  • Darkened Spirit (Ex): When the bound spellcaster reaches 4th level, the slumbering spirit of the evil outsider within him stirs, poisoning his eternal soul. The bound spellcaster's alignment shifts one step on the law-chaos axis towards the alignment of the evil outsider he bound. If the bound spellcaster's alignment is already the same as the outsider's then nothing happens.

  • Improved Binding (Ex): The bound spellcaster understands how to bind and control summoned evil outsiders. Beginning at 6th level, he gains a bonus equal to his bound spellcaster class level to all Charisma checks made to compel evil outsiders to perform a service, as per the lesser planar binding spell. In addition, he can draw a diagram to make his magic circle against evil more secure (as per the spell description) in only one round, and need not make a Spellcraft check when doing so.

  • Fury of Hell (Ex): By 7th level, the bound spellcaster's spirit has almost fully consumed the demon bound within he body. He gains the following abilities from the half-fiend template, which stack with those he already possesses:

    • His claw and bite attacks are considered magic weapons.

    • He gains immunity to poison.

    • He gains bat wings, allowing him to fly at his base speed with average maneuverability.

    • He gains spell resistance equal to 10 plus is caster level.

    • His darkvision increases to 60 feet.

    • His damage reduction increases to 10/+1.

  • Blackened Soul (Ex): At 8th level, the bound spellcaster has become thoroughly corrupted by the evil outsider's will. His alignment shifts one more step towards evil. An evil bound spellcaster does not necessarily abandon his role as a demon hunter, but he becomes infinitely more cruel in his methods.

  • Dark Ascendance (Ex): At 10th level, the bound spellcaster's spirit shreds the defenses of the evil outsider within him, and he undergoes a dark apotheosis. He gains all the following attributes from the half-fiend template, and is now a full half-fiend:

    • His type changes to outsider, though he does not recalculate his Hit Dice, Base Attack Bonus, or Base Saves. He is considered a native outsider.

    • His resistance to acid, cold, electricity, and fire all increase to 10.

    • His total caster level is now equal to his bound spellcaster level plus his previous arcane caster levels, but only for the purpose of determining his spell resistance, his ability to spell smite, and his access to the half-fiend's spell-like abilities.

    • He gains an additional +2 Strength, +2 Dexterity, and +2 Intelligence.

Bound Spellcaster
LevelSpecialSpells per Day
1stAssume Demon Flesh, Soiled Purity, Demonic Ally+1 level of existing arcane spellcating class
2ndShatter Corruption's Strength +1-
3rdUp the Darkling Path+1 level of existing arcane spellcasting class
4thDarkened Spirit-
5thShatter Corrpution's Path +2+1 level of existing arcane spellcasting class
6thImproved Binding-
7thFury of Hell+1 level of existing arcane spellcasting class
8thShatter Corruption's Strength +3-
9thBlackened Soul+1 level of existing arcane spellcasting class
10thDark Ascendance+1 level of existing arcane spellcasting class

Home     Prestige Classes

Saturday, September 28, 2024

Campaign Design - Prestige Classes: Prestige Paladin of Freedom

Paladin of Freedom (adapted from Unearthed Arcana)

After training in the arts of combat and the mysteries of the divine, the prestige paladin of freedom is anointed as a holy warrior dedicated to the protection of chaos and goodness. Most prestige paladins of freedom are clerics, favored souls, fighter/clerics, or fighter/favored souls though rare cleric/barbarians or favored soul/barbarians might pursue this path as well. Prestige paladins are usually dedicated to a chaotic good deity - Caire, Brid, and Þunor are most common. Many are lone wanderers, opposing tyranny and oppression while walking the earth. Compared to the standard paladin, the prestige paladin of freedom gives up a small amount of combat prowess in exchange for a larger spell list and a higher top end of his spell casting powers. Also, his class features aren't quite as powerful as the standard paladin's as a result of his reduced paladin class level.

In the Freeholds, the paladin of freedom class represents the basic holy warrior devoted (usually) to Caire, Brid, and Þunor, although some venerate Aíne, Syfa, or Yng. While many chaotically aligned orders and sects have their own unique training emphasizing those attributes most important to the veneration of their patron celestial, virtually all train paladins of freedom. Some groups emphasize training paladins more than others, and many see the initial training for paladin status as merely a starting point for the real indoctrination in the ways of that particular order. Although it would theoretically possible for followers of Eiur or Woda to train as paladins of freedom, such individuals would be exceptionally rare, in part because of Eiur's somewhat pacifistic creed being at odds with the idea of holy warriors devoted to her service.

Although the standard rules allow for “ecumenical” paladins devoted to no particular deity, but instead representing the power of good, I require that paladins follow a particular celestial. Most paladins of freedom are not members of one of the many holy orders of warrior-knights, preferring to walk their own individualistic path.

Hit Die: d10.
Luck Die: d4.

Requirements
To qualify to become a prestige paladin of freedom, a character must fulfill all the following criteria.
  • Alignment: Chaotic Good.
  • Base Attack Bonus: +4.
  • Skills: Knowledge: Religion 2+ ranks, Knowledge: Nobility and Royalty 2+ ranks, Ride 4+ ranks.
  • Feats: Mounted Combat.
  • Spell casting: Ability to cast protection from evil as a divine spell.
Class Skills
  • Skill List: The prestige paladin's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge: Nobility and Royalty) (Int), Knowledge: Religion (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at Each Level: 2 + Intelligence modifier.
Class Features
All the following are class features of the prestige paladin of freedom class.
  • Base Attack Bonus: Good. A prestige paladin of freedom gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A prestige paladin of freedom gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A prestige paladin of freedom gains a +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Paladins of freedom are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

    • Option - Smiting Arrow: A paladin of freedom can choose to give up their proficiency with heavy armor and shields in exchange for the ability to smite evil with ranged attacks at up to 30 feet. Once made, this choice may not be changed thereafter.

  • Spells per Day: A prestige paladin of freedom's training focuses on divine spell casting. At every odd numbered level reached, the prestige paladin of freedom gains new spells per day as if he had also gained a level in whatever divine spell casting class he belonged to before he added the prestige class.

  • Spells: The prestige paladin of freedom adds some spells to his class spell list for any one divine spell casting class he belonged to before he added the prestige class. Regardless of his original divine spell casting class, he adds the following spells to his list of available spells for that class. He still needs to prepare (and, if appropriate, learn) these additional spells to cast them, and for all other purposes he is treated exactly as a caster of the appropriate level in his original divine spell casting class with respect to what spells are on his class spell list.

    • 1st Level: Alternate silvered weapon, blaze of light, bless weapon, clear mind, deafening clang, divine sacrifice, find temple, gaze of truth, golden barding, holy spurs, know greatest enemy, lesser one mind, lionheart, moment of clarity, protection from law, rhino's rush, second wind, sense heretic, silverbeard, sticky saddle, strategic charge, swift bless weapon, traveler’s mount, warning shout.
    • 2nd Level: Angelskin, aura of glory, call mount, holy mount, loyal vassal, one mind, steed of the seas, strength of stone, zeal.
    • 3rd Level: Blessing of Bahamut, diamondsteel, find the gap, forceward, greater one mind, heal mount, magic circle against law, mind bond, regal procession, remove curse, righteous fury, smite heretic, word of binding.
    • 4th Level: Dispel law, door to great evil, draconic might, favor of the martyr, freedom of movement, glory to the martyr, holy sword, righteous sword, sacred haven, seek eternal rest, spiritual chariot, winged mount.

    In addition, a paladin of freedom can never prepare or cast any of the following spells: death ward, discern lies, dispel chaos, magic circle against chaos, or protection from chaos.

  • Divine Sight: At 1st level, the paladin of freedom gains the power to see evil or law. The paladin must choose one of these two options, and once made, this choice may not be changed thereafter.

    • Detect Evil (Sp): At will, a paladin with this ability can use detect evil, as the spell.

    • Detect Law (Sp): At will, a paladin with this ability can use detect law, as the spell.

  • Vengeance of Freedom: At 1st level, a paladin of freedom is granted power to aid her crusade against evil. The paladin of freedom must choose one of the following two options. Once made, this choice may not be changed thereafter.

    • Hunter of Fiends (Ex): A paladin of freedom with this ability gains outsider (evil) as a favored enemy. The paladin gains a bonus equal to half their divine caster level (minimum 1) 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. In addition, the paladin gains Track as a bonus feat and the paladin may treat Survival and Knowledge: the Planes as class skills.

    • Smite Evil (Su): Once per day, a paladin of freedom with this ability 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. 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. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of four times per day at 15th level.

  • Turn Undead (Su): A paladin of freedom 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 a level equal to her paladin of freedom levels. For the purpose of determining her ability to turn undead, a prestige paladin's class levels stack with her levels from all his other classes from which she has gained the ability to turn undead. For instance, a 4th-level fighter/1st-level cleric/2nd-level prestige paladin of freedom would turn undead as a 3rd-level cleric.

    A paladin with cleric levels who has selected one of the alternative abilities to replace their turn undead ability does not stack their cleric and paladin of freedom levels to turn undead. Instead, their paladin levels stack with their cleric levels for determining the effectiveness of their alternative ability. In addition, any paladin that does not already have the turn undead ability (such as a paladin who was a favored soul before becoming a paladin) may select one of the alternative abilities appropriate to their divine patron in place of the ability to turn undead.

  • Divine Grace (Su): At 2nd level, a paladin of freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws.

  • Lay on Hands (Su): Beginning at 2nd level, a paladin of freedom 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 + 3) × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. 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’t 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.

  • Divine Gift: Upon reaching 2nd level, a paladin of freedom gains one of the three divine gifts listed below. Once the choice is made, it cannot be changed thereafter.

    • Charging Smite (Su): If a paladin with this ability smites evil as part of a charge attack, they deal an extra 2 points of damage per divine caster level to any evil creature they strike (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.

    • Special Mount (Sp): A paladin with this ability can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.

    • Weapon of Arborea: A paladin with this ability gains a weapon forged by a celestial. The weapon must be the divine patron's favored weapon. The crafter requires that the paladin name the weapon. The paladin can summon the weapon to her hand or return it to its resting place in the forges of Heaven as a free action, and you can call it to your hand even if it is not in its resting place (such as if you have been disarmed). The paladin may call this weapon a number of times per day eqaul to 1 + her Wisdom modifier (minimum of once per day). Whatever its kind, the weapon is of intricate and unearthly beauty, although the paladin is bound by oath never to sell the weapon or give it to another creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 2nd level. When the wielder becomes a 5th level paladin, it becomes a +2 weapon, when she becomes a 10th level paladin, the weapon becomes a +2 holy weapon, and when she becomes a 15th level paladin, the weapon becomes a +2 anarchic holy weapon. It overcomes damage reduction as if it were good aligned and cure spells and other healing magic repair damage to is as if it were a living creature. The paladin may expend money and experience points to enhance the weapon as if she had the Craft Magic arms and Armor feat (on top of what the weapon is through this ability). If the weapon is ever destroyed, a different celestial weaponsmith crafts the paladin of freedom a new weapon, presenting it to her a year and a day after the previous weapon was destroyed.

  • Divine Resolve (Su): At 3rd level, the paladin of freedom becomes immune to compulsion effects (magical or otherwise). This ability functions while the paladin is conscious, but not if she is unconscious or dead.

  • Activate Aura (Su): At 3rd level, a paladin gains an aura. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma bonus (with a minimum of 5 feet), and affects the paladin and all allies within the area. Activating an aura is a free action, and a paladin can only have one aura active at one time. The aura lasts for 1 round per paladin level. At 3rd level a paladin may activate their aura one time per day, but gains the ability to activate his aura more often as he progresses in level. The paladin gains a second aura at 9rd level, and a third aura at 14rd level. Some auras mimic spells of the same name: These auras' effects do not stack with the spells' effects.

    • Aura of Banishment: Only evil outsiders can feel this aura and suffer from its effects. No evil outsider with fewer Hit Dice than the paladin's character level can be summoned into this area, nor can such creatures use summonings or teleporting effects. In addition, this aura grants the paladin of freedom a +2 bonus on bluff checks against evil outsiders.

    • Aura of Might: The paladin of freedom and all her allies gain a +1 sacred bonus to damage rolls for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Devotion: The paladin of freedom and her allies receive a +1 deflection bonus to Armor Class for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Healing: The paladin of freedom and her allies gain fast healing 1 for the duration of the aura. Paladins devoted to Eiur must select this aura with the selection they gain at 3rd level.

    • Aura of Retribution: Whenever a creature deals damage with a melee attack to the paladin or one of her allies, it takes 2d4 points of holy damage +1 point per the paladin of freedom's Charisma bonus (if any). The base damage increases to 3d4 at 10th level and 4d4 at 15th level.

    • Aura of Resolve: When the aura of resolve is activated, each ally within the aura of the paladin paladin of freedom gains a +4 morale bonus on saving throws against compulsion effects.

    • Aura of Resistance: The paladin and her allies gain spell resistance equal to 5 + her paladin of freedom class level.

    • Aura of Sanctity: When the aura of sanctity is activated, the paladin of freedom must choose one of the following effects: fear effects (including possession), death effects, or petrification. While the aura is in effect the paladin is immune to the chosen effect and allies within the area of the aura gain a +4 bonus on saves against the chosen effect.

    • Aura of Wisdom: The paladin of freedom and her allies each regain one prepared spell or spell slot of a level equal to the highest level spell that the paladin can cast.

  • Divine Benison: At 3rd level, a paladin of freedom gains one of the following two abilities. Once this choice is made, it may not be changed thereafter.

    • Angel's Sight (Ex): A paladin of freedom with this ability gains darkvision with a range of 60 feet and low-light vision. If the paladin already has one of these senses, they gain no additional bonus from this ability.

    • Divine Health (Ex): A paladin of freedom with this ability gains immunity to all diseases, including supernatural and magical diseases.

  • Remove Disease (Sp): At 4th level, a paladin of freedom can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every four levels after 4th (twice per week at 8th and three times at 12th).

  • Crusader Strike (Ex): At 5th level, a paladin with the smite evil ability can string together multiple smite evil strikes. Each smite evil strike beyond the first deals additional damage equal to her Charisma bonus (if any) for each previous smite evil strike against that creature.

  • Weapon of Justice: At 7th level, a paladin gains Weapon Focus and Weapon Specialization with her divine patron's favored weapon, if she does not already have those feats.

  • Code of Conduct: A paladin must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she oppose tyranny and oppression, seek to liberate slaves whenever possible, help those in need (provided they do not use the help for evil or lawful ends), and punish those who harm or threaten innocents.

  • Associates: 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 of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
Prestige Paladin

LevelSpecialSpells per Day
1stDivine sight, holy vengeance, turn undead+1 level of existing divine spell casting class
2ndDivine grace, lay on hands, divine gift-
3rdActivate aura once per day, divine resolve, divine benison+1 level of existing divine spell casting class
4thRemove disease once per week-
5thCrusader strike+1 level of existing divine spell casting class
6th--
7thWeapon of justice+1 level of existing divine spell casting class
8thRemove disease twice per week-
9thActivate aura twice per day, second aura+1 level of existing divine spell casting class
10th--
11th-+1 level of existing divine spell casting class
12thRemove disease three times per week-
13th-+1 level of existing divine spell casting class
14thActivate aura three times per day, third aura-
15th-+1 level of existing divine spell casting class

The Paladin of Freedom's Mount
The paladin’s 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. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s 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’s Hit Dice, base attack bonus, saves, skill points, and feats).

Paladin LevelBonus Hit DiceNatural Armor AdjustmentStrength Adj.IntelligenceSpecial
2nd-4th+2+4+16Empathic link, improved evasion, share spells, share saving throws
5th-7th+4+6+27Improved speed
8th-10th+6+8+38Command creatures of its kind
11th-15th+8+10+49Spell resistance
  • Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.
  • Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adjustment: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.
  • Strength Adjustment: Add this figure to the mount's Strength score.
  • Intelligence: The mount's Intelligence score.
  • Improved Evasion (Ex): 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.
  • Empathic Link (Su): The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount'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 paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.
  • Share Spells: At the paladin’s 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 "You" 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’s type (magical beast).
  • Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
  • Improved Speed (Ex): The mount’s speed increases by +10 feet.
  • Command (Sp): 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’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Charisma modifier) to negate the effect.
  • Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 8. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Ex-Paladins of Freedom: A paladin of freedom who ceases to be chaotic 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’s 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), as appropriate.

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Tuesday, November 2, 2021

Campaign Design - Base Classes: Adherent

Adherent
(from AEG's Good)

The adherent is an NPC class.

Most of those who serve a celestial or infernal power do not serve as clerics or paladins, but rather work the will of the heavens or hells by maintaining the libraries, the graveyards, and the churches. Though their tasks are humble, they are still important, and without their labors, the practices of faith would grind to a halt.

In the Three Worlds campaign, an adherent must select one of the Lords of Heaven or Lords of Hell as their patron. All adherents in the Three Worlds campaign must be devoted to a specific deity, church, or cult.

Players are unlikely to play adherents, who occupy the dullest levels of any religion, and are most useful as an information source for adventuring parties. Every religious institution that can support more than a handful of clerics will have a staff of adherents, and most churches will have a full retinue. Adherents can also act as holy advisors when clerics are unavailable, as experts in their fields who are often ignored by their own organizations.

Note that in the Three Worlds campaign, player characters may not be evil, and as a result are prohibited from being adherents devoted to most of the Lords of Hell.

Abilities: Wisdom determines how powerful a spell an adherent can cast, how many spells he can cast per day, and how hard those spells are to resist.
Alignment: An adherent’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d4.
Luck Die: d2.

Class Skills
  • Skill List: The adherent's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft: Any (all skills taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Any Two (taken individually) (Int), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
All of the following are the class features of the adherent:
  • Base Attack Bonus: Average. An adherent gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An adherent gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An adherent gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An adherent gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Adherents are proficient with one simple weapon. Adherents are not proficient with any armor or shields.

  • Spells: An adherent casts divine spells, which are drawn from the cleric/favored soul spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. An adherent must choose and prepare his spells in advance. To prepare or cast a spell, an adherent must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adherent’s spell is 10 + the spell level + the adherent’s Wisdom modifier. Like other spellcasters, an adherent can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. An adherent also gets one domain spell of each spell level he can cast, starting at 1st level. At some levels, an adherent has access to a domain spell of a given level, but no others. These levels are marked as "0 + 1" on the adherent's spell table. When an adherent prepares a spell in a domain spell slot, it must come from his chosen domain. Adherents meditate or pray for their spells. Each adherent 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. Time spent resting has no effect on whether an adherent can prepare spells. An adherent may prepare and cast any spell on the cleric/favored soul spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

  • Deity, Domains, and Domain Spells: An adherent’s deity influences his alignment, what magic he can perform, his values, and how others see him. An adherent chooses a single domain from among those belonging to his deity, as found on the list of cleric domains. An adherent can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. The domain gives the adherent access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The adherent gets the granted power of the domain selected. If a domain spell is not on the cleric/favored soul spell list, an adherent can prepare it only in his domain spell slot.

Adherent
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Spells
3
0+1
-
-
-
-
-
-
-
-
2nd
-
4
1+1
-
-
-
-
-
-
-
-
3rd
-
4
2+1
0+1
-
-
-
-
-
-
-
4th
-
5
2+1
1+1
-
-
-
-
-
-
-
5th
-
5
3+1
2+1
0+1
-
-
-
-
-
-
6th
-
5
3+1
2+1
1+1
-
-
-
-
-
-
7th
-
6
3+1
3+1
2+1
0+1
-
-
-
-
-
8th
-
6
4+1
3+1
2+1
1+1
-
-
-
-
-
9th
-
6
4+1
3+1
3+1
2+1
0+1
-
-
-
-
10th
-
6
4+1
4+1
3+1
2+1
1+1
-
-
-
-
11th
-
6
4+1
4+1
3+1
3+1
2+1
0+1
-
-
-
12th
-
6
4+1
4+1
4+1
3+1
2+1
1+1
-
-
-
13th
-
6
4+1
4+1
4+1
3+1
3+1
2+1
0+1
-
-
14th
-
6
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
-
15th
-
6
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
-
16th
-
6
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
-
17th
-
6
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
0+1
18th
-
6
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
19th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
20th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
4+1
3+1
2+1
In addition to the stated number of spells per day for 1st through 9th-level spells, an adherent cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the adherent may receive for having a high Wisdom score.

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Wednesday, September 29, 2021

Campaign Design - Prestige Class: Incantatrix

Incantatrix (from the Player's Guide to Færûn)

The incantatrixes are the practitioners of metamagic in the Three Worlds, studying spells that affect other spells and having a fondness for magic that thwarts extraplanar beings.

Hit Die: d4.
Luck Die: d2.

Requirements
To become an incantatrix, one must meet the following criteria:
  • Skills: Concentration 4+ ranks, Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks.
  • Feats: Iron Will and any one metamagic feat.
  • Spellcasting: Able to cast 3rd-level arcane spells.
  • Special: Cannot have abjuration as a prohibited school.
Class Skills
  • The incantatrix's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Heal (Wis), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the incantatrix prestige class.
  • Base Attack Bonus: Poor. An incantatrix gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. An incantatrix gains a +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An incantatrix gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An incantatrix gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: 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.

  • Spells: 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 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 (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 arcane spells, then determines spells per day, spells known, and caster level accordingly.

    If a character had more than one arcane spellcasting class that granted access to 3rd-level arcane 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.

  • Bonus Metamagic Feat: 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.

  • Focused Studies (Ex): 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.

  • Cooperative Metamagic (Su): 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 x modified spell level]) to succeed. "Modified spell level" 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's chain lightning spell, the modified spell level is 9th (6th for the spell, +3 for the Maximize Spell feat), and the DC is 18 + (3 x 9) = 45. If she applies the same feat to an ally's silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier).

  • Metamagic Effect (Su): 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 x modified spell level]. "Modified spell level" 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'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's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.

    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 x 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'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.

    An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier). Using this ability is a full-round action that provokes attacks of opportunity.

  • Metamagic Spell Trigger (Su): 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.

    An incantatrix cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads.

  • Seize Concentration (Su): 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 as 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.

  • Instant Metamagic (Su): 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'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'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.

  • Snatch Spell (Su): 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'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.

  • Improved Metamagic (Su): 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.

    This benefit also applies to the incantatrix'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.
incantatrix
LevelSpecialSpells per Day
1stBonus Metamagic Feat, Focused Studies+1 level of existing arcane spellcating class
2ndCooperative Metamagic+1 level of existing arcane spellcasting class
3rdMetamagic Effect+1 level of existing arcane spellcasting class
4thBonus Metamagic Feat+1 level of existing arcane spellcasting class
5thMetamagic Spell Trigger+1 level of existing arcane spellcasting class
6thSeize Concentration+1 level of existing arcane spellcasting class
7thBonus Metamagic Feat, Instant Metamagic (once per day)+1 level of existing arcane spellcasting class
8thSnatch Spell+1 level of existing arcane spellcasting class
9thInstant Metamagic (twice per day)+1 level of existing arcane spellcasting class
10thBonus Metamagic Feat, Improved Metamagic+1 level of existing arcane spellcasting class

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