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Published by Chris Winnower, 2019-06-14 11:40:05

Complete Adventurer

Complete Adventurer



Contents Survival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Chapter 5: Spells. . . . . . . . . . . . . . . . . . . . . . . . . 137 TABLE OF
Swim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Swift Actions and Immediate Actions. . . . 137 CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Tumble. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 New Assassin Spells. . . . . . . . . . . . . . . . . . . . . 138
Everyone Has Skill . . . . . . . . . . . . . . . . . . . . . . . . .4 Use Rope . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 New Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . 138
What’s Inside . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Feats . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . 139
What You Need to Play . . . . . . . . . . . . . . . . . .4 Appraise Magic Value . . . . . . . . . . . . . . . . 103 New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . 140
Ascetic Hunter . . . . . . . . . . . . . . . . . . . . . . . .105 New Paladin Spells. . . . . . . . . . . . . . . . . . . . . . 140
Chapter 1: Classes . . . . . . . . . . . . . . . . . . . . . . . . . .5 Ascetic Knight . . . . . . . . . . . . . . . . . . . . . . . .105 New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . 140
Ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Ascetic Mage. . . . . . . . . . . . . . . . . . . . . . . . . .105 New Sorcerer/Wizard Spells . . . . . . . . . . . . .141
Game Rule Information . . . . . . . . . . . . . . . . .7 Ascetic Rogue . . . . . . . . . . . . . . . . . . . . . . . . 106 New Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Human Ninja Starting Package . . . . . . . . . .9 Brachiation . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Brutal Throw. . . . . . . . . . . . . . . . . . . . . . . . . 106 Chapter 6: Organizations . . . . . . . . . . . . . . . . 159
Game Rule Information . . . . . . . . . . . . . . . .11 Combat Intuition . . . . . . . . . . . . . . . . . . . . 106 Organization Name . . . . . . . . . . . . . . . . . . 159
Half-Elf Scout Starting Package . . . . . . . . .13 Danger Sense . . . . . . . . . . . . . . . . . . . . . . . . 106 Blacklock Loreseekers . . . . . . . . . . . . . . . . 160
Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Death Blow . . . . . . . . . . . . . . . . . . . . . . . . . . 106 The Bloodhounds . . . . . . . . . . . . . . . . . . . . .162
Game Rule Information . . . . . . . . . . . . . . . .15 Deft Opportunist . . . . . . . . . . . . . . . . . . . . 106 College of Concrescent Lore . . . . . . . . . . .165
Halfling Spellthief Starting Package . . . .20 Deft Strike . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Daggerspell Guardians . . . . . . . . . . . . . . . .167
Devoted Inquisitor . . . . . . . . . . . . . . . . . . . 107 Dragonblade Ninja Clan . . . . . . . . . . . . . . .169
Chapter 2: Prestige Classes . . . . . . . . . . . . . . . .21 Devoted Performer . . . . . . . . . . . . . . . . . . . 107 Eyes of the Overking . . . . . . . . . . . . . . . . . 171
Picking a Prestige Class . . . . . . . . . . . . . . . . . . .21 Devoted Tracker. . . . . . . . . . . . . . . . . . . . . . 108 Grayhaunt Investigators . . . . . . . . . . . . . . 173
Animal Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Disguise Spell. . . . . . . . . . . . . . . . . . . . . . . . 108 League of Boot and Trail . . . . . . . . . . . . . . .175
Beastmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Dive for Cover. . . . . . . . . . . . . . . . . . . . . . . . 108 Nightsong Guild . . . . . . . . . . . . . . . . . . . . . 177
Bloodhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Dual Strike . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Order of Illumination . . . . . . . . . . . . . . . . 179
Daggerspell Mage . . . . . . . . . . . . . . . . . . . . . . . . .31 Expert Tactician. . . . . . . . . . . . . . . . . . . . . . 109 Shadowmind Guild. . . . . . . . . . . . . . . . . . . 181
Daggerspell Shaper. . . . . . . . . . . . . . . . . . . . . . . .36 Extra Music . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Talespinners League. . . . . . . . . . . . . . . . . . 182
Dread Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Extraordinary Concentration . . . . . . . . . 109
Dungeon Delver . . . . . . . . . . . . . . . . . . . . . . . . . .42 Extraordinary Spell Aim . . . . . . . . . . . . . 109 Building an Organization . . . . . . . . . . . . . . . .185
Exemplar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Force of Personality . . . . . . . . . . . . . . . . . . 109 Step 1: Type . . . . . . . . . . . . . . . . . . . . . . . . . . .185
Fochlucan Lyrist . . . . . . . . . . . . . . . . . . . . . . . . . .47 Goad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Step 2: Alignment . . . . . . . . . . . . . . . . . . . . .185
Ghost-Faced Killer . . . . . . . . . . . . . . . . . . . . . . . .51 Green Ear . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 Step 3: Size . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Highland Stalker. . . . . . . . . . . . . . . . . . . . . . . . . .54 Hear the Unseen . . . . . . . . . . . . . . . . . . . . . .110 Step 4: Population and Resources . . . . . 186
Maester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56 Improved Diversion . . . . . . . . . . . . . . . . . . .110 Step 5: Demographics . . . . . . . . . . . . . . . . 187
Master of Many Forms . . . . . . . . . . . . . . . . . . . .58 Improved Flight. . . . . . . . . . . . . . . . . . . . . . .110 Step 6: Flesh out the Details. . . . . . . . . . . 189
Nightsong Enforcer . . . . . . . . . . . . . . . . . . . . . . .60 Improved Swimming. . . . . . . . . . . . . . . . . .110
Nightsong Infiltrator. . . . . . . . . . . . . . . . . . . . . .62 Insightful Reflexes . . . . . . . . . . . . . . . . . . . .110 Appendix: The Epic Adventurer . . . . . . . . . 189
Ollam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Jack of All Trades . . . . . . . . . . . . . . . . . . . . . .110 Becoming an Epic-Level Adventurer . . 189
Shadowbane Inquisitor . . . . . . . . . . . . . . . . . . . .68 Leap Attack . . . . . . . . . . . . . . . . . . . . . . . . . . .110 Epic-Level Prestige Class Characters . . 190
Shadowbane Stalker. . . . . . . . . . . . . . . . . . . . . . .70 Lingering Song. . . . . . . . . . . . . . . . . . . . . . . .111 Sample Prestige Class Epic Progression:
Shadowmind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74 Mobile Spellcasting . . . . . . . . . . . . . . . . . . .111 Dungeon Delver . . . . . . . . . . . . . . . . . . . 191
Spymaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Natural Bond . . . . . . . . . . . . . . . . . . . . . . . . .111 Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Streetfighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79 Obscure Lore . . . . . . . . . . . . . . . . . . . . . . . . .111
Tempest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Open Minded . . . . . . . . . . . . . . . . . . . . . . . . .111 Sidebars
Thief-Acrobat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83 Oversized Two-Weapon Fighting. . . . . . .111
Vigilante . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Power Throw . . . . . . . . . . . . . . . . . . . . . . . . . .111 Sudden Strike and Sneak Attack . . . . . . . . . . . .8
Virtuoso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 Quick Reconnoiter . . . . . . . . . . . . . . . . . . . 112 Spellthieves and Psionics . . . . . . . . . . . . . . . . . .20
Wild Plains Outrider . . . . . . . . . . . . . . . . . . . . . .92 Razing Strike . . . . . . . . . . . . . . . . . . . . . . . . 112 The Pirate Code . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Staggering Strike. . . . . . . . . . . . . . . . . . . . . 112 Fochlucan Bandore. . . . . . . . . . . . . . . . . . . . . . . .48
Chapter 3: Skills and Feats . . . . . . . . . . . . . . . .95 Subsonics . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 The Fochlucan College . . . . . . . . . . . . . . . . . . . .49
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Tactile Trapsmith. . . . . . . . . . . . . . . . . . . . . 112 Trick Capacity . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Combining Skill Attempts. . . . . . . . . . . . . .95 Versatile Performer. . . . . . . . . . . . . . . . . . . 112 Exotic Weapons from
Expanded Skill Descriptions . . . . . . . . . . . . . .97 Bardic Music Feats . . . . . . . . . . . . . . . . . . . . . . 113
Appraise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Chant of Fortitude . . . . . . . . . . . . . . . . . . . 113 Complete Warrior . . . . . . . . . . . . . . . . . . . . . .116
Balance .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Ironskin Chant . . . . . . . . . . . . . . . . . . . . . . 113 Using the Hexblade with
Climb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Lyric Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Craft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Wild Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Complete Adventurer. . . . . . . . . . . . . . . . . . . 139
Decipher Script . . . . . . . . . . . . . . . . . . . . . . . .98 Blindsense . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Emphasizing an Organization
Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98 Climb Like an Ape . . . . . . . . . . . . . . . . . . . .114
Disable Device . . . . . . . . . . . . . . . . . . . . . . . . .99 Cougar’s Vision . . . . . . . . . . . . . . . . . . . . . . .114 within a Campaign . . . . . . . . . . . . . . . . . . . 160
Escape Artist . . . . . . . . . . . . . . . . . . . . . . . . . .99 Hawk’s Vision . . . . . . . . . . . . . . . . . . . . . . . .114 Adventurers and the League . . . . . . . . . . . . . .176
Forgery .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Savage Grapple . . . . . . . . . . . . . . . . . . . . . . . .114 Option: Create an
Handle Animal . . . . . . . . . . . . . . . . . . . . . . 100 Scent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Heal . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Organizational Statistics Block . . . . . . . 188
Hide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Chapter 4: Tools and Equipment. . . . . . . . . 115 Behind the Curtain:
Open Lock . . . . . . . . . . . . . . . . . . . . . . . . . . 102 New Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Sense Motive . . . . . . . . . . . . . . . . . . . . . . . . 102 Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118 Epic Levels and Prestige Classes . . . . . . 190
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127

3

INTRODUCTION Introduction Three new standard character classes—the deadly
ninja, the masterful scout, and the versatile spellthief—
Complete Adventurer is a rules accessory for the DUNGEONS provide players with new ways to approach highly skilled
& DRAGONS® game. It is primarily a player resource characters, and each class has a unique approach to
focused on skills and other game elements that charac- combat as well.
ters of any class can use. It looks at nearly every aspect
of the D&D game with skills in mind, and it allows The large number of prestige classes in this book is
characters with the proper number of skill ranks access deliberate. Every character class (and nearly every character
to new combat options, new spells, new equipment, and concept) is represented, each with a focus on skill use.
new classes. DMs can also use this book as a resource for Whether you’re a spellcaster with a few levels of rogue or
creating or optimizing single creatures or even entire ninja, a fighter feeling a lack of skill points, or a highly skilled
campaign worlds. character looking to further specialize, you’ll find exciting
options and classes throughout these descriptions.
EVERYONE HAS SKILL
Many of the spells introduced in this book interact
What does it mean to be a skilled character? Really, the with skills—opening up new uses, providing special
term is just a matter of degree. Even a character who gets bonuses, or producing powerful effects for characters
a measly 1 skill point for each new level he attains can with the right skills. In addition, many of the spells
become better at a particular skill than other characters focus on using existing abilities in unusual and inter-
he might encounter (or travel with). Much of this book is esting ways. These spells allow spellcasters to occupy
potentially relevant to any character—from new uses for a significant place in campaigns that emphasize skill
skills to new equipment that can help even an unskilled use and give advantages to those characters with a large
character make a crucial skill check, Complete Adventurer number of ranks in many skills.
provides exciting options even for characters with very
low levels or very few skill points. The last chapter of this book provides information on
several organizations open to player characters. Some are
WHAT’S INSIDE related to the prestige classes introduced earlier, while
others stand on their own. Each organization has guide-
Complete Adventurer is structured similarly to its compan- lines for membership, benefits for joining, and realistic
ion volumes Complete Warrior, Complete Divine, and Complete reasons for adventurers to belong. Any one of these
Arcane. It provides the same kinds of game information, organizations could become the focus of a campaign,
emphasizing certain topics in a way that best suits the since each admits members from a diverse selection of
theme of the book. character classes and concepts.

For instance, a full chapter in Complete Adventurer is WHAT YOU NEED TO PLAY
devoted to skills and feats, beginning with an extensive
discussion of new applications for existing skills—the Complete Adventurer makes use of the information in the
largest single expansion of the rules in Chapter 4 of the three D&D core rulebooks—Player’s Handbook, Dungeon
Player’s Handbook that we’ve ever published. The chapter Master’s Guide, and Monster Manual. In addition, it includes
also includes a long list of new feats, many of which are references to material in the Epic Level Handbook, the
suited to characters with a large number of skill points Expanded Psionics Handbook, Complete Warrior, and Complete
per level or a large number of ranks in a single skill. Arcane. Although possession of any or all of these supple-
ments will enhance your enjoyment of this book, they
are not strictly necessary.

pqqqqqqqqqqqqqqqqqqqqrs

SOURCES The changes we make to previously published material are
This book includes material from other previously published intended to create an improved version of that material—to help
work, including Dragon Magazine and earlier supplements out prestige classes that were formerly suboptimal choices, to
such as Defenders of the Faith and Song and Silence. This mate- adjust feats or spells that were simply too good, or take whatever
rial has been picked up and revised to v.3.5 based on feedback steps the D&D v.3.5 revision made necessary for each individual
from thousands of D&D players comparing and debating class, feat, spell, or item. Of course, if you’re playing with older
the strengths and weaknesses of characters and options at material and it’s working fine in your game, you shouldn’t feel
gaming conventions, on message boards, on email lists, and compelled to change.
over the counters of their friendly local gaming stores.

4 pqqqqqqqqqqqqqqqqqqqqrs

Illus. by D. Kovacs

ince its inception, the latest edition of the Each of these classes has a unique set of abili-
DUNGEONS & DRAGONS roleplaying game has ties, and each presents a new approach to a wide
been about options, not restrictions. Complete range of adventuring situations. The ninja, scout,
Adventurer continues that theme, introducing and spellthief classes are especially interesting to
new uses for old skills, new feats and equipment, groups who want to play in a campaign focused on
and the new character classes presented in this chapter. espionage, politics, or intrigue.
Although every class participates in adventures and is
worthy of the title “adventurer,” the classes discussed NINJA 5
here emphasize skill use and ingenuity, making them
particularly appropriate for this book’s emphasis on Ninjas move through the shadows, striking down
skills and adventure. the unwary and vanishing again with ease. Ninjas
The three classes described in this chapter—ninja, walk where others cannot. They blend their train-
scout, and spellthief—have access to a wide variety of ing in stealth and assassination with a focused
class skills and gain 6 or more skill points per level. mind. Their rigorous preparation sharpens their
More important, however, is the way that these skills minds and bodies, giving them supernatural
and the abilities unique to each class change the way abilities of stealth and making them phantoms
an adventure feels. The scout and ninja both match the in the eyes of many. Although ninjas in battle
rogue’s stealth and ability to find and bypass traps, but lack the staying power of martial characters
each of these classes approaches combat in a new way. such as fighters or barbarians, they excel at
The spellthief adds a modest progression of arcane spells. making combat occur on their terms—appear-
Although these abilities are potent, the most intriguing ing and disappearing seemingly at a whim.
aspect of a spellthief is his ability to steal and replicate
the abilities of his foes. Historically, ninjas came from clans of assas-
sins and guerrilla warriors in feudal Japan. In a

fantasy setting, they blend a gift for stealth and infiltra- Alignment: Although ninjas have a reputation as

tion with devastating surprise attacks and supernatural dangerous assassins and deceptive spies, they follow

means of avoiding blows. Although the specific abilities many different philosophies and ideals and can be of any

of the class differ from those attributed to the historical alignment. For every dangerous mercenary who uses her

ninja, they mirror the ninja’s fearsome reputation as a ninja training to kill for money, an honest and loyal ninja

spy, assassin, and martial artist. stands guard over a just lord. Most ninjas follow their own

Adventures: Ninjas adventure for a variety of reasons. beliefs rather than the dictates of a noble or magistrate,

A loyal ninja might adventure at her lord’s command, and therefore more ninjas are chaotic than lawful.

CHAPTER 1 using her abilities of stealth and subterfuge to ferret out Religion: A ninja’s religious beliefs follow those of

CLASSES his enemies or recover powerful treasures to be used in her clan. In a fantasy game, ninjas can follow any god,

his service. A mercenary ninja might seek only treasure although most clans devote themselves to deities of

and fame, while a more idealistic ninja might seek to stealth or trickery. Neutral or mercenary ninjas might

thwart a growing evil. Most ninjas prefer anonymity devote themselves to Olidammara (the god of thieves).

to fame, and they go out of their way to disguise their Evil ninjas might revere Nerull (the god of death) or

profession and abilities. A rare few, however, revel in the Erythnul (the god of slaughter).

mysterious reputation that surrounds ninjas and their Ninjas who have left or lost their clan follow any deity

training, making known their abilities and their role in and often choose not to worship a deity.

a famous adventuring group. As ninjas grow in wealth Background: Many ninjas come from isolated clans

and power, their goals often change, and their ability to that train in secret. They spend years perfecting the arts

uncover secrets and kill stealthily can shape the plans of of stealth and subterfuge in distant villages and hidden

entire nations. Rulers both fear and covet the skills of the training camps. These warriors, whether deployed in the

ninja, and high-level ninjas whose identities are known service of an honorable lord or sent to serve as mercenary

often find adventures coming to them rather than the assassins, carefully conceal their identities and origins.

converse. These ninjas weave complicated webs of disguises, strike

Characteristics: Highly skilled spies and assassins, only from hiding, and deal through intermediaries when-

ninjas can master a broad range of skills and combat ever possible. Because of their strong ties to their clan,

techniques. Nearly every ninja perfects the arts of moving these ninjas must often put aside personal preferences or

quietly and remaining hidden, and her secondary skills goals to serve their lord or clan, but in return they gain

define her role in an adventuring party or a community. the support of a powerful political force and access to the

Many ninjas hone skills that help them become better clan’s many safe houses and hideouts.

spies, mastering the arts of social interaction and disguise. Although most ninjas come from such isolated clans,

Others take on the role of cat burglars, practicing skills exceptions exist at every turn. Some ninjas receive

that help them find and bypass traps and locks. specialized training from a single mentor, perhaps even

In combat, a ninja can deal out devastating blows if a retired adventurer who wishes to pass along his skills.

her opponent doesn’t know she’s there, but she’s not Others train alongside monks and other ascetics in a

quite as adept as a rogue is at delivering such attacks in peaceful monastery. In some places, far-thinking nobles

a prolonged battle. set up their own ninja training centers. One of these

Ninjas jump and climb farther and faster than members centers might consist merely of a single teacher with a

of most other classes, and they are skilled acrobats as handful of students; another might be a full-blown ninja

well. Ninjas also receive special training in the use of school that progresses students through a rigid series of

poisons, and many ninjas employ poisonous weapons in tests, ranks, and trials.

combat. Races: Humans, halflings, half-elves, and half-orcs

Even with these impressive skills, a ninja’s most dan- often have the combination of adaptability and ambition

gerous and remarkable powers involve the ability to step necessary to master the techniques of the ninja. Elves,

briefly into the Ethereal Plane. By focusing her ki, a ninja both graceful and deadly, rarely become ninjas, but those

can vanish from sight, walk through solid walls, and deal who do often achieve great fame or notoriety. Such elf

devastating attacks even when not physically present at ninjas often attain the heights of ninja prowess, shaping

the scene. As a ninja advances in level, she can turn this the history of many human generations through their

ability to defense, causing blows that would otherwise daring exploits. Dwarves and gnomes seldom train as

hit to pass harmlessly through her body. ninjas. Not only is their social structure too open to

6

A ninja

CHAPTER 1

CLASSES

shelter hidden clans of ninjas, but their martial instincts GAME RULE INFORMATION Illus. by E. Cox

run to more straightforward forms of combat. Ninjas have the following game statistics.

Other Classes: Ninjas work best with rogues, scouts, Abilities: Ninjas benefit from a high Dexterity score,

or rangers. Although they appreciate the healing power of since it affects their most important skills, and many of

clerics and the sheer offensive might of fighters and barbar- their abilities require that they wear no armor. A high

ians, ninjas rely too much on stealth to completely embrace Dexterity also helps a ninja to act first in initiative and

the idea of adventuring with other classes. Conversely, when take advantage of her sudden strike ability. A ninja also

traveling or not actively adventuring, ninjas who wish to appreciates a high Wisdom score, which improves her

go unnoticed benefit greatly from the presence of other Armor Class, grants additional uses of her ki powers,

classes. The less subtle and more visible her adventuring and helps her locate foes with skills such as Listen and

companions are, the easier it is for a ninja to remain in the Spot.

background and disguise her own abilities. Alignment: Any.

Role: Depending on a ninja’s skill selection and the Hit Die: d6.

mission that her party undertakes, the character’s role Starting Gold: 4d4×10 gp.

in the group can vary dramatically. A ninja practiced in

disguise and diplomacy might assume a false identity and Class Skills

act as the group’s leader and front person. A stealthy ninja A ninja’s class skills (and the key ability for each skill)

who has perfected the arts of infiltration might act as a are Balance (Dex), Bluff (Cha), Climb (Str), Concentra-

scout or point, while a more cautious ninja might hang tion (Con), Craft (Int), Disable Device (Int), Disguise

back, covering the group’s rear. Whatever a ninja’s role (Cha), Escape Artist (Dex), Gather Information (Cha),

during routine dungeon exploration or other adventures, Hide (Dex), Jump (Str), Listen (Wis), Move Silently

she is a dangerous and unpredictable combatant who (Dex), Open Lock (Dex), Search (Int), Sense Motive

can disable foes with poison, seemingly strike from (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str),

nowhere, and escape almost any situation by using her and Tumble (Dex).

supernatural abilities. Skill Points at 1st Level: (6 + Int modifier) × 4. 7

CHAPTER 1 Skill Points at Each Additional Level: 6 + Int modi- damage with her attack. This extra damage increases by
fier. 1d6 points for every two ninja levels thereafter. A ninja
CLASSES can’t use sudden strike when flanking an opponent unless
Class Features that opponent is denied its Dexterity bonus to AC.
All of the following are class features of the ninja.
Weapon and Armor Proficiency: Ninjas are profi- This damage also applies to ranged attacks against
cient with all simple weapons, plus the hand crossbow, targets up to 30 feet away. Creatures with concealment,
kama, kukri, nunchaku, sai, shortbow, short sword, creatures without discernible anatomies, and creatures
shuriken, and siangham. Ninjas are not proficient with immune to extra damage from critical hits are all immune
any type of armor or shield. to sudden strikes. A ninja can’t make a sudden strike
AC Bonus (Ex): A ninja is highly trained at dodging while striking the limbs of a creature whose vitals are
blows, and she has a sixth sense that lets her avoid even out of reach.
unanticipated attacks. When unarmored and unencum-
bered, a ninja adds her Wisdom bonus (if any) to her A ninja can’t use sudden strike to deliver nonlethal
Armor Class. This ability does not stack with the monk’s damage. Weapons capable of dealing only nonlethal
AC bonus ability (a ninja with levels of monk does not add damage don’t deal extra damage when used as part of a
the bonus twice). In addition, a ninja gains a +1 bonus to sudden strike.
AC at 5th level. This bonus increases by 1 for every five
ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at The extra damage from the sudden strike ability stacks
20th level). with the extra damage from sneak attack whenever both
These bonuses to AC apply even against touch attacks would apply to the same target.
or when a ninja is flat-footed. The character loses these
bonuses when she is immobilized or helpless, when she Trapfinding (Ex): A ninja can use the Search skill to
wears any armor, when she carries a shield, or when she locate traps with a DC higher than 20, and she can use
carries a medium or heavy load. Disable Device to bypass a trap or disarm magic traps. See
Ki Power (Su): A ninja can channel her ki to manifest the rogue class feature, page 50 of the Player’s Handbook.
special powers of stealth and mobility. She can use her
ki powers a number of times per day equal to one-half Ghost Step (Su): Starting at 2nd level, a ninja can
her class level (minimum 1) plus her Wisdom bonus (if spend one daily use of her ki power to become invisible
any). Ki powers can be used only if a ninja is wearing no for 1 round. Using this ability is a swift action (see Swift
armor and is unencumbered. Actions and Immediate Actions, page 137) that does not
As long as a ninja’s ki pool isn’t empty (that is, as long provoke attacks of opportunity.
as she has at least one daily use remaining), she gains a
+2 bonus on her Will saves. At 10th level, a ninja can become ethereal when using
A ninja’s ki powers are ghost step, ki dodge, ghost strike, ghost step instead of becoming invisible.
greater ki dodge, and ghost walk. Each power is described
under a separate entry below. Poison Use (Ex): At 3rd level and higher, a ninja never
Sudden Strike (Ex): If a ninja can catch an opponent risks accidentally poisoning herself when applying
when he is unable to defend himself effectively from poison to a weapon.
her attack, she can strike a vital spot for extra damage.
Whenever a ninja’s target is denied a Dexterity bonus to Great Leap (Su): At 4th level and higher, a ninja always
Armor Class (whether the target actually has a Dexter- makes Jump checks as if she were running and had the
ity bonus or not), the ninja deals an extra 1d6 points of Run feat, enabling her to make long jumps without a
running start and granting a +4 bonus on the jump (see
pqqqqqqqqqrs the skill description, page 77 of the Player’s Handbook).
This ability can be used only if she is wearing no armor
SUDDEN STRIKE AND SNEAK ATTACK and is carrying no more than a light load.
For the purpose of qualifying for feats, prestige classes, and
similar options that require a minimum number of sneak Acrobatics (Ex): Starting at 6th level, a ninja gains a +2
attack extra damage dice, treat the ninja’s sudden strike ability bonus on Climb, Jump, and Tumble checks. This bonus
as the equivalent of sneak attack. increases to +4 at 12th level and +6 at 18th level.
pqqqqqqqqqrs
Ki Dodge (Su): At 6th level and higher, a ninja can
spend one daily use of her ki power to cause an attack
against her to miss when it might otherwise hit. When a
ninja activates this ability, her outline shifts and wavers,
granting her concealment (20% miss chance) against all
attacks for 1 round. Using this ability is a swift action
that does not provoke attacks of opportunity.

8

Table 1–1: The Ninja
Base
Attack Fort Ref Will AC
Level Bonus Save Save Save Bonus Special
1st +0 +0 +2 +0 +0 Ki power, sudden strike +1d6, trapfinding
2nd +1 +0 +3 +0 +0 Ghost step (invisible)
3rd +2 +1 +3 +1 +0 Sudden strike +2d6, poison use
4th +3 +1 +4 +1 +0 Great leap
5th +3 +1 +4 +1 +1 Sudden strike +3d6
6th +4 +2 +5 +2 +1 Acrobatics +2, ki dodge
7th +5 +2 +5 +2 +1 Sudden strike +4d6, speed climb
8th +6/+1 +2 +6 +2 +1 Ghost strike CHAPTER 1
9th +6/+1 +3 +6 +3 +1 Sudden strike +5d6, improved poison use
10th +7/+2 +3 +7 +3 +2 Ghost step (ethereal) CLASSES
11th +8/+3 +3 +7 +3 +2 Sudden strike +6d6
12th +9/+4 +4 +8 +4 +2 Acrobatics +4, evasion
13th +9/+4 +4 +8 +4 +2 Sudden strike +7d6
14th +10/+5 +4 +9 +4 +2 Ghost mind
15th +11/+6/+1 +5 +9 +5 +3 Sudden strike +8d6
16th +12/+7/+2 +5 +10 +5 +3 Ghost sight
17th +12/+7/+2 +5 +10 +5 +3 Sudden strike +9d6
18th +13/+8/+3 +6 +11 +6 +3 Acrobatics +6, greater ki dodge
19th +14/+9/+4 +6 +11 +6 +3 Sudden strike +10d6
20th +15/+10/+5 +6 +12 +6 +4 Ghost walk

See invisibility has no effect on concealment granted Evasion (Ex): Beginning at 12th level, a ninja can avoid

by the ki dodge ability, but true seeing negates the miss damage from certain attacks with a successful Reflex save.

chance. This concealment does not stack with that caused (See the monk class feature, page 41 of the Player’s Handbook.)

by other effects that grant concealment or by spells such A ninja’s use of evasion differs slightly from a monk’s use in

as blink or displacement. that a ninja can use evasion only if she is wearing no armor

Speed Climb (Ex): A ninja of 7th level or higher can and is carrying no more than a light load.

scramble up or down walls and slopes with great speed. Ghost Mind (Su): At 14th level, a ninja gains a special

She can climb at her speed as a move action with no resistance to spells of the scrying subschool. To detect

penalty; however, she must begin and end the round on or see a ninja with such a spell, the caster must make a

a horizontal surface (such as the ground or a rooftop). If caster level check (DC 20 + the ninja’s class level). In the

she does not end her movement on a horizontal surface, case of scrying spells (such as arcane eye) that scan the

she falls, taking falling damage as appropriate for her ninja’s area, a failed check indicates that the spell works

distance above the ground. but the ninja simply isn’t detected. Scrying attempts

A ninja needs only one free hand to use this ability. This targeted specifically at the ninja do not work at all if the

ability can be used only if a ninja is wearing no armor check fails.

and is carrying no more than a light load. Ghost Sight (Su): At 16th level and higher, a ninja can

Ghost Strike (Su): At 8th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees

spend one daily use of her ki power to strike incorporeal material creatures and objects.

and ethereal creatures as if they were corporeal. She also Greater Ki Dodge (Su): Starting at 18th level, a ninja’s

can use this ability to strike foes on the Material Plane ki dodge ability grants total concealment (50% miss

normally while ethereal (for example, while using her chance).

ghost step ability). Ghost Walk (Su): A 20th-level ninja can spend two

Activating the ghost strike ability is a move action daily uses of her ki power to enter the Ethereal Plane for

that does not provoke attacks of opportunity. It affects an extended period of time. This ability functions as the

the next attack made by the ninja, as long as that attack ethereal jaunt spell with a caster level equal to the ninja’s

is made before the end of her next turn. class level.

Improved Poison Use (Ex): Starting at 9th level, a

ninja can apply poison to a weapon as a move action. HUMAN NINJA STARTING PACKAGE

(Normally, applying a poison is a standard action, like Armor: None (speed 30 feet).

applying an oil.) Weapons: Kama (1d4, light, 2 lb., slashing).

9

Shortbow (1d6, crit ×3, range inc. 60 ft., 2 lb., pierc- devastating attacks. She excels in performing during
ing). running battles, which allow her to maximize her special
fighting techniques and high movement rate. Although
20 shuriken (1d2, range inc. 10 ft., 2 lb., piercing). a scout can hold her own in a fight, she’s at her best
Skill Selection: Pick a number of skills equal to 7 + before combat begins, when she can use her powers of
Int modifier. stealth and observation to find an enemy and give her
companions accurate information about what they face.
CHAPTER 1 Skill Ranks Ability Armor Check The scout is a backcountry expert, exceeding even the
Balance 4 Dex Penalty ranger’s ability to navigate rough terrain and lead a group
CLASSES Disable Device 4 Int +0 of companions through the wilderness.
Hide 4 Dex +0
Listen 4 Wis +0 The scout also excels in a dungeon environment, and
Move Silently 4 Dex — she can find and disable traps as well as any rogue. As a
Open Lock 4 Dex +0 scout advances in level, her senses become amazingly
Search 4 Int — acute, and she can eventually operate normally even in
Spot 4 Wis — total darkness.
Tumble 4 Dex —
+0 Alignment: Scouts can be of any alignment, and a
scout’s alignment is often shaped more by her personal
Feat: Point Blank Shot. background than from any training. The notable excep-
Bonus Feat: Precise Shot. tions to this are the many scouts who receive their
Gear: Backpack with waterskin, one day’s trail rations, training in a military organization—such scouts are
bedroll, sack, flint and steel. Hooded lantern, 3 pints of carefully and rigorously taught, and are almost always
oil. Quiver with 20 arrows. lawful in alignment. Outside of military organizations,
Gold: 4d4 gp. more scouts are neutral than any other alignment, but
every alignment and philosophy is represented within
10 SCOUT the class.

Any force on the move, whether it’s an army or an adven- Religion: Scouts have varied and individual takes on
turing group, needs information about what’s ahead and religion, and no single religion stands out as typical of
what’s behind and, more important, time to prepare for the class. Scouts occasionally pay homage to deities of
battle. A scout can navigate difficult terrain at good speed, nature, but these devotions are more a personal choice
and she specializes in seeing her foe before the opponent on the part of an individual than any outgrowth of their
ever detects her presence. In a dungeon or in the wild, a training. Scouts don’t see nature as a force in its own
scout is seen only when she wants to be. right, and this belief is one of the most profound differ-
ences between the scout and the ranger classes. Where
Adventures: Scouts adventure for numerous reasons. the ranger sees nature as something to be revered and
Many have a role in a military organization. Whether protected, the scout sees it as the terrain over which she
serving as outriders for a large army or as foresters for a must do her job. Although a scout might love nature for
small border fort, these scouts venture into the wilder- its beauty or for the solitude she can find within it, she’ll
ness under orders. Although more common than other never draw power from nature the way a ranger does.
scouts, those attached to the military are unlikely to have
the time or permission necessary to undertake regular Background: Many scouts receive military training
adventures. Instead, adventuring scouts come from and serve for a time as outriders for an army. They perfect
rural villages, having honed their skills over a lifetime their techniques while trying to spot and hide from large
of wandering the woods. Others have left their military groups of foes. The crucible of military service turns out
service behind and find themselves attracted to the tough, independent scouts accustomed to working on
adventuring lifestyle. Many adventuring scouts begin their own or in small groups. Such steady individuals
their careers as guides hired to lead other adventurers make great additions to adventuring parties, and their
through the wilderness. Those who find the excitement expertise is often sought by members of other classes.
and challenge of adventuring to their taste then seek out
a group of their own. Other scouts come from a wide variety of backgrounds.
Some train with foresters and rangers serving a rural
Characteristics: A scout has some training in weapons lord, and others simply grow up among the common
and a unique combat style that favors fast movement and folk of the countryside, spending month after month

exploring the wild in their leisure time. Scouts from such rangers, ninjas, and fellow scouts. This group moves much
more quietly than a normal adventuring party, and it is
diverse backgrounds often take up adventuring to leave seldom surprised.

their home communities behind. Having exhausted the Role: A scout plays several roles in most adventuring
groups. First and foremost, a scout excels at detecting an
potential for exploration in their home region, they seek enemy or creature before being detected herself. Whether
moving well ahead of the group or guarding the rear, a
a wider variety of experience and wish to see a broader scout is the character most likely to discover a potential
threat and be ready to act in combat. Serving as a backup
portion of the world. melee combatant or ranged expert in battle, she provides
support for the more straightforward fighters in the group
Races: Humans make excellent scouts. Their adaptable and confuses and distracts the enemy. A scout’s stealth

nature allows them to perfect a wider variety of skills and trapfinding ability make her the natural choice
for entering and searching dangerous areas.
than most other races, and they make good use of the CHAPTER 1
GAME RULE INFORMATION
scout’s many abilities. Elves and halflings are the most CLASSES
Scouts have the following game statistics.
naturally gifted scouts; both races have produced nimble Abilities: Dexterity helps scouts become

scouts with amazing abilities of stealth and observation. stealthy and overcome their lack of access to
heavy armor. Wisdom also is important be-
While halflings have more innate talent for sneaking cause it affects many skills, especially Spot
and Listen, that most scouts consider vital to
than elves do, the greater speed of elf scouts gives their ability
to survive
them advantages of their own. in the
wild and to
Dwarves and gnomes make respectable under- detect enemies
efficiently.
ground scouts, and the scout’s bonuses to speed Alignment:
Any. Scouts in
offset one of these races’ greatest weaknesses. military service
are usually lawful.
Combined with the dwarf’s knack for operating Hit Die: d8.
Starting Gold: 5d4×10 gp.
in areas of earth and stone, scout training can
Class Skills
turn dwarves into impressive underground A scout’s class skills (and the key ability for each

explorers—although most dwarves pre- skill) are Balance (Dex), Climb (Str), Craft (Int), Illus. by J. Jarvis
Escape Artist (Dex), Hide (Dex), Jump (Str),
fer a more
Knowledge (dungeoneering) (Int), Knowl-
straight- A scout edge (geography) (Int), Knowledge
forward (nature) (Int), Listen (Wis),
Move Silently (Dex), Ride
approach to (Dex), Search (Int), Sense
Motive (Wis), Speak Lan-
combat and dis- guage (n/a), Spot (Wis),
Survival (Wis), Swim
like the skirmish fighting (Str), Tumble (Dex), and
Use Rope (Dex).
style of the scout.

Other Classes: Scouts work

well with members of almost any

other class. Skilled and adaptable,

they thrive when they can complement a

slower and louder group of adventurers or

soldiers. Scouts move ahead of such a group

for brief periods, stealthily checking the

next room or forest clearing for foes, and then

circling back again to ensure that enemies are

not sneaking up on the group from behind. When

combat is joined, however, the group remains as

a stable base to which a scout can fall back when

pressed. Clerics, wizards, and others willing

to cast spells that enhance a scout’s mobil-

ity or stealth make her job easier, and

are welcome companions in combat

as well.

Conversely, a scout also

welcomes a group made up

entirely of stealthy char-

acters such as rogues, 11

Table 1–2: The Scout
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +0 Skirmish (+1d6), trapfinding
2nd +1 +0 +3 +0 Battle fortitude +1, uncanny dodge
3rd +2 +1 +3 +1 Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless
step
4th +3 +1 +4 +1 Bonus feat
5th +3 +1 +4 +1 Evasion, skirmish (+2d6, +1 AC)
6th +4 +2 +5 +2 Flawless stride
CHAPTER 1 7th +5 +2 +5 +2 Skirmish (+2d6, +2 AC)
8th +6/+1 +2 +6 +2 Camouflage, bonus feat
CLASSES 9th +6/+1 +3 +6 +3 Skirmish (+3d6, +2 AC)
10th +7/+2 +3 +7 +3 Blindsense 30 ft.
11th +8/+3 +3 +7 +3 Battle fortitude +2, fast movement +20 ft., skirmish
(+3d6, +3 AC)
12th +9/+4 +4 +8 +4 Bonus feat
13th +9/+4 +4 +8 +4 Skirmish (+4d6, +3 AC)
14th +10/+5 +4 +9 +4 Hide in plain sight
15th +11/+6/+1 +5 +9 +5 Skirmish (+4d6, +4 AC)
16th +12/+7/+2 +5 +10 +5 Bonus feat
17th +12/+7/+2 +5 +10 +5 Skirmish (+5d6, +4 AC)
18th +13/+8/+3 +6 +11 +6 Free movement
19th +14/+9/+4 +6 +11 +6 Skirmish (+5d6, +5 AC)
20th +15/+10/+5 +6 +12 +6 Battle fortitude +3, blindsight 30 ft., bonus feat

12 Skill Points at 1st Level: (8 + Int modifier) × 4. least 10 feet. The bonus applies as soon as the scout has
Skill Points at Each Additional Level: 8 + Int modi- moved 10 feet, and lasts until the start of her next turn.
fier. This bonus improves by 1 for every four levels gained
above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th
Class Features level).
All of the following are class features of the scout.
Weapon and Armor Proficiency: Scouts are profi- A scout loses this ability when wearing medium or
cient with all simple weapons, plus the handaxe, throwing heavy armor or when carrying a medium or heavy load.
axe, short sword, and shortbow. Scouts are proficient with If she gains the skirmish ability from another class, the
light armor, but not with shields. bonuses stack.
Skirmish (Ex): A scout relies on mobility to deal extra
damage and improve her defense. She deals an extra Trapfinding (Ex): A scout can use the Search skill
1d6 points of damage on all attacks she makes during to locate traps with a DC higher than 20, and she can
any round in which she moves at least 10 feet. The extra use Disable Device to bypass a trap or disarm magic
damage applies only to attacks taken during the scout’s traps. See the rogue class feature, page 50 of the Player’s
turn. This extra damage increases by 1d6 for every four Handbook.
levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th,
and 5d6 at 17th level). Battle Fortitude (Ex): At 2nd level, a scout gains a
The extra damage only applies against living creatures +1 competence bonus on Fortitude saves and initiative
that have a discernible anatomy. Undead, constructs, checks. This bonus increases to +2 at 11th level and +3
oozes, plants, incorporeal creatures, and creatures at 20th level. A scout loses this bonus when wearing
immune to extra damage from critical hits are not vulner- medium or heavy armor or when carrying a medium or
able to this additional damage. The scout must be able to heavy load.
see the target well eough to pick out a vital spot and must
be able to reach such a spot. Scouts can apply this extra Uncanny Dodge (Ex): Starting at 2nd level, a scout
damage to ranged attacks made while skirmishing, but cannot be caught flat-footed and reacts to danger before
only if the target is within 30 feet. her senses would normally allow her to do so. See the bar-
At 3rd level, a scout gains a +1 competence bonus to barian class feature, page 26 of the Player’s Handbook.
Armor Class during any round in which she moves at
Fast Movement (Ex): Starting at 3rd level, a scout’s
gains a +10 foot enhancement bonus to her base land
speed. At 11th level, this bonus increases to +20 feet.
See the monk class feature, page 41 of the Player’s
Handbook.

A scout loses this benefit when wearing medium Free Movement (Ex): At 18th level and higher, a scout

or heavy armor or when carrying a medium or heavy can slip out of bonds, grapples, and even the effects of

load. confining spells easily. This ability duplicates the effect of

Trackless Step (Ex): Beginning at 3rd level, a scout a freedom of movement spell, except that it is always active.

cannot be tracked in natural surroundings. See the druid A scout loses this benefit when wearing medium or heavy

class feature, page 36 of the Player’s Handbook. armor or when carrying a medium or heavy load.

Bonus Feats: At 4th level and every four levels Blindsight (Ex): A 20th-level scout gains the blind-

thereafter (8th, 12th, 16th, and 20th level), a scout sight ability out to 30 feet. Her senses become so acute

gains a bonus feat, which must be selected from the that she can maneuver and fight flawlessly even in total CHAPTER 1

following list: Acrobatic, Agile, Alertness, Athletic, darkness. Invisibility, darkness, and most kinds of con- CLASSES

Blind-Fight, Brachiation†, Combat Expertise, Danger cealment are irrelevant, though the scout must have line

Sense†, Dodge, Endurance, Far Shot, Great Fortitude, of effect to a creature or object to discern it.

Hear the Unseen†, Improved Initiative, Improved

Swimming†, Iron Will, Lightning Reflexes, Mobility, HALF-ELF SCOUT
Point Blank Shot, Precise Shot, Quick Draw, Quick STARTING PACKAGE

Reconnoiter†, Rapid Reload, Shot on the Run, Skill Armor: Studded leather (+2 AC, armor check penalty

Focus, Spring Attack, Track. She must meet all the –1, speed 30 feet, 20 lb.).

prerequisites for the feat. Weapons: Short sword (1d6, crit 19–20/×2, 1 lb., light,

†New feat described in Chapter 3. piercing).

Evasion (Ex): Beginning at 5th level, a scout can avoid Shortbow (1d6, crit ×3, range inc. 60 ft., 2 lb., pierc-

damage from certain attacks with a successful Reflex ing).

save. See the monk class feature, page 41 of the Player’s Skill Selection: Pick a number of skills equal to 8 +

Handbook. Int modifier.

Flawless Stride (Ex): Starting at 6th level, a scout can

move through any sort of terrain that slows movement Skill Ranks Ability Armor Check
(such as undergrowth, rubble, and similar terrain) at her Balance 4 Dex Penalty
normal speed and without taking damage or suffering Climb 4 Str –1
any other impairment. Hide 4 Dex –1
Jump 4 Str –1
This ability does not let her move more quickly Knowledge (nature) 4 Int –1
through terrain that requires a Climb or Swim check to Listen 4 Wis —
navigate, nor can she move more quickly through terrain Move Silently 4 Dex —
or undergrowth that has been magically manipulated to Search 4 Int –1
impede motion. Spot 4 Wis —
Survival 4 Wis —
A scout loses this benefit when wearing medium Swim 4 Str —
–2

or heavy armor or when carrying a medium or heavy

load. Feat: Track.

Camouflage (Ex): Beginning at 8th level, a scout can Gear: Backpack with waterskin, one day’s trail rations,

use the Hide skill in any sort of natural terrain. See the bedroll, sack, flint and steel. Hooded lantern, 3 pints of

ranger class feature, page 48 of the Player’s Handbook. She oil. Quiver with 20 arrows.

loses this benefit when wearing medium or heavy armor Gold: 5d4 gp.

or when carrying a medium or heavy load.

Blindsense (Ex): At 10th level, a scout gains the SPELLTHIEF
blindsense ability out to 30 feet. This ability functions

as described on page 306 of the Monster Manual. Spellthieves use skill and arcane magic to drain the

Hide in Plain Sight (Ex): Beginning at 14th level, a abilities of their opponents and turn their foes’ own

scout can use the Hide skill in natural terrain even while powers against them. Spellthieves love the challenges

being observed. See the ranger class feature, page 48 of that adventure brings, and they relish finding unique

the Player’s Handbook. A scout loses this benefit when and inventive ways to use their abilities. Because they

wearing medium or heavy armor or when carrying a have such a wide variety of abilities, spellthieves can

medium or heavy load. adapt themselves to overcome nearly any challenge, 13

CHAPTER 1 but they have neither the overpowering arcane might Evil spellthieves are callous and cruel, using their
of wizards nor the brute force of fighters. Spellthieves abilities to trick, blackmail, or destroy anyone who has
CLASSES never cast two spells when one will do, and they excel at something they want or stands in the way of their per-
using misdirection and deception to overcome seemingly sonal agenda.
14 stronger opponents.
Religion: Most spellthieves prefer to rely on their own
Good spellthieves use their skills and magic to enter- wits and skill rather than pay homage to a higher power.
tain themselves, protect those less gifted than themselves, Occasionally, when planning a particularly daring raid, a
and occasionally serve a cause or nation as a spy. Evil spellthief makes a one-time offering or prayer to a deity
spellthieves use their versatile skills to trick and deceive, with power over the night or thievery. Others sometimes
or plague large cities as daring cat burglars. seek divine protection before attempting to rob or raid a
temple, but even these observances are more a chance for a
Adventures: Spellthieves adventure because they love spellthief to even the odds than a true attempt at devotion.
a challenge. They see each puzzle, trap, or monster as a Some particularly evil spellthieves devote themselves to
new way to test their skills. This does not mean that they Vecna (the god of secrets), using their abilities to wrest
are all overconfident. Some are, but many simply have a information from their opponents and exploit them for
healthy dose of curiosity and a keen interest in proving blackmail or more serious crimes.
their own mastery. Because they have such versatile
abilities, they know they have a chance to overcome Background: Spellthieves come from a wide vari-
nearly any kind of challenge. When confronted with ety of backgrounds. Although few places are devoted
a powerful physical foe, a spellthief often can’t help to the formal training of spellthieves, the ones that
wanting to know whether his stealth and cunning could exist (usually military academies that train a capable
overcome the foe’s brute force. When confronted with a corps of espionage agents) produce especially capable
clever trap, a spellthief can’t help wondering whether his and loyal spellthieves. These agents of the crown are
speed and skill could overcome the trapmaker’s ingenuity the exception rather than the rule, however; most
and preparation. Like other characters, spellthieves are spellthieves acquire their training from one or more
attracted to the wealth that adventuring offers. Living solitary mentors.
an open, flamboyant (and therefore expensive) lifestyle
suits many, if not all, spellthieves, and adventuring offers These mentors are often spellthieves of varied back-
ready rewards both in gold and fame. grounds who wish to pass along their talents to a likely
protégé. Others are rogues or sorcerers who only partially
Characteristics: Spellthieves use an intuitive form understand their disciple’s unique mixture of skills, yet
of arcane magic to enhance their versatile talents. They they provide enough guidance and encouragement for a
have a broad skill selection and are capable of developing young spellthief to develop his own skills. Spellthieves
several sets of skills. Many spellthieves emphasize stealth from these diverse backgrounds often pride themselves
and social abilities, perfecting the ability to surprise and on their blend of skills and magic. They rarely take
deceive their opponents. levels in other classes, viewing their mixture of abili-
ties as something particularly suited to their talent and
In combat, spellthieves use a combination of precise personality.
attacks and spells to steal abilities from their opponents.
At lower levels, a spellthief concentrates on flanking foes Races: Humans are more likely than members of other
and delivering sneak attacks. As a spellthief progresses races to become spellthieves. Their flexible nature and
in level, his ability to cast spells grows stronger, allowing varied interests make them well suited to the specialties
him to magically augment his modest combat abilities. A of the spellthief. Elves also make excellent spellthieves,
spellthief’s most potent ability allows him to temporarily benefiting from their natural grace and affinity for
steal spells, spell effects, and even energy resistances from arcane magic. Halflings and gnomes find the spellthief’s
his opponents. combination of spellcasting abilities and skill selection
a good match for their small size. Many gnomes, with
Alignment: Most spellthieves are neutral. They view their affinity for illusion magic, enjoy the versatility
the world as a place full of challenges and interesting offered by the spellthief class, and they often use their
opportunities and rarely give much thought to morality. combination of stealth and spellcasting to develop a
Even spellthieves with genuinely good intentions occa- formidable repertoire of practical jokes. Halflings, on
sionally get caught up in the challenge of an adventure the other hand, usually take advantage of the class’s skill
and fail to see (or decide to intentionally overlook) the selection and stealth abilities, viewing their spells as a
moral implications of their actions.

way to boost their ability to slip past dangerous traps Class Skills

and monsters. A spellthief’s class skills (and the key ability for each skill)

Neither dwarves nor half-orcs make particularly are Appraise (Int), Bluff (Cha), Concentration (Con), Craft

good spellthieves, since most members of those races (Int), Decipher Script (Int), Disable Device (Int), Escape

prefer physical power over skill or subterfuge. Dwarves Artist (Dex), Gather Information (Cha), Hide (Dex), Jump

who do become spellthieves often emphasize their (Str), Knowledge (arcana) (Int), Knowledge (local) (Int),

ability to find and disable traps to the exclusion of Listen (Wis), Move Silently (Dex), Open Lock (Dex),

other skills. Search (Int), Speak Language (n/a), Spellcraft

Other Classes: Spellthieves work well with members (Int), Spot (Wis), Swim (Str), Tumble (Dex), CHAPTER 1

of almost any other class. Their spells and class skills and Use Magic Device (Cha). CLASSES

help them play a variety of roles in an adventuring group. Skill Points at 1st Level: (6 + Int modi-

Because they’re not suited to act as fier) × 4.

front-line melee combatants, Skill Points at Each Additional

they enjoy working with Level: 6 + Int modifier.

fighters and barbarians

more than other classes. Class Features

Role: Spellthieves can fill All of the following are class

any number of diverse roles features of the spellthief.

in an adventuring group, depend- Weapon and Armor Pro-

ing on the skills and abilities of ficiency: Spellthieves are

the other members of the party. proficient with all simple

They can at times function as a weapons and with light armor Illus. by S. Belledin

group’s expert on arcane magic. but not with shields. Because

With the right skill selection, a the somatic components re-

spellthief can act as a group’s primary quired for spellthief spells

scout and its master of stealth. Because are simple, a spellthief can

his abilities overlap with those of ar- cast spellthief spells while

cane spellcasters and rogues, a spellthief wearing light armor

might have a hard time finding a niche in without incurring the

a group that already includes one character of normal arcane spell

each kind. In such a case, a spellthief usually con- failure chance.

centrates on using his spells to augment his class However, a

abilities and combat prowess and ends up pairing with spellthief

the rogue in most endeavors. The two can scout almost wearing

anywhere with little chance of being detected, and their

ability to flank an opponent and both deal sneak attack A spellthief
damage makes them a deadly duo in combat.

GAME RULE INFORMATION medium or heavy armor or using a
shield incurs a chance of arcane spell
Spellthieves have the following game statistics. failure (see page 123 of the Player’s
Abilities: Charisma determines which spells a Handbook) if the spell in question has a somatic compo-
nent (most do). A multiclass spellthief still incurs the
spellthief can cast and how hard those spells are to resist. normal arcane spell failure chance for arcane spells re-
Dexterity helps him avoid blows in combat despite his ceived from other classes, including those stolen from
light armor. Spellthieves who prefer melee combat benefit arcane casters (see the steal spell ability, below).
from high Strength or Constitution scores.
Sneak Attack (Ex): A spellthief deals an extra 1d6
Alignment: Any, although many spellthieves tend points of damage when flanking an opponent or at any
toward neutrality. time when the target would be denied its Dexterity bonus.
This extra damage applies to ranged attacks only if the
Hit Die: d6.
Starting Gold: 4d4×10 gp.

15

CHAPTER 1 target is within 30 feet. It increases to 2d6 points at 5th it; otherwise, the extra spell energy fades harmlessly
level, 3d6 points at 9th level, 4d6 points at 13th level, and away.
CLASSES 5d6 points at 17th level. See the rogue class feature, page
50 of the Player’s Handbook. If a spellthief gets a sneak As a spellthief gains levels, he can choose to steal
Illus. by W. O’Connor attack bonus from another source (such as rogue levels), higher-level spells. At 4th level, he can steal spells of up
the bonuses on damage stack. to 2nd level, and for every two levels gained after 4th,
16 the maximum spell level stolen increases by one (up to
Steal Spell (Su): A spellthief can siphon spell energy a maximum of 9th-level spells at 18th level).
away from his target and use it himself. A spellthief
who hits an opponent with a successful sneak attack At any one time, a spellthief can possess a maximum
can choose to forgo dealing 1d6 points of sneak attack number of stolen spell levels equal to his class level (treat
damage and instead steal a spell, or the potential to cast 0-level spells as 1/2 level for this purpose). For instance, a
a specific known spell, from his target. If the target is 4th-level spellthief can have two stolen 2nd-level spells, or
willing, a spellthief can steal a spell with a touch as a one 2nd-level spell and two 1st-level spells, or any other
standard action. combination of 0-level, 1st-level, and 2nd-level spells
totaling four levels. If he steals a spell that would cause
The target of a steal spell attack loses one 0-level or him to exceed this limit, he must choose to lose stolen
1st-level spell from memory if she prepares spells ahead spells sufficient to reduce his total number of stolen spell
of time, or one 0-level or 1st-level spell slot if she is a levels to no more than his maximum.
spontaneous caster. A spontaneous caster also loses the
ability to cast the stolen spell for 1 minute. If the target A spellthief can’t apply metamagic feats or other effects
has no spells prepared (or has no remaining spell slots, if to the stolen spell unless the specific spell stolen was
she is a spontaneous caster), this ability has no effect. A prepared with such an effect. For example, a spellthief
spellthief can choose which spell to steal; otherwise, the of 6th level or higher could steal a wizard’s empowered
DM determines the stolen spell randomly. If a spellthief magic missile, but only if he specifically chose to steal
tries to steal a spell that isn’t available, the stolen spell (or empowered magic missile. If he chose to steal an unmodi-
spell slot) is determined randomly from among those the fied magic missile, he couldn’t steal an empowered magic
target has available. missile, a silent magic missile, or any other metamagic form
of the spell. A spellthief couldn’t steal an empowered
For example, a 1st-level spellthief who uses this ability magic missile from a sorcerer, since the sorcerer applies
against a 1st-level sorcerer could choose to steal magic mis- metamagic effects upon casting and thus has no prepared
sile. Assuming the sorcerer knew that spell, a successful empowered magic missile spell.
steal spell attack would eliminate one 1st-level spell slot
and temporarily prevent her from casting magic missile. This ability works only against spells. It has no effect
If the same spellthief stole magic missile from a wizard on psionic powers or spell-like abilities (but see the steal
who had it prepared, the wizard would lose one prepared spell-like ability class feature, below).
magic missile spell (but wouldn’t lose any other magic
missile spells she might also have prepared). Trapfinding (Ex): A spellthief can use the Search
skill to locate traps with a DC higher than 20, and he
After stealing a spell, a spellthief can cast the spell can use Disable Device to bypass a trap or disarm magic
himself on a subsequent turn. Treat the spell as if it traps. See the rogue class feature, page 50 of the Player’s
were cast by the original owner of the spell for the Handbook.
purpose of determining caster level, save DC, and so
forth. A spellthief can cast this spell even if he doesn’t Detect Magic (Sp): A spellthief of 2nd level or higher
have the minimum ability score normally required to can use detect magic a number of times per day equal to
cast a spell of that level. The spellthief must supply the his Charisma bonus, if any (minimum 1). His caster level
same components (including verbal, somatic, mate- is equal to his spellthief class level.
rial, XP, and any focus) required for the stolen spell.
Alternatively, a spellthief of 4th level or higher can use Spellgrace (Su): A spellthief of 2nd level or higher
the stolen spell power to cast any spellthief spell that gains a +1 competence bonus on his saves against spells.
he knows of the same level or lower (effectively, this This bonus improves to +2 at 11th level and to +3 at 20th
gives the spellthief one free casting of a known spell). level.
A spellthief must cast a stolen spell (or use its energy
to cast one of his own spells) within 1 hour of stealing Steal Spell Effect (Su): Beginning at 2nd level, a
spellthief can siphon an active spell effect from another
creature. A spellthief who hits an opponent with a sneak
attack can choose to forgo dealing 1d6 points of sneak
attack damage and instead gain the effect of a single spell

Three adventurers team up for a better
chance against their hulking foe

CHAPTER 1 Table 1–3: The Spellthief Special —— Spells per Day ——
Base Sneak attack +1d6, steal spell (0 or 1st), trapfinding 1st 2nd 3rd 4th
CLASSES Attack Fort Ref Will Detect magic, spellgrace +1, steal spell effect — — ——
Steal energy resistance 10 — — ——
Level Bonus Save Save Save Steal spell (2nd) — — ——
1st +0 +0 +0 +2 Sneak attack +2d6, steal spell-like ability 0 — ——
2nd +1 +0 +0 +3 Steal spell (3rd) 0 — ——
3rd +2 +1 +1 +3 Absorb spell 1 — ——
4th +3 +1 +1 +4 Steal spell (4th) 1 — ——
5th +3 +1 +1 +4 Arcane sight, sneak attack +3d6 1 0 ——
6th +4 +2 +2 +5 Steal spell (5th) 1 0 ——
7th +5 +2 +2 +5 Spellgrace +2, steal energy resistance 20 1 1 ——
8th +6/+1 +2 +2 +6 Steal spell (6th) 1 1 0—
9th +6/+1 +3 +3 +6 Discover spells, sneak attack +4d6 1 1 1—
10th +7/+2 +3 +3 +7 Steal spell (7th) 1 1 1—
11th +8/+3 +3 +3 +7 Steal spell resistance 2 1 10
12th +9/+4 +4 +4 +8 Steal spell (8th) 2 1 11
13th +9/+4 +4 +4 +8 Sneak attack +5d6 2 2 11
14th +10/+5 +4 +4 +9 Steal spell (9th) 2 2 21
15th +11/+6/+1 +5 +5 +9 Steal energy resistance 30 3 2 21
16th +12/+7/+2 +5 +5 +10 Absorb spell (immediate casting), spellgrace +3 3 3 32
17th +12/+7/+2 +5 +5 +10 3 3 33
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12

18 affecting the target. If the target is willing, a spellthief can successful sneak attack can choose to forgo dealing 1d6
steal a spell effect with a touch as a standard action. points of sneak attack damage and instead temporar-
ily gain resistance 10 to an energy type to which his
The spellthief can choose which spell effect to steal; target is resistant (or immune). If the target is willing,
otherwise, the DM determines the stolen spell effect ran- a spellthief can steal energy resistance with a touch as
domly. If a spellthief tries to steal a spell effect that isn’t a standard action.
present, the stolen spell effect is determined randomly
from among those currently in effect on the target. A Simultaneously, the target creature’s resistance to
spellthief can’t steal a spell effect if its caster level exceeds that energy type is reduced by 10 (to a minimum of 0).
his class level + his Charisma modifier. A creature with immunity to an energy type retains
that immunity.
Upon stealing a spell effect, a spellthief gains the
stolen effect (and the original creature loses that effect) If his target has more than one type of resistance
for 1 minute per class level (or until the spell’s duration to energy, a spellthief can choose which kind to steal;
expires, whichever comes first). If the spell effect’s dura- otherwise, the DM determines the stolen resistance
tion hasn’t expired by this time, the spell effect returns randomly from among those possessed by the target.
to the creature that originally benefited from it. If a spellthief chooses to steal a type of resistance that
the target doesn’t possess, the stolen type of resistance
A spellthief can steal the effect of a spell only if the is determined randomly from those possessed by the
spell could be cast on him by the original caster. For target.
example, a spellthief couldn’t gain the effect of an animal
growth spell (unless the spellthief is of the animal type) The resistance a spellthief gains from using this abil-
or the effect of a shield spell (since that spell’s range is ity lasts for 1 minute. If the resistance is derived from a
personal). If a spellthief tries to steal the effect of a spell temporary effect (such as a spell), the stolen resistance
not allowed to him, the effect is still suppressed on the disappears when the effect expires.
original target of the spell for 1 minute per spellthief
class level. A spellthief can use this ability multiple times, but its
effects do not stack unless they apply to different types
This ability does not work on spell effects that are of energy. For example, throughout a long combat, a
immune to dispel magic (such as bestow curse). spellthief might use this ability to gain resistance to fire
and resistance to cold, but he could not use it twice on
Steal Energy Resistance (Su): Beginning at 3rd a creature that is resistant to fire to gain twice as much
level, a spellthief can siphon off some or all of a target’s resistance to fire (nor to reduce the creature’s resistance
resistance to an energy type (acid, cold, electricity, fire, to fire by twice as much).
or sonic). A spellthief who hits an opponent with a

At 11th level, a spellthief can steal resistance 20 to an Table 1–4: Spellthief Spells Known
energy type by using this ability, and at 19th level he can ————— Spells Known —————
steal resistance 30 to an energy type. Level 1st 2nd 3rd 4th
1st — —— —
Spells: Beginning at 4th level, a spellthief gains the 2nd — —— —
ability to cast a small number of arcane spells, which are 3rd — —— —
drawn from a subset of the sorcerer/wizard spell list (see 4th 21 —— —
below). He can cast any spell he knows without preparing 5th 2 —— —
it ahead of time, just as a sorcerer can (see page 54 of the 6th 3 —— —
Player’s Handbook). 7th 3 —— —
8th 4 21 — —
To learn or cast a spell, a spellthief must have a Cha- 9th 4 2—— CHAPTER 1
risma score equal to at least 10 + the spell level (Cha 11 10th 4 3——
for 1st-level spells, Cha 12 for 2nd-level spells, and so on). 11th 4 3 21 — CLASSES
The DC for a saving throw against a spellthief’s spell is 12th 4 43 —
10 + spell level + spellthief’s Cha modifier. 13th 4 43 —
14th 4 4 4 21
Like other spellcasters, a spellthief can cast only a 15th 4 44 3
certain number of spells of each spell level per day. His 16th 4 44 3
base daily spell allotment is given on Table 1–3: The 17th 5 44 4
Spellthief. In addition, he receives bonus spells per day 18th 5 54 4
if he has a high Charisma score (see Table 1–1, page 8 of 19th 5 55 4
the Player’s Handbook). When Table 1–3 indicates that a 20th 5 55 5
spellthief gets 0 spells per day of a given spell level (for 1 Provided that the spellthief has sufficient Charisma to
instance, 1st-level spells for a 4th-level spellthief), he gains have a bonus spell of this level.
only the bonus spells he would be entitled to based on
his Charisma score for that spell level. Steal Spell-Like Ability (Su): At 5th level and higher,
a spellthief can use a sneak attack to temporarily steal
A spellthief’s selection of spells is extremely limited. a creature’s spell-like ability. A spellthief who hits an
A spellthief begins play knowing no spells but gains opponent with a sneak attack can choose to forgo dealing
one or more new spells at certain levels, as indicated on 1d6 points of sneak attack damage and instead gain one
Table 1–4: Spellthief Spells Known. (Unlike spells per use of one of the target’s spell-like abilities. If the target
day, his Charisma does not affect the number of spells he is willing, a spellthief can steal a spell-like ability with a
knows; the numbers on Table 1–4 are fixed.) A spellthief touch as a standard action.
can learn any sorcerer/wizard spell from the following
schools: abjuration, divination, enchantment, illusion, This spell-like ability can originate from the target’s
and transmutation. No other sorcerer/wizard spells are class, race, template, or any other source, and can be of
on the spellthief’s class spell list. any level up to a maximum of one-third the spellthief’s
class level. A spellthief can select a specific spell-like
Upon reaching 12th level, and at every third spellthief ability to steal; otherwise, the DM chooses the ability at
level after that (15th and 18th), a spellthief can choose random. If the ability has a limited number of uses per
to learn a new spell in place of one he already knows. In day, the target must have at least one such use left, or the
effect, the spellthief “loses” the old spell in exchange for spellthief can’t steal the ability. If the target can’t use its
the new one. The new spell’s level must be the same as ability at the present time (such as a summoned demon’s
that of the spell being exchanged, and it must be at least summon ability), the spellthief can’t steal it.
two levels lower than the highest-level spellthief spell
that the spellthief can cast. For instance, upon reaching A spellthief can use a stolen spell-like ability once. For
12th level, a spellthief could trade in a single 1st-level all purposes (caster level, save DC, and so on), treat the
spell for a different 1st-level spell. A spellthief can swap spell-like ability as if it were being used by the original
only a single spell at any given level, and he must choose possessor of the ability. A spellthief must use the stolen
whether or not to swap the spell at the same time that he spell-like ability within 1 minute of acquiring it, or it is
gains new spells known for the level. lost harmlessly. Until the spellthief uses the ability (or
until the minute elapses), the target cannot use the stolen
At 4th level and higher, a spellthief’s caster level for ability.
spells is one-half his spellthief level.
Absorb Spell (Su): Beginning at 7th level, if a spellthief
makes a successful save against a spell that targets him, 19
he can attempt to absorb the spell energy for later use.
This ability affects only spells that have the spellthief as

CHAPTER 1 a target, not effect or area spells. A spellthief can’t absorb to a maximum value equal to the original spell resis-
a spell of a higher spell level than he could steal with his tance of the target). If the target is willing, a spellthief
CLASSES steal spell ability (see above). can steal spell resistance with a touch as a standard
action.
To absorb a spell that targets him, a spellthief must suc-
ceed on a level check (1d20 + spellthief class level) against The stolen spell resistance benefits the spellthief for
a DC of 10 + the spell’s caster level. Failure indicates that a number of rounds equal to the spellthief’s Charisma
the spell has its normal effect. Success means that the modifier (minimum 1 round) and then returns to the
spellthief suffers no effect from the spell and can cast target creature. If the spell resistance is derived from a
the spell later (or use its energy to cast one of his own temporary effect (such as a spell), the stolen spell resis-
spells known) as if he had stolen the spell with his steal tance disappears when the effect elapses. A spellthief
spell ability. His normal limit of total spell levels stolen can’t use this ability on the same creature again until the
still applies. creature’s stolen spell resistance returns.

At 20th level or higher, a spellthief can choose to use HALFLING SPELLTHIEF
the stolen spell energy as an immediate action (see page STARTING PACKAGE
137), either to recast the original spell or to cast one of
his own spells known using the stolen spell energy. Armor: Studded leather (+2 AC, armor check penalty

Arcane Sight (Sp): Beginning at 9th level, a spellthief –1, speed 20 feet, 10 lb.).
can use arcane sight as a swift action (see page 137) a
number of times per day equal to his Charisma modifier Weapons: Light crossbow (1d6, crit 19–20/×2, range
(minimum 1). His caster level is equal to his spellthief
class level. inc. 80 ft., 2 lb., piercing).

Discover Spells (Ex): A spellthief of 13th level or Spear (1d6, crit ×3, range inc. 20 ft., 3 lb., piercing).
higher who steals a spell from a spellcaster with his steal
spell ability automatically learns the names of all other Skill Selection: Pick a number of skills equal to 6 +
spells prepared or known by the spellcaster that are of
the same spell level as the stolen spell. This knowledge Int modifier.
allows the spellthief to better choose which spells to steal
on subsequent attacks. Skill Ranks Ability Armor Check
Concentration 4 Con Penalty
For example, a 13th-level spellthief who steals dis- Disable Device 4 Int —
integrate from an enemy sorcerer would also discover Hide 4 Dex —
the names of all other 6th-level spells known by that Knowledge (any one) 4 Wis –1
sorcerer. Listen 4 Wis —
Move Silently 4 Dex —
Steal Spell Resistance (Su): Beginning at 15th level, Open Lock 4 Dex –1
a spellthief can use a sneak attack to temporarily steal Search 4 Int —
some or all of a creature’s spell resistance. A spellthief Spellcraft 4 Int —
who hits an opponent with a sneak attack can choose Spot 4 Wis —
to forgo 3d6 points of sneak attack damage and instead Tumble 4 Dex —
reduce the target’s spell resistance by 5. The spellthief –1
also gains spell resistance equal to 5 + his class level (up
Feat: Improved Initiative.
Gear: Backpack with waterskin, one day’s trail rations,
bedroll, sack, flint and steel. Hooded lantern, 3 pints of
oil. Case with 10 bolts.
Gold: 4d4 gp.

pqqqqqqqqqqqqqqqqqqqqrs

SPELLTHIEVES AND PSIONICS its special abilities affect psionic powers only.
A campaign that includes psionic characters, as described in In either case, a spellthief who can affect psionic powers
the Expanded Psionics Handbook, would logically have room for
psionic-themed spellthieves. treats psionic powers as if they were spells of the same level,
allowing him to steal, absorb, or discover known psionic powers
If psionics are common in your game, you have two op- as normal for spells. A spellthief can’t augment a stolen power,
tions. The first is to allow spellthieves to affect both spells even if he has power points available of his own. Treat psi-like
and psionic powers. The second is to create a new class, the abilities as spell-like abilities for the purpose of a spellthief’s
psithief, that functions identically to the spellthief except that stealing these abilities.

pqqqqqqqqqqqqqqqqqqqqrs

20

Illus. by D. Kovacs

his chapter presents a host of new prestige finding a suitable prestige class involves making sure
classes that provide skilled and often stealthy
career choices for characters of every class. that your character’s new suite of abilities fulfills
Spellcasters will find prestige classes that let
them blend their spells and skills into deadly a needed role in the party. If your character is the
new abilities. Fighters and other combat-oriented
characters will find ways to use their existing skills primary trapfinder or scout, you’ll want to make
to improve their martial prowess. Rogues and other
skill-focused characters will find ways to blend their sure that the prestige class doesn’t diminish those
already impressive abilities with those of other classes.
Several of these prestige classes favor multiclass abilities while still providing you with interesting
characters, accentuating the ideas of versatility and
adventure that pervade this book. options in combat.

PICKING A PRESTIGE CLASS Good Guys/Bad Guys: Members of these

The easy part of looking for a prestige class involves groups define themselves by their alignment
comparing each class’s requirements with the abilities
and feats that you already have. Reading through this and their outlook on the world first, and their
chapter and comparing the classes here to your current
character or an NPC you’re building is a good way to other abilities second. Their strengths reflect
solidify your character concept at the same time that
you look for new options. The more difficult part of their alignment choices, and roleplaying one

of these characters means putting attitude

first.

Melee: A character belonging to one of

these prestige classes is skilled at fighting in

close quarters. In keeping with the skilled

and stealthy themes of this book, the melee

prestige classes described here typically

depend on the sneak attack ability to deal the

kind of damage found in high-level play. Many

balance a good-sized Hit Die with armor selec-

tion or a high base attack bonus progression, 21

Table 2–1: Adventurer Prestige Class Groupings
Group Prestige Classes
Bad guys Dread pirate, ghost-faced killer
Good guys Dread pirate, shadowbane inquisitor, shadowbane stalker, vigilante
Melee Animal lord, daggerspell shaper, dread pirate, ghost-faced killer, nightsong enforcer, shadowbane
inquisitor, streetfighter, tempest, wild plains outrider
Nature Animal lord, beastmaster, bloodhound, Fochlucan lyrist, highland stalker, master of many forms,
wild plains outrider
Special ability Animal lord, beastmaster, bloodhound, exemplar, master of many forms, ollam, virtuoso
Spellcasting/psionics Daggerspell mage, daggerspell shaper, Fochlucan lyrist, maester, shadowbane stalker,
shadowmind, vigilante
CHAPTER 2 Stealth Daggerspell mage, dungeon delver, ghost-faced killer, highland stalker, nightsong enforcer,
nightsong infiltrator, shadowbane stalker, shadowmind, spymaster, thief-acrobat
PRESTIGE
CLASSES making their use in play involve much more than simply in his selected group accept an animal lord as a kindred
swinging away against the toughest foe present. soul and a leader. They offer him their support, and he
22 watches over them in turn.
Nature: These characters are in their element when
out in the wild. They generally have a good selection of Individual animal lords approach their calling in
wilderness-oriented class skills and can fend for them- different ways. Some are simple defenders of their kind,
selves quite well. content to live as part of the natural cycle of predator and
prey. Others, believing that nature’s creatures are meant
Special Ability: Members of these prestige class take to guard and ultimately improve this world, use their
one special ability—such as bardic music, the druid’s gifts to do good. Still others lead their animal brothers
wild shape ability, or the ability to bond with an animal and sisters down a path of selfishness or vengeance.
companion—to the extremes of power. Specialized and
extremely effective, these classes provide entirely new Barbarians, rangers, and druids are the most likely
types of abilities and innovative ways to use a character’s characters to adopt this class. Barbarians prefer the more
existing abilities. physically powerful options, including apelord, bearlord,
and horselord. Rangers gravitate toward the stealthier
Spellcasting/Psionics: Spellcasters are rarely known selections, such as catlord and wolflord. Most birdlords
for their selection of skills, since they often depend on are druids with the ability to use wild shape, but druids
spells to get them through the challenges they face. The are equally likely to select any type of animal to bond
classes described here, however, break that mold. Many with. Some scouts, rogues, and even rare monks find
of these prestige classes not only emphasize skill use but this path rewarding as well. Among the races, elves and
also provide new and interesting options for multiclass half-elves are the most common examples of animal lords
spellcasters. One prestige class, the shadowmind, expands due to their close bond to nature.
the options for psionic characters (see the Expanded Psionic
Handbook). A character can choose this prestige class more than
once but must select a different group of associated
Stealth: The most roguelike of the prestige classes in animals and start at 1st level each time. Levels of differ-
this book, stealthy prestige classes not only provide Hide ent animal lord classes do not stack when determining
and Move Silently as class skills, but they emphasize the level-based class features.
benefits of moving unseen through enemy territory or
making surprise attacks. Adaptation: Customize this class for your campaign
by associating each variety with a specific race or cul-
ANIMAL LORD ture. Sahuagin (malenti) and evil aquatic elves make
natural sharklords, for example, while plains-dwelling
For an animal lord, a humanoid form is simply an accident humans would be most appropriate as horselords. Eight
of birth. In spirit, he belongs with the wild pack of wolves, animal lord types are presented here, but you can easily
the running herd of horses, or the dancing school of create others appropriate to your campaign, such as the
fish. His nearly hairless, two-legged form is a hindrance sewer-dwelling ratlord, the gnoll hyenalord, or even the
to being one with his true kind, but it is a hindrance he aquatic squidlord. Alternatively, you could subdivide
can overcome. existing groups (creating rival tigerlords and lionlords,
for example). Use the examples below as templates when
Each animal lord forms a bond with one group of ani- creating a new animal lord.
mals. Apelords, bearlords, birdlords, catlords, horselords,
sharklords, snakelords, and wolflords all exist. Animals Hit Die: d10.

REQUIREMENTS made to influence animals from his chosen group. If

To qualify to become an animal lord, a character must an animal lord has the animal companion class feature,

fulfill all the following criteria. he adds his animal lord level to his effective druid level

Alignment: Neutral good, lawful neutral, neutral, for the purpose of determining his animal companion’s

chaotic neutral, or neutral evil. bonus Hit Dice, special abilities, and so forth.

Base Attack Bonus: +5. The eight groups of animals included here, along

Skills: Handle Animal 4 ranks, Knowledge (nature) 2 with examples taken from the Monster Manual, are as

ranks, 4 ranks in the appropriate skill as follows. Apelord: follows.

Climb; Bearlord: Intimidate; Birdlord: Spot; Catlord: Move Apelord: ape, baboon, dire ape, monkey. CHAPTER 2

Silently; Horselord: Jump; Sharklord: Bearlord: black bear, brown bear, dire bear, polar bear. PRESTIGE
CLASSES
Swim; Snakelord: Escape Artist; Birdlord: eagle, giant eagle*, giant owl*, hawk, owl,

Wolflord: Survival. raven.

Feats: Each kind of animal Catlord: cat, cheetah, dire lion, dire tiger,

lord must have a specific feat leopard, lion, tiger.

as follows. Apelord: Tough- Horselord: horse (all), pony, war-

ness; Bearlord: Endurance; pony.

Birdlord: Improved Flight†; Sharklord: dire shark, shark

Catlord: Weapon Finesse; (all).

Horselord: Run; Sharklord: Snakelord: constrictor, giant con-

Improved Swimming†; strictor, viper (all).

Snakelord: Combat Re- Wolflord: dire wolf,

flexes; Wolflord: Track. wolf.

†New feat described *These creatures are in- Illus. by S. Ellis

on page 110. cluded even though they

CLASS are not of the animal type.
SKILLS Detect Animals (Sp):

Beginning at 1st level, an

The animal lord’s animal lord can detect the

class skills (and the presence of any animals of

key ability for each his selected group at

skill) are Climb (Str), Es- will, as if using

cape Artist (Dex), Handle detect animals

Animal (Cha), Heal (Wis), or plants with a

Hide (Dex), Intimidate caster level equal

(Cha), Jump (Str), Knowl- to his class level.

edge (nature) (Int), Listen Wild Empathy (Ex):

(Wis), Move Silently (Dex), Spot An animal lord can improve

(Wis), Survival (Wis), and Swim the attitude of an animal. See

(Str). the druid class feature, page 35

Skill Points at Each Level: 4 + Int of the Player’s Handbook. If an animal

modifier. Kozakh, an animal lord lord has wild empathy from another

CLASS FEATURES class, his levels stack for determining the bonus.
First Totem: At 2nd level, an animal lord gains a +4

All of the following are class features of the animal lord bonus on checks made with a specific skill, determined

prestige class. by his selected group as follows. Apelord: Climb; Bear-

Weapon and Armor Proficiency: Animal lords gain lord: Intimidate; Birdlord: Spot; Catlord: Move Silently;

no proficiency with any weapon or armor. Horselord: Jump; Sharklord: Swim; Snakelord: Escape Artist;

Animal Bond (Ex): An animal lord develops a bond Wolflord: Survival.

with animals of his selected group (see below). He gains Low-Light Vision (Ex): At 2nd level, an animal lord

a +4 bonus on Handle Animal and wild empathy checks gains low-light vision, allowing him to see twice as 23

CHAPTER 2 far as a human in starlight, moonlight, torchlight, and Birdlord: A birdlord grows feathery wings, allowing him
similar conditions of shadowy illumination. He retains to fly at his base land speed (average maneuverability).
PRESTIGE the ability to distinguish color and detail under these At 7th level, the duration increases to 10 minutes per
CLASSES conditions. level.

If an animal lord already has low-light vision from Catlord: A catlord gains two primary claw attacks.
another source (such as his race), his low-light vision Each claw deals 1d4 points of damage (or 1d3 points for
improves, allowing him to see three times as far as a Small catlords). If a catlord charges, he can attack with
human in conditions of shadowy illumination. both claws at the end of his charge. At 7th level, the claw
damage increases to 1d6 points (or 1d4 points for Small
Wild Aspect (Su): At 3rd level and higher, an animal catlords).
lord can take on an aspect of the animals of his selected
group. Assuming a wild aspect is a swift action that does Horselord: A horselord’s speed, as well as the speed of
not provoke attacks of opportunity (see Swift Actions any horse upon which he rides, improves by 10 feet for
and Immediate Actions, page 137). Unless otherwise a duration of 1 hour per level. At 7th level, the speed
noted, the effect lasts for 1 minute per level. An animal increase improves to 20 feet.
lord can use this ability once per day at 3rd level, plus one
additional time per day for every three levels gained after Sharklord: A sharklord gains a devastating bite as a pri-
3rd (twice per day at 6th level and three times per day at mary natural attack. The bite deals 1d8 points of damage
9th level). (or 1d6 points for Small sharklords). A sharklord also
gains the ability to breathe water while his wild aspect
When an animal lord reaches 7th level, his wild aspect is active. At 7th level, the bite damage increases to 2d6
becomes more powerful, as described below. points (or 1d8 points for Small sharklords).

If an animal lord has the wild shape ability, he can Snakelord: A snakelord gains a poisonous bite as a
spend one daily use of wild shape to assume his wild primary natural attack for 1 round per level. This bite
aspect instead (the duration is as normal for the wild deals 1d4 points of damage (or 1d3 points for Small snake-
aspect). If an animal lord already has a natural attack of lords). The poison’s Fortitude save DC is 10 + animal lord
the type gained by his wild aspect, use whichever damage level + Con modifier, and it deals initial and secondary
figure is superior while the wild aspect is active. If an damage of 1d3 points of Constitution. At 7th level, the
animal lord wields a weapon while using his wild aspect, bite damage increases to 1d6 points (or 1d4 points for
he can use the natural attacks gained as natural second- Small snakelords), and the initial and secondary poison
ary weapons if he uses his weapon as a primary attack, damage increases to 1d4 points of Constitution.
provided they are still available (an apelord couldn’t use
a secondary claw attack, for example, if he wields a two- Wolflord: A wolflord gains the scent ability (see page
handed weapon). 314 of the Monster Manual) for 10 minutes per level. At
7th level, the duration increases to 1 hour per level.
Apelord: An apelord gains two primary claw attacks.
Each claw deals 1d4 points of damage (or 1d3 points for Speak with Animals (Sp): Beginning at 4th level,
Small apelords). If an apelord hits an opponent with both an animal lord can use speak with animals (as the spell)
claw attacks, he rends the foe for an additional 2d4 points once per day to converse with animals of his selected
of damage (or 2d3 points for Small apelords), plus 1-1/2 group.
times his Strength bonus. At 7th level, the claw damage
increases to 1d6 points (or 1d4 points for Small apelords) Summon Animal (Sp): Beginning at 5th level, an
and the rend damage to 2d6 points (or 2d4 points for Small animal lord can summon one or more animals of his
apelords). selected group once per day. This ability functions identi-
cally to summon nature’s ally V, except that an animal lord
Bearlord: A bearlord gains two primary claw attacks. can summon creatures only from his selected group, as
Each claw deals 1d4 points of damage (or 1d3 points for detailed below. The duration of the effect is 1 minute per
Small bearlords). If a bearlord hits with a claw attack, class level.
he can attempt to start a grapple as a free action without
provoking attacks of opportunity. The bearlord still fol- Apelord: 1d3 dire apes or 1d4+1 apes.
lows all the other normal grappling rules. At 7th level, Bearlord: 1 polar bear, 1d3 brown bears, or 1d4+1 black
the claw damage increases to 1d6 points (or 1d4 points bears.
for Small bearlords). Birdlord: 1d4+1 eagles, giant eagles1, giant owls1, hawks,
ravens, or owls.
Catlord: 1 dire lion, 1d3 tigers, or 1d4+1 lions.

24

Horselord: 1d4+1 heavy horses, heavy warhorses, light SAMPLE ANIMAL LORD

horses, light warhorses, ponies, or warponies. Kozakh: Male half-orc barbarian 5/apelord 3; CR 8;

Sharklord: 1d3 Huge sharks2 or 1d4+1 Large sharks2. Medium humanoid (orc); HD 5d12+10 plus 3d10+6 plus

Snakelord: 1 giant constrictor snake, 1d3 Huge vipers, 3; hp 73; Init +2; Spd 40 ft.; AC 18, touch 12, flat-footed

or 1d4+1 constrictor snakes or Large vipers. 18; Base Atk +8; Grp +13; Atk +14 melee (1d12+7/×3,

Wolflord: 1d4+1 dire wolves or wolves. masterwork cold iron greataxe) or +13 melee (1d4+5, claw);

1 May be summoned only by nonevil birdlords. Full Atk +14/+9 melee (1d12+7/×3, masterwork cold iron

2 May be summoned only into an aquatic or watery greataxe) or +13/+13 melee (1d4+5, claw); SA rage 2/day,

environment. wild aspect; SQ darkvision 60 ft., half-orc traits, improved CHAPTER 2

Second Totem: At 6th level, an animal lord gains a uncanny dodge, low-light vision, uncanny dodge, trap PRESTIGE
CLASSES
bonus feat related to his selected group, even if he doesn’t sense +1, wild empathy +3 (+7 chosen group, –1 magical

meet the prerequisites. If the animal lord already has the beasts); AL CN; SV Fort +9, Ref +6, Will +3; Str 20, Dex

feat, he can choose any other feat for which he meets the 14, Con 14, Int 8, Wis 12, Cha 6.

prerequisites. Apelord: Brachiation†; Bearlord: Improved Skills and Feats: Climb +19, Handle Animal +5 (+9 with

Grapple; Birdlord: Flyby Attack (see page 303 of the apes), Jump +19, Knowledge (nature) +1; Cleave, Power

Monster Manual); Catlord: Lightning Reflexes; Horselord: Attack, Toughness.

Trample; Sharklord: Improved Critical (bite); Snakelord: Languages: Common, Orc.

Improved Initiative; Wolflord: Improved Trip. Animal Bond (Ex): Kozakh gains a +4 bonus on

†New feat described on page 106. Handle Animal and wild empathy checks made to influ-

Animal Growth (Sp): Once per day, an animal lord ence apes, baboons, dire apes, or monkeys.

of 7th level or higher can use animal growth on a single Detect Animals (Sp): Kozakh can detect the presence

animal from his selected group as a swift action (see Swift of any apes, baboons, dire apes, or monkeys at will, as if

Actions and Immediate Actions, page 137) as a spellcaster casting detect animals or plants.

of his class level. This ability otherwise functions just Half-Orc Traits: For all effects related to race, a half-

like the spell. orc is considered an orc.

Animal Telepathy (Su): Beginning at 8th level, an Improved Uncanny Dodge (Ex): Kozakh cannot be

animal lord can converse telepathically with any animal flanked and can only be sneak attacked by a character

of his selected group that he can see within 100 feet. who has at least 9 levels of rogue.

Third Totem: At 10th level, an animal lord gains a Rage (Ex): Twice per day, Kozakh can enter a state of

permanent 2-point increase to one of his ability scores, fierce rage that lasts for 7 rounds. The following changes

determined by his chosen animal group as follows. Ape- are in effect as long as he rages: hp increase by 16; AC

lord: +2 Strength; Bearlord: +2 Constitution; Birdlord: +2 16, touch 10, flat-footed 14; Grp +15; Atk +16 melee

Wisdom; Catlord: +2 Dexterity; Horselord: +2 Constitution; (1d12+10/×3, masterwork cold iron greataxe) or +15

Sharklord: +2 Strength; Snakelord: +2 Charisma; Wolflord: melee (1d4+7, claw); Full Atk +16/+11 melee (1d12+10/×3,

+2 Strength. masterwork cold iron greataxe) or +15/+15 melee (1d4+7,

claw); SV Fort +11, Will +5; Str 24, Con 18; Climb +21,

Table 2–2: The Animal Lord Will Special Jump +21. At the end of his rage, Kozakh is fatigued for
Base Save Animal bond, the duration of the encounter.
Attack Fort Ref +0 detect animals, wild
empathy Uncanny Dodge (Ex): Kozakh retains his Dexterity
Level Bonus Save Save First totem, low- bonus to AC even when flat-footed or targeted by an
1st +1 +2 +2 light vision unseen foe (he still loses his Dexterity bonus if paralyzed
Wild aspect 1/day or otherwise immobile).
2nd +2 +3 +3 +0 Speak with animals
3rd +3 +3 +3 +1 Summon animal Wild Aspect (Su): Once per day, Kozakh can as-
4th +4 +4 +4 +1 Second totem, wild sume his wild aspect to gain two primary claw attacks
5th +5 +4 +4 +1 aspect 2/day (described in the statistics block above). If he hits an
6th +6 +5 +5 +2 Animal growth opponent with both claw attacks, he rends the foe for
7th +7 +5 +5 +2 Animal telepathy an additional 2d4+7 points of damage (or 2d4+10 while
8th +8 +6 +6 +2 Wild aspect 3/day raging).
9th +9 +6 +6 +3 Third totem
10th +10 +7 +7 +3 Possessions: +2 chain shirt, masterwork cold iron greataxe,
gauntlets of ogre power, 2 potions of cure moderate wounds.
25

BEASTMASTER Skills: Handle Animal 8 ranks, Survival 4 ranks.
Feats: Skill Focus (Handle Animal).

A beastmaster feels more at home among the animals of

nature than fellow sentient beings. Over time, these wan- CLASS SKILLS

derers befriend a wide variety of animals, from mighty The beastmaster’s class skills (and the key ability for

dire lions to tiny weasels. Eventually, a beastmaster takes each skill) are Climb (Str), Handle Animal (Cha), Heal

on aspects of her animal companions, becoming almost (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int),

as much animal as humanoid. Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and

CHAPTER 2 Druids and rangers are the most common beastmasters, Swim (Str).

PRESTIGE thanks to those characters’ natural link with the animal Skill Points at Each Level: 4 + Int modifier.
CLASSES
world. Some barbarians, fighters, or scouts also become

beastmasters, particularly those with a strong affinity for CLASS FEATURES

nature (such as elves or halflings). Characters of other All of the following are class features of the beastmaster

classes rarely pursue this path. prestige class.

NPC beastmasters are typically loners, relying on their Weapon and Armor Proficiency: Beastmasters gain

animal companions for friendship on their travels. Good- no proficiency with any weapon or armor.

aligned beastmasters might use their powers to right Animal Companion (Ex): A beastmaster gains the

injustices, even allying themselves with rural villages service of a loyal animal companion. See the druid

for a time. Evil-aligned beastmasters are often openly class feature, pages 35–36 of the Player’s Handbook. Treat

hostile to civilization, becoming reclusive xenophobes. the beastmaster as a druid whose level is equal to the

Adaptation: Beastmasters could belong to a wide- beastmaster’s class level + 3. A beastmaster can select one

Illus. by J. Miracola spread organization of like-minded individuals, each one of the animals available to a 1st-level druid and then apply

dedicated to the bond between humanoid and animal. the modifications as appropriate for a 4th-level druid’s

Rival factions might arise along alignment lines, or be animal companion, or she can select a typical version of

divided by the choice of animal companions. one of the animals available to a 4th-level druid.

Hit Die: d10. As a beastmaster gains class levels, her animal com-

REQUIREMENTS panion gains Hit Dice and other special abilities just as
a druid’s animal companion does. Use the beastmaster’s

To qualify to become a beastmaster, a character must class level + 3 to determine the animal companion’s

fulfill all the following criteria. special abilities.

If a beastmaster already has an animal companion from

another class, her beastmaster class levels stack with

class levels from all other classes that grant an animal

companion. For example, a 5th-level druid/2nd-level

beastmaster would be treated as a 10th-level druid

for the purpose of improving the statistics of her

animal companion (and which alternative

animal companions she could select).

Wild Empathy (Ex): A beast-

master can improve the attitude

of an animal. See the druid

class feature, page 35 of

the Player’s Handbook. If

a beastmaster has wild

empathy from another

class, her levels stack

for determining the

bonus.

Alertness: A beast-

26 master’s senses grow keen as she

Leena of the mean streets, a beastmaster

Table 2–3: The Beastmaster Special Low-Light Vision (Ex): At 5th level, a beastmaster
Base Animal companion, gains low-light vision, allowing her to see twice as far as
Attack Fort Ref Will wild empathy a human in starlight, moonlight, torchlight, and similar
Alertness conditions of shadowy illumination. She retains the ability
Level Bonus Save Save Save Speak with animals to distinguish color and detail under these conditions.
1st +1 +2 +2 +0 1/day
Extra animal If she already has low-light vision from another source
2nd +2 +3 +3 +0 companion (–3) (such as her race), her low-light vision improves, allowing
3rd +3 +3 +3 +1 Low-light vision her to see three times as far as a human in conditions of
Speak with animals shadowy illumination.
4th +4 +4 +4 +1 2/day
Extra animal Scent (Ex): At 8th level, a beastmaster gains the scent
5th +5 +4 +4 +1 companion (–6) ability (see page 314 of the Monster Manual). CHAPTER 2
6th +6 +5 +5 +2 Scent
Speak with animals SAMPLE BEASTMASTER PRESTIGE
7th +7 +5 +5 +2 3/day CLASSES
Extra animal Leena of the Mean Streets: Female human ranger 5/
8th +8 +6 +6 +2 companion (–9) beastmaster 2; CR 7; Medium humanoid; HD 5d8+15 plus
9th +9 +6 +6 +3 2d10+6; hp 58; Init +5; Spd 30 ft.; AC 17, touch 11, flat-footed

10th +10 +7 +7 +3

16; Base Atk +7; Grp +11; Atk +12 melee (1d6+5/18–20, +1

learns some of the tricks of the animal kingdom. Accord- scimitar); Full Atk +10/+5 melee (1d6+5/18–20, +1 scimitar)

ingly, she gains Alertness as a bonus feat at 2nd level. and +10 melee (1d6+2/19–20, masterwork short sword); SA

Speak with Animals (Sp): Starting at 3rd level, a favored enemy aberrations +2, favored enemy humanoids

beastmaster can use speak with animals once per day as (humans) +4; SQ animal companion (dire rat), animal

the spell cast by a caster of her class level. She can use companion benefits, wild empathy +8 (+4 magical beasts);

this ability twice per day at 6th level and three times per AL NG; SV Fort +10, Ref +8, Will +2; Str 18, Dex 13, Con

day at 9th level. 16, Int 10, Wis 12, Cha 8.

Extra Animal Companion (Ex): At 4th level, a Skills and Feats: Climb +9, Handle Animal +12, Hide

beastmaster gains a second animal companion, chosen +7, Listen +12, Move Silently +7, Spot +12, Survival +9;

from the list of animal companions available to a 1st-level AlertnessB, EnduranceB, Improved Initiative, Quick

druid. Treat the beastmaster as a druid whose level is Draw, Skill Focus (Handle Animal), TrackB, Two-Weapon

equal to the beastmaster’s class level – 3 for the purpose Defense, Two-Weapon FightingB.

of improving the animal companion’s statistics (or of Language: Common.

selecting an alternative companion at higher levels). Animal Companion (Ex): Leena has a dire rat named

At 7th level, a beastmaster gains a third animal com- Manster as an animal companion. Manster’s abilities and

panion, chosen from the list of animal companions characteristics are summarized below.

available to a 1st-level druid. Treat the beastmaster as a Animal Companion Benefits: Leena and Manster

druid whose level is equal to the beastmaster’s class level enjoy the link and share spells special qualities.

– 6 for the purpose of improving the animal companion’s Link (Ex): Leena can handle Manster as a free action. She

statistics (or of selecting an alternative companion at also gains a +4 circumstance bonus on all wild empathy

higher levels). checks and Handle Animal checks made regarding her

At 10th level, a beastmaster gains a fourth animal dire rat.

companion, chosen from the list of animal companions Share Spells (Ex): Leena can have any spell she casts on

available to a 1st-level druid. Treat the beastmaster as a herself also affect her animal companion if the latter is

druid whose level is equal to the beastmaster’s class level within 5 feet at the time. She can also cast a spell with a

– 9 for the purpose of improving the animal companion’s target of “You” on her dire rat.

statistics (or of selecting an alternative companion at Favored Enemy (Ex): Leena gains a +2 bonus on her

higher levels). Bluff, Listen, Sense Motive, Spot, and Survival checks

Other class levels in classes that offer an animal com- when using these skills against aberrations. She gains

panion don’t stack for the purpose of determining the the same bonus on weapon damage rolls.

power of a beastmaster’s additional animal companions, Against humans, she gains a +4 bonus on these skill

nor do they allow her to choose additional animal com- checks and on weapon damage rolls.

panions from the alternative lists. Ranger Spell Prepared (caster level 2nd): 1st—longstrider. 27

Possessions: +1 chain shirt, +1 scimitar, masterwork short steady stream of income from catching the same targets

sword, gauntlets of ogre power. over and over when they break out of jail.

Rangers and barbarians make the best bloodhounds,

Manster, Dire Rat Companion: CR —; Small animal; but rogues, bards, druids, and fighters can also excel in

HD 5d8+5; hp 27; Init +4; Spd 40 ft., climb 20 ft.; AC 19, this role. Occasionally, a paladin shoulders the mantle,

touch 14, flat-footed 16; Base Atk +3; Grp +0; Atk or Full but never for money. Most bloodhounds are human,

Atk +8 melee (1d4+1 plus disease, bite); SA disease; SQ though elves and half-elves sometimes find this lifestyle

bonus tricks (2), devotion, evasion, low-light vision, scent; satisfying. Some of the best bloodhounds are humanoids

CHAPTER 2 AL N; SV Fort +4, Ref +6, Will +4; Str 12, Dex 19, Con such as gnolls, hobgoblins, and bugbears.

PRESTIGE 12, Int 1, Wis 12, Cha 4. Most NPC bloodhounds work for money (usually a lot
CLASSES
Skills and Feats: Climb +12, Hide +11, Listen +4, Move of it), but some accept jobs for justice, revenge, or enjoy-

Silently +9, Spot +4, Swim +12; Alertness, Stealthy, ment. When a bloodhound accepts a job, he designates

Weapon FinesseB. his target as a mark. Thereafter, he does not abandon the

Disease (Ex): Filth fever—bite, Fortitude DC 11, incuba- case until it is finished, which occurs when the mark is

tion period 1d3 days, damage 1d3 Dex and 1d3 Con. The apprehended or when either the mark or the bloodhound

save DC is Constitution-based. dies.

Devotion (Ex): Manster’s devotion to Leena is so com- Adaptation: The easiest way to adapt this class to

plete that it gains a +4 morale bonus on Will saves against your own campaign is to tie bloodhounds to one or more

enchantment spells and effects. organizations of superlative trackers. The most obvious

Evasion (Ex): If Manster is exposed to any effect that choice is the Bloodhounds, an organization described

normally allows it to attempt a Reflex saving throw for in Chapter 6 of this book. But you also might introduce

half damage, it takes no damage with a successful saving a more localized group of bloodhounds—for example, a

throw. group of rangers and bloodhounds sworn to serve a small

Tricks: Attack, seek, stay. barony far to the north; funds earned by “the Brennmark

Skills: +8 racial bonus on Swim checks; +8 racial bonus Trackers” might be the major income of their tiny home-

on Climb checks and can always choose to take 10 on land.

Climb checks, even if rushed or threatened. Manster uses Hit Die: d10.

its Dexterity modifier for Climb and Swim checks. REQUIREMENTS

BLOODHOUND To qualify to become a bloodhound, a character must
fulfill all the following criteria.
A bandit king raids caravans on the road. An ogre pillages Base Attack Bonus: +4.

farms to the north. A sorcerer has kidnapped the mayor’s Skills: Gather Information 4 ranks, Move Silently 4

son and hidden him somewhere in the marsh—and the ranks, Survival 4 ranks.

soldiers of the king cannot seem to stem the tide. The Feats: Endurance, Track.

terrified citizens have only one choice, and it isn’t cheap. CLASS SKILLS

They call in a bloodhound.

A bloodhound tracks down wrongdoers and brings The bloodhound’s class skills (and the key ability for

them to whatever justice awaits them. Low-level blood- each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha),

hounds depend on their keen senses and careful training Disguise (Cha), Gather Information (Cha), Heal (Wis),

to hunt their targets. As they gain experience, their obses- Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis),

sive determination gives them supernatural abilities that Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search

make them nearly unstoppable. (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis),

Though some bloodhounds leave calling cards or even Swim (Str), and Use Rope (Dex).

brands on their targets, most don’t kill their quarry if they Skill Points at Each Level: 6 + Int modifier.

can help it. They prefer instead to subdue their targets

and bring them in. For those of good alignment, this CLASS FEATURES

practice satisfies some deeply held belief in the cause of All of the following are class features of the bloodhound

justice. For neutral and evil bloodhounds, it ensures a prestige class.

28

Weapon and Armor Proficiency: Bloodhounds are Ready and Waiting (Ex): Beginning at 2nd level, a CHAPTER 2
proficient with all simple and martial weapons, and with bloodhound is ready for trickery at all times. He can
light armor. ready an action against his mark, even outside of the PRESTIGE
initiative sequence. If the mark triggers the bloodhound’s CLASSES
Mark (Ex): A bloodhound can target, or mark, an indi- readied action at any point within the next 10 minutes,
vidual humanoid or monstrous humanoid foe to better the bloodhound can carry out his readied action as if the Illus. by S. Belledin
hunt that enemy. To do so, the bloodhound must focus two were engaged in combat (as long as the bloodhound
on a foe who is present and visible, or on the depiction or is capable of carrying out that action). If the bloodhound 29
description of one who is not, for 10 minutes. Any inter- is incapable of carrying out the action—for instance, if
ruption ruins the attempt and forces the bloodhound to he is too far away to strike the mark with a readied melee
start the process again. Once this study is complete, that attack—the readied action is lost.
target is called a mark.
Bring ’em Back Alive (Ex): At 3rd level and higher, a
A bloodhound adds his bloodhound level as an insight bloodhound can turn a potentially killing blow into an
bonus on all Gather Information, Listen, Search, Spot, and incapacitating one—all the better to bring a mark back
Survival checks made to determine the whereabouts of a for punishment. At the bloodhound’s option, any melee
mark. As a bloodhound gains levels, he gains additional attack that would reduce a foe to –2 or fewer hit points
abilities that can be used against a mark. reduces the foe to –1 hit points instead. A bloodhound
must choose to use this ability immediately upon reduc-
If a bloodhound chooses a new mark before apprehend- ing his foe to –2 or fewer hit points, and before making
ing an existing one, the latter becomes unmarked, and the
bloodhound loses experience points equal to the amount any other action (or even continuing a full
he would have earned for defeating that creature. A attack). A raging bloodhound can’t use this
bloodhound can choose a mark only once a week. ability.

Initially, a bloodhound can have only one Tenacious Pursuit (Ex): At 3rd level
mark at a time. For every three bloodhound and above, a bloodhound tracking a
levels gained beyond 1st, a bloodhound mark gains a +4 bonus on Constitution
can have one additional mark, but only checks made to resist nonlethal damage
if all the marks are chosen during the from a forced march (see page 164 of
same process (see above). For example,
a 4th-level bloodhound could mark two the Player’s Handbook).
bugbears in the same group of prison- In addition, a blood-
ers, or the depictions of a bugbear and
a hobgoblin if both were studied at hound tracking a mark
the same time. If a bloodhound can increase his own
gives up on apprehending any of speed by 10 feet, up to
his marks, all remaining marked a maximum value equal to
creatures become unmarked as the mark’s speed. This bonus
described above. stacks with all other speed
increases. At 6th level, the speed
Swift Tracker (Ex): A blood- increase improves to 20 feet, and
hound can move at his normal it goes up to 30 feet at 9th level.
speed while following tracks. See Hunter’s Dedication (Ex):
the ranger class feature, page 48 of Beginning at 4th level, a blood-
the Player’s Handbook. hound adds his Constitution bonus
(if any) to Will saves made to resist
Nonlethal Force the special attacks or spells of his
(Ex): Starting at 2nd mark.
level, a bloodhound Move Like the Wind
can use a melee weapon that (Ex): Starting at 4th level,
deals lethal damage to deal a bloodhound can move
nonlethal damage instead stealthily even at a quick
without taking the usual
–4 penalty on his attack pace. He no longer
roll. takes a –5 penalty

Ulfur, a bloodhound

CHAPTER 2 on Hide and Move Silently checks when moving at any Table 2–4: The Bloodhound Special
speed up to his normal speed, and he takes only a –10 Base Mark (1), swift tracker
PRESTIGE penalty (instead of a –20 penalty) on Hide and Move Si- Attack Fort Ref Will Nonlethal force, ready
CLASSES lently checks when running. (He takes the normal –20 and waiting
penalty when attacking or charging.) Level Bonus Save Save Save Bring ’em back alive,
1st +1 +2 +2 +0 tenacious pursuit
Crippling Strike (Ex): Starting at 5th level, a blood- 2nd +2 +3 +3 +0 (speed +10 ft.)
hound can deliver strikes against his mark with such 3rd +3 +3 +3 +1 Hunter’s dedication,
precision that each successful attack also deals 2 points of mark (2), move like the
Strength damage to the mark. A bloodhound can deliver 4th +4 +4 +4 +1 wind
a crippling strike with a melee attack, or with a ranged Crippling strike, track
attack from a distance of up to 30 feet. See the rogue class 5th +5 +4 +4 +1 the trackless
feature, page 51 of the Player’s Handbook. 6th +6 +5 +5 +2 See invisibility,
shielded mind,
Track the Trackless (Su): Starting at 5th level, a 7th +7 +5 +5 +2 tenacious pursuit
bloodhound can track a creature moving under the 8th +8 +6 +6 +2 (speed +20 ft.)
influence of pass without trace or a similar effect, though 9th +9 +6 +6 +3 Locate creature,
he takes a –20 penalty on his Survival checks when 10th +10 +7 +7 +3 mark (3)
doing so. Freedom of movement
Scent, tenacious
See Invisibility (Su): This ability, gained at 6th pursuit (speed +30 ft.)
level, functions like a see invisibility spell, except that Find the path, mark (4)

it is constantly in effect and it reveals only invisible

marks. +1 short sword) or +12 ranged within 30 ft. (1d8+3/×3, +1

Shielded Mind (Su): At 6th level, a bloodhound gains composite longbow); Full Atk +11/+6 melee (1d6+4/19–20,

spell resistance against divination spells equal to 15 + his +1 short sword) or +12/+7 ranged (1d8+3/×3, +1 composite

bloodhound level. This benefit does not stack with other longbow); SA bring ’em back alive, nonlethal force, skir-

forms of spell resistance. mish (+1 AC, +1d6 damage); SQ darkvision 60 ft., half-orc

Locate Creature (Sp): Once per day, a bloodhound traits, mark (1), ready and waiting, swift tracker, tenacious

of 7th level or higher can produce an effect identical to pursuit, trackless step, trapfinding, uncanny dodge; AL

that of a locate creature spell with a caster level equal to N; SV Fort +8, Ref +10, Will +2; Str 17, Dex 16, Con 13,

the bloodhound’s character level. Int 10, Wis 10, Cha 6.

Freedom of Movement (Su): Starting at 8th level, Skills and Feats: Climb +10, Gather Information +5,

a bloodhound can act normally regardless of magical Hide +13, Jump +14, Move Silently +13, Search +10, Spot

effects that impede movement, as if he were affected +10, Survival +10 (+12 following tracks); Endurance,

by a freedom of movement spell. The effect lasts for a total Point Blank Shot, Precise Shot, Track, Weapon Focus

time per day of 1 round per point of Wisdom bonus he (longbow).

possesses (minimum 1 round). The effect occurs auto- Languages: Common, Orc.

matically as soon as it is applied, lasts until it runs out or Bring ’em Back Alive (Ex): At Ulfur’s option, any

is no longer needed, and can be used multiple times per melee attack that would reduce his foe to –2 or fewer hit

day (up to the total daily limit of rounds). The character’s points reduces the foe to –1 hit points instead. He must

caster level is equal to his bloodhound level. choose to use this ability immediately upon reducing

Scent (Ex): At 9th level, a bloodhound gains the scent the foe to –2 or fewer hit points, and before making any

ability (see page 314 of the Monster Manual). other action (or even continuing a full attack).

Find the Path (Sp): A 10th-level bloodhound can use Half-Orc Traits: For all effects related to race, a half-

find the path twice per day as the spell. His caster level is orc is considered an orc.

equal to his bloodhound level. Mark (Ex): Ulfur can target, or mark, an individual

SAMPLE BLOODHOUND humanoid or monstrous humanoid foe, in order to better
hunt that enemy. To do so, he must focus on a foe who is

Ulfur: Male half-orc scout 4/fighter 1/bloodhound 3; CR present and visible, or on the depiction or description of

8; Medium humanoid (orc); HD 4d8+4 plus 4d10+4; hp 51; one who is not, for 10 minutes. Any interruption ruins the

Init +4; Spd 40 ft.; AC 17 (18), touch 13 (14), flat-footed 17 attempt and forces him to start the process again. Once

30 (18); Base Atk +7; Grp +10; Atk +11 melee (1d6+4/19–20, this study is complete, that target is called a mark.

Ulfur gains a +3 insight bonus on all Gather Informa- Uncanny Dodge (Ex): Ulfur retains his Dexterity CHAPTER 2
tion, Listen, Search, Spot, and Survival checks made to bonus to AC even when flat-footed or targeted by an
determine the whereabouts of a mark. unseen foe (he still loses his Dexterity bonus if paralyzed PRESTIGE
or otherwise immobile). CLASSES
Ulfur can have only one mark at a given time. If he
chooses a new mark before apprehending an existing one, Possessions: +2 leather armor, +1 composite longbow (+1 31
the latter becomes unmarked, and Ulfur loses experience Str bonus) with 20 arrows, +1 short sword, masterwork
points equal to the amount he would have earned for manacles.
defeating that creature. Ulfur can choose a mark only
once a week. DAGGERSPELL MAGE

Nonlethal Force (Ex): Ulfur can use a melee weapon In a reclusive monastery in the heart of an ancient
that deals lethal damage to deal nonlethal damage instead forest, a varied group of druids and arcane spellcasters
without taking the usual –4 penalty on his attack roll. train together. The adherents of this monastery work
to perfect a unique fighting and spellcasting style that
Ready and Waiting (Ex): Ulfur can ready an action relies on wielding a pair of daggers at all times. Some of
against his mark, even outside of the initiative sequence. these students—known as daggerspell mages—blend
If the mark triggers his readied action at any point within the fighting style with arcane magic.
the next 10 minutes, Ulfur can carry out his readied
action as if the two were engaged in combat (as long as he Daggerspell mages see the quick movements of their
is capable of carrying out that action). If he is incapable deadly daggers as an attendant part of their spellcasting.
of carrying out the action—for instance, if he is too far These sometimes reclusive figures remain spellcasters
away to strike the mark with a readied melee attack—the first and melee combatants second. Daggerspell mages,
readied action is lost. like their colleagues the daggerspell shapers, seek truth
and justice, but they define such concepts in the heat of
Skirmish (Ex): Ulfur gains a +1 competence bonus to the moment. Daggerspell mages do not see morality as
AC and deals an extra 1d6 points of damage on all attacks an absolute, and their ideals are guided by their sense of
during any round in which he moves at least 10 feet. The what is right and fair.
extra damage applies only to attacks taken during his turn.
This damage also applies to ranged attacks against targets Daggerspell mages are closely related to the daggerspell
up to 30 feet away. Creatures with concealment, creatures shapers, the other half of the organization known as the
without discernible anatomies, and creatures immune to Daggerspell Guardians (see page 167). Both preserve the
extra damage from critical hits are all immune to this extra work of good folk and balance the concerns of civilized
damage. Ulfur loses this ability when wearing medium or communities against the sanctity of nature, but where
heavy armor or when carrying a medium or heavy load. a shaper is quiet and calculating, a daggerspell mage is
wild and impulsive. The two halves of the organization
Swift Tracker (Ex): Ulfur can track at normal speed work together amicably, but they have decidedly different
without taking the usual –5 penalty, or he can track at approaches to most problems.
double speed at only a –10 penalty.
Almost every daggerspell mage begins his career as a
Tenacious Pursuit (Ex): When tracking a mark, Ulfur wizard or sorcerer, taking a level or two of rogue after a
gains a +4 bonus on Constitution checks made to resist few successful adventures. Drawn to the exotic fighting
nonlethal damage from a forced march. style and balanced ideas of the Daggerspell Guardians,
these individuals enjoy the enigmatic reputation and
In addition, when tracking a mark Ulfur can increase unorthodox techniques of the guild. Although members
his own speed by 10 feet, up to a maximum value equal of the guild are primarily spellcasters, some follow more
to the mark’s speed. This benefit stacks with all other complicated multiclass pathways that include fighter or
speed increases. paladin levels. These characters follow all precepts of the
guild, but they are more likely to defend truth with the
Trackless Step (Ex): Ulfur leaves no trail in natural sharp points of their daggers than with the arcane power
surroundings and cannot be tracked. of their spells.

Trapfinding (Ex): Ulfur can find, disarm, or bypass Adaptation: Although daggerspell shapers and
traps with a DC of 20 or higher. He can use the Search daggerspell mages are related through their common
skill to find, and the Disable Device skill to disarm, organization, they need not be used together in every
magic traps (DC 25 + the level of the spell used to create
it). If his Disable Device result exceeds the trap’s DC by
10 or more, he discovers how to bypass the trap without
triggering or disarming it.

CHAPTER 2 campaign. The mages, well suited for wizard/rogues of that they wield. Whenever a daggerspell mage casts an
any alignment, could become a deadly group of dagger- arcane spell that deals energy damage, he can turn half of
PRESTIGE and spell-wielding cultists. the damage dealt by the spell into magic slashing damage
CLASSES rather than energy damage. Energy resistance does not
Furthermore, in a campaign that includes psionics, apply to this damage, but damage reduction might. This
32 the daggerspell mage makes an excellent class for psion/ power does not affect a creature’s ability to resist the
rogues. Simply change the arcane spellcasting require- affected spell with a saving throw or spell resistance.
ment and progression to a similar psionic manifester
level requirement and progression, and the daggerspell Using this ability does not require an action; its use is
psion, the third branch of the Daggerspell Guardians, is part of the action required to cast the affected spell. Only
ready for your campaign. spells with a duration of instantaneous can be modified
by this ability.
Hit Die: d6.
Spells per Day/Spells Known: Beginning at 2nd level,
REQUIREMENTS a daggerspell mage gains new spells per day at each level
(and spells known, if applicable) as if he had also gained a
To qualify to become a daggerspell mage, a character must level in an arcane spellcasting class to which he belonged
fulfill all the following criteria. before adding the prestige class level. He does not, however,
gain any other benefit a character of that class would have
Alignment: Any nonevil. gained. If he had more than one arcane spellcasting class
Skills: Concentration 8 ranks. before becoming a daggerspell mage, he must decide to
Feats: Weapon Focus (dagger), Two-Weapon Fighting. which class to add each level for the purpose of determin-
Special: Arcane caster level 5th. ing spells per day and spells known.
Special: Sneak attack +1d6.
Sneak Attack (Ex): Beginning at 3rd level, a dag-
CLASS SKILLS gerspell mage deals an extra 1d6 points of damage when
flanking an opponent or at any time when the target
The daggerspell mage’s class skills (and the key ability for would be denied its Dexterity bonus. This extra damage
each skill) are Balance (Dex), Climb (Str), Concentration applies to ranged attacks only if the target is within 30
(Con), Craft (Int), Handle Animal (Cha), Heal (Wis), feet. It increases to 2d6 points at 6th level and 3d6 points
Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen at 9th level. See the rogue class feature, page 50 of the
(Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Player’s Handbook. If a daggerspell mage gets a sneak attack
Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), bonus from another source (such as levels of rogue), the
and Tumble (Dex). bonuses on damage stack.

Skill Points at Each Level: 6 + Int modifier. Double Daggercast (Ex): As a daggerspell mage ad-
vances in level, the connection between his spellcasting
CLASS FEATURES abilities and his two-dagger fighting style strengthens.
At 5th level and higher, a mage can hold the charge for
All of the following are class features of the daggerspell one touch spell for each dagger that he is holding in his
mage prestige class. hands. He must designate which dagger holds each touch
spell at the time the spell is cast. If one of these daggers
Weapon and Armor Proficiency: Daggerspell mages leaves the daggerspell mage’s hands, the spell immedi-
gain no proficiency with any weapon or armor. ately discharges harmlessly (unless the dagger is thrown
by a mage with the arcane throw ability; see below).
Daggercast (Ex): Daggerspell mages seamlessly blend
the use of their twin daggers with powerful spellcasting Arcane Infusion (Su): At 7th level and higher, a
abilities. A daggerspell mage can cast a spell with somatic daggerspell mage can infuse arcane spell power into his
and material components even when holding a dagger in daggers, temporarily enabling them to deal extra energy
each hand. If a daggerspell mage holds anything other than damage. To use this ability, a mage must lose a prepared
a dagger, he must have at least one hand free to cast a spell arcane spell from memory (or give up a potential spell
with somatic or material components. Casting a spell in slot for the day if he casts spells as a sorcerer). The dag-
this way still provokes attacks of opportunity normally. gerspell mage chooses one dagger that he is holding and
an energy type (fire, cold, or electricity) when this ability
In addition, a daggerspell mage can deliver a touch is activated. The chosen dagger deals an extra 1d6 points
spell with a dagger attack (either a melee touch attack or
a normal melee attack, but not with a thrown dagger).

Invocation of the Knife (Su): Beginning at 2nd level,
daggerspell mages develop a strong mystical connection
between their arcane spellcasting abilities and the daggers

Table 2–5: The Daggerspell Mage
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +2 +2 Daggercast —
2nd +1 +0 +3 +3 Invocation of the knife +1 level of existing arcane spellcasting class
3rd +2 +1 +3 +3 Sneak attack +1d6 +1 level of existing arcane spellcasting class
4th +3 +1 +4 +4 — +1 level of existing arcane spellcasting class
5th +3 +1 +4 +4 Double daggercast +1 level of existing arcane spellcasting class
6th +4 +2 +5 +5 Sneak attack +2d6 +1 level of existing arcane spellcasting class
7th +5 +2 +5 +5 Arcane infusion +1 level of existing arcane spellcasting class
8th +6 +2 +6 +6 Arcane throw +1 level of existing arcane spellcasting class CHAPTER 2
9th +6 +3 +6 +6 Sneak attack +3d6 +1 level of existing arcane spellcasting class
10th +7 +3 +7 +7 Daggerspell flurry +1 level of existing arcane spellcasting class PRESTIGE
CLASSES
of damage of the chosen energy type. This effect lasts for Full Atk +12/+7 melee (1d4+3/19–20, +2 dagger) and +10
a number of rounds equal to the spell level sacrificed. melee (1d4/19–20, adamantine dagger) or +14/+9 ranged 33
Multiple uses of this ability on the same dagger don’t (1d8/×3, longbow with masterwork arrow); SA arcane
stack, even if different energy types are chosen. If the infusion, daggercast, double daggercast, invocation of
dagger is thrown, the energy damage applies to that the knife, sneak attack +3d6, spells; SQ elf traits, eva-
attack, but then the effect immediately dissipates. sion, familiar (toad), familiar benefits, low-light vision,
trapfinding; AL NG; SV Fort +3, Ref +14, Will +9 (+11
Using this ability is a swift action that does not provoke against enchantments); Str 13, Dex 20 (18 without gloves
attacks of opportunity (see Swift Actions and Immediate of Dexterity +2), Con 10, Int 16, Wis 10, Cha 8.
Actions, page 137).
Skills and Feats: Climb +8, Concentration +15, Craft
Arcane Throw (Ex): At 8th level and higher, a dag- (armorsmith) +8, Craft (weaponsmith) +8, Disable
gerspell mage can imbue arcane spell power into his Device +5, Hide +16, Jump +10, Knowledge (arcana) +11,
thrown daggers. The mage can deliver a touch spell with Knowledge (the planes) +10, Listen +6, Move Silently +14,
a thrown dagger just as if he were making a melee attack. Search +7, Spellcraft +20, Spot +13, Tumble +18; Dodge,
If the dagger hits, the touch spell is discharged against the Mobility, Scribe ScrollB, Spell MasteryB (displacement,
creature or object struck. If the dagger misses its intended invisibility, vampiric touch), Spring Attack, Two-Weapon
target, the dagger returns to the mage just before his next Fighting, Weapon Focus (dagger).
turn (as if it had the returning special ability; see page
225 of the Dungeon Master’s Guide) and retains the spell Languages: Common, Elven, Draconic; Orc, Sylvan.
just as if the mage had missed with a melee attack. Arcane Infusion (Su): Vadamar can infuse arcane
spellpower into his daggers, temporarily allowing them
Daggerspell Flurry (Ex): A 10th-level daggerspell to deal extra energy damage. To use this ability, Vadamar
mage can blend spellcasting with a flurry of dagger attacks. must lose a prepared arcane spell from memory. He
When using this ability, a daggerspell mage can quicken chooses one dagger that he is holding and a specific
one spell as part of a full attack with his daggers. Doing energy type (fire, cold, or electricity) when this ability is
this has no effect on the spell’s effective level. A dagger- activated, and the chosen dagger deals an extra 1d6 points
spell mage must make at least one melee attack in any of damage of the chosen energy type. This effect lasts for
round in which he uses this ability, and he cannot make a number of rounds equal to the spell level lost. Multiple
an attack with anything other than a dagger (although if uses of this ability on the same dagger don’t stack, even if
a spell cast in conjunction with this ability requires an different energy types are chosen. If the dagger is thrown,
attack roll, he can still make the spell’s attack). the energy damage applies to that attack, but then the
effect immediately dissipates. Using this ability is a swift
A daggerspell mage can use this ability a number of times action that does not provoke attacks of opportunity.
per day equal to his Dexterity modifier (minimum 1). Daggercast (Ex): Vadamar can cast a spell with somatic
and material components even when holding a dagger
SAMPLE DAGGERSPELL MAGE in each hand. If he holds anything other than a dagger,
he must have at least one hand free to cast a spell with
Vadamar Lyrr: Male elf wizard 5/rogue 2/daggerspell somatic or material components. Casting a spell in this
mage 7; CR 14; Medium humanoid; HD 5d4 plus 9d6; hp way still provokes attacks of opportunity normally.
48; Init +5; Spd 30 ft.; AC 20, touch 17, flat-footed 15; Base
Atk +8; Grp +9; Atk +12 melee (1d4+3/19–20, +2 dagger)
or +14 ranged (1d8/×3, longbow with masterwork arrow);

CHAPTER 2 In addition, Vadamar can deliver a touch spell with a applies to ranged attacks against targets up to 30 feet
dagger attack (either a melee touch attack or a normal away. Creatures with concealment, creatures without
PRESTIGE melee attack, but not with a thrown dagger). discernible anatomies, and creatures immune to extra
CLASSES damage from critical hits are all immune to sneak attacks.
Double Daggercast (Ex): Vadamar can hold the charge Vadamar can choose to deliver nonlethal damage with
Illus. by W. O’Connor of one touch spell for each dagger that he is holding in his sneak attack, but only when using a weapon designed
his hands. He must designate which dagger holds each for that purpose, such as a sap (blackjack).
34 touch spell at the time the spell is cast. If one of these
daggers leaves Vadamar’s hands, the spell immediately Trapfinding (Ex): Vadamar can find, disarm, or bypass
discharges harmlessly. traps with a DC of 20 or higher. He can use the Search
skill to find, and the Disable Device skill to disarm,
Elf Traits: Elves have immunity to magic sleep effects. magic traps (DC 25 + the level of the spell used to create
An elf who merely passes within 5 feet of a secret or it). If his Disable Device result exceeds the trap’s DC by
concealed door is entitled to a Search check to notice it 10 or more, he discovers how to bypass the trap without
as if he were actively looking for it. triggering or disarming it.

Evasion (Ex): If Vadamar is exposed to any effect that Wizard Spells Prepared (caster level 11th): 0—dancing
normally allows him to attempt a Reflex saving throw lights, critical strike†, detect magic, read magic, touch of fatigue
for half damage, he takes no damage with a successful (+12 melee touch; DC 13); 1st—mage armor, ray of enfeeble-
saving throw. ment (+13 ranged touch), shield, shocking grasp (+12 melee
touch); 2nd—daggerspell stance† (2), invisibility, scorching
Familiar: Vadamar’s familiar is a toad named Berkich. ray (+13 ranged touch), touch of idiocy (+12 melee touch);
The familiar uses the better of its own and Vadamar’s base 3rd—dispel magic, displacement, haste, lightning bolt (DC
save bonuses. The creature’s abilities and characteristics 16), vampiric touch (+12 melee touch); 4th—enervation
are summarized below. (+13 ranged touch), shout (DC 17), stoneskin; 5th—cone of
cold (DC 18), shadow form†; 6th—greater heroism.
Familiar Benefits: Vadamar gains special benefits
from having a familiar. Berkich grants him +3 hit points Spellbook: as above plus 0—all others; 1st—burning
(included in Vadamar’s statistics). Berkich and Vadamar hands, cause fear, swift expeditious retreat†, feather fall, iden-
enjoy the empathic link and share spells special qualities. tify, magic missile, magic weapon; 2nd—bear’s endurance,
bladeweave†, fox’s cunning, Melf’s acid arrow, spectral hand,
Alertness (Ex): Berkich grants its master Alertness as summon monster II; 3rd—explosive runes, greater magic
long as it is within 5 feet. weapon, spectral weapon†, wind wall; 4th—Evard’s black
tentacles, summon monster IV, wall of fire; 5th—cloudkill,
Empathic Link (Su): Vadamar can communicate tele- overland flight; 6th—cloak of the sea†, true seeing.
pathically with his familiar at a distance of up to 1 mile.
The master has the same connection to an item or a place † New spell described in Chapter 5.
that the familiar does. Possessions: amulet of natural armor +3, ring of protection
+2, +2 dagger, adamantine dagger, longbow with 20 mas-
Share Spells (Su): Vadamar can have any spell he casts on terwork arrows, gloves of Dexterity +2, wand of magic missile
himself also affect Berkich if the latter is within 5 feet at (9th level; 10 charges), wand of invisibility (16 charges),
the time. He can also cast a spell a target of “You” on his scroll of haste, spellbook, 16 gp.
familiar.
Berkich, Toad Familiar: CR —; Diminutive magi-
Invocation of the Knife (Su): Whenever Vadamar cal beast; HD 5; hp 24; Init +1; Spd 5 ft.; AC 18, touch
casts an arcane spell that deals energy damage, he can turn 15, flat-footed 17; Base Atk +0; Grp –17; Atk or Full Atk
half of the damage that the spell deals into magic slashing —; Space/Reach 1 ft./0 ft.; SA deliver touch spells; SQ
damage rather than energy damage. Energy resistance amphibious, improved evasion, low-light vision, speak
does not apply to the magic slashing damage caused by an with master; AL N; SV Fort +3, Ref +10, Will +11; Str 1,
affected spell, but damage reduction might. This power Dex 12, Con 11, Int 8, Wis 14, Cha 4.
does not affect the target’s ability to resist the affected
spell with a saving throw or spell resistance. Using this Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness.
ability does not require an action; its use is part of the Deliver Touch Spells (Su): Berkich can deliver touch
action required to cast the affected spell. Only spells of spells for its master (see Familiars, page 52 of the Player’s
instantaneous duration can be modified by this ability. Handbook).

Sneak Attack (Ex): Vadamar deals an extra 3d6 points
of damage on any successful attack against flat-footed or
flanked targets, or against a target that has been denied
its Dexterity bonus for any reason. This damage also

Vadamar Lyrr, a
daggerspell mage

Zaadi Akanthas, a
daggerspell shaper

CHAPTER 2 Improved Evasion (Ex): If Berkich is exposed to any effect the organization known as the Daggerspell Guardians.
that normally allows it to attempt a Reflex saving throw Although normally bound together through the guild,
PRESTIGE for half damage, it takes no damage with a successful these groups need not be used together in every campaign.
CLASSES saving throw and half damage if the saving throw fails. The shapers, well suited for druid/rogues of any alignment,
can become a drastically different group with just a few
Speak with Master (Ex): Berkich can communicate ver- changes. Adding neutral evil as an alignment requirement
bally with Vadamar. Other creatures do not understand might change the shapers into a group of dagger-wielding
the communication without magical help. fanatics dedicated to preserving the sanctity of nature by
assassinating those who intrude into the wild.
Skills: A toad’s coloration gives it a +4 racial bonus on
Hide checks. Hit Die: d6.

36 DAGGERSPELL SHAPER REQUIREMENTS

In a reclusive monastery in the heart of an ancient To qualify to become a daggerspell shaper, a character
forest, a varied group of druids and arcane spellcasters must fulfill all the following criteria.
train together. The adherents of this monastery work
to perfect a unique fighting and spellcasting style that Alignment: Any nonevil.
relies on wielding a pair of daggers at all times. Some of Skills: Concentration 8 ranks.
these students—known as daggerspell shapers—blend Feats: Weapon Focus (dagger), Two-Weapon Fighting.
the fighting style with druid magic, spinning a deadly Special: Wild shape class feature.
web of steel in front of them as they perform powerful Special: Either sneak attack +1d6 or skirmish +1d6.
feats of natural magic, or blending their daggers into the
claws and talons of their wild-shaped forms. CLASS SKILLS

Daggerspell shapers see the precise martial powers of The daggerspell shaper’s class skills (and the key ability
their twin-dagger style and their magic as an extension for each skill) are Balance (Dex), Climb (Str), Concentra-
of one powerful philosophy. The shapers seek truth in tion (Con), Craft (Int), Handle Animal (Cha), Heal (Wis),
all things, believing that you can separate right from Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen
wrong and nature from corruption with the clean slice of (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex),
a blade. Although never numerous, shapers are respected Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str),
as judges, warriors, and defenders of the weak. and Tumble (Dex).

Daggerspell shapers are closely related to the other half Skill Points at Each Level: 6 + Int modifier.
of their guild, the daggerspell mages. Both preserve the
work of good folk and balance the concerns of civilized CLASS FEATURES
communities against the sanctity of nature, but where
a daggerspell mage is wild and impulsive, a shaper is All of the following are class features of the daggerspell
quiet and calculating. The two halves of the Daggerspell shaper prestige class.
Guardians organization (see page 167) work together
amicably, but they have decidedly different approaches Weapon and Armor Proficiency: Daggerspell
to most problems. shapers gain no proficiency with any weapon or armor.

Almost every daggerspell shaper begins her career as Daggercast (Ex): Daggerspell shapers seamlessly blend
a druid, taking a level or two of rogue or scout after a the use of their twin daggers with powerful spellcasting
few successful adventures. These individuals are drawn abilities. A daggerspell shaper can cast a spell with somatic
to the exotic fighting style and balanced ideals of the and material components even when holding a dagger in
guild. Although most daggerspell shapers are primarily each hand. If a daggerspell shaper holds anything other
spellcasters, some have more complicated multiclass than a dagger, she must have at least one hand free to cast
pathways that include ranger or barbarian levels. These a spell with somatic or material components. Casting a
shapers follow all the precepts of the guild, but they spell in this way still provokes attacks of opportunity
are more likely to defend nature with the steel of their normally.
daggers than with their spells.
In addition, a daggerspell shaper can deliver a touch
Adaptation: The daggerspell shapers and their col- spell with a dagger attack (either a melee touch attack or
leagues, the daggerspell mages, form the two halves of a normal melee attack, but not with a thrown dagger).

Wild Shape (Su): A daggerspell shaper can change into
a Small or Medium animal and back again, and can do so
more often than most other characters with the wild shape

Table 2–6: The Daggerspell Shaper
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +2 +2 Daggercast, wild shape (+1/day) —
2nd +1 +0 +3 +3 Dagger claws, wild shape (Tiny) +1 level of existing divine spellcasting class
3rd +2 +1 +3 +3 Sneak attack +1d6 +1 level of existing divine spellcasting class
4th +3 +1 +4 +4 Wild shape (Large) +1 level of existing divine spellcasting class
5th +3 +1 +4 +4 Wild shape (+2/day) +1 level of existing divine spellcasting class
6th +4 +2 +5 +5 Sneak attack +2d6 +1 level of existing divine spellcasting class
7th +5 +2 +5 +5 Fast wild shape +1 level of existing divine spellcasting class
8th +6 +2 +6 +6 Enhanced wild shape +1 level of existing divine spellcasting class CHAPTER 2
9th +6 +3 +6 +6 Sneak attack +3d6 +1 level of existing divine spellcasting class
10th +7 +3 +7 +7 Daggerspell flurry, wild shape +1 level of existing divine spellcasting class PRESTIGE
(+3/day) CLASSES

ability. See the druid class feature, page 37 of the Player’s (and spells known, if applicable) as if she had also gained 37
Handbook. This ability lasts for 1 hour per class level or a level in a divine spellcasting class to which she belonged
until she changes back. Levels of the daggerspell shaper before adding the prestige class level. She does not, however,
prestige class stack with druid levels for the purpose of gain any other benefit a character of that class would have
determining the maximum duration of the wild shape gained. If she had more than one divine spellcasting class
ability; they do not stack for any other purpose (such as before becoming a daggerspell shaper, she must decide to
the size and type of creature that a shaper can become). which class to add each level for the purpose of determining
spells per day and spells known.
A daggerspell shaper gains one additional daily use of her
wild shape ability at 1st level, 5th level, and 10th level. Sneak Attack (Ex): Beginning at 3rd level, a dagger-
spell shaper deals an extra 1d6 points of damage when
At 2nd level, a daggerspell shaper becomes able to use flanking an opponent or at any time when the target
her wild shape ability to take the form of a Tiny animal. would be denied its Dexterity bonus. This extra damage
At 4th level, she can use wild shape to take the form of a applies to ranged attacks only if the target is within 30
Large animal. feet. It increases to 2d6 points at 6th level and 3d6 points
at 9th level. See the rogue class feature, page 50 of the
Dagger Claws (Su): When a daggerspell shaper of Player’s Handbook. If a daggerspell shaper gets a sneak
2nd level or higher uses wild shape, she adds any magical attack bonus from another source (such as levels of rogue),
properties of daggers that she is holding in each hand the bonuses on damage stack.
into the natural attacks of her new form. The magic of a
single dagger affects only the natural attacks made with Fast Wild Shape (Ex): Starting at 7th level, a dag-
the corresponding limb in the shaper’s animal form, gerspell shaper can use her wild shape ability as a move
not all her attacks. For example, a 2nd-level daggerspell action rather than as a standard action.
shaper holding a +1 flaming dagger in one hand and a +2
keen dagger in the other hand transforms into a leopard. Enhanced Wild Shape (Su): Starting at 8th level, a
The daggers affect the claw attacks of her new form as daggerspell shaper can preserve the physical enhance-
follows: One gains a +1 bonus on attack and damage ments granted by her equipment even when in wild shape.
rolls and also gains the flaming special ability, and the Whenever the shaper uses wild shape, she retains any
other gains a +2 bonus on attack and damage rolls and enhancement bonuses to Strength, Dexterity, or Consti-
also gains the keen special ability. If the assumed form tution granted by any equipment she wears, even if the
does not have a claw or slam attack with a limb that cor- equipment can’t be worn normally by her new form.
responds to the druid’s natural limbs, this ability has no
effect. The bonuses from this ability last for the duration Daggerspell Flurry (Ex): A 10th-level daggerspell
of the wild shape effect. When a shaper uses this ability, shaper can blend spellcasting with a flurry of dagger
her natural weapons in animal form overcome damage attacks. When using this ability, the shaper can quicken
reduction exactly as do the daggers that she was holding one spell as part of a full attack with her daggers. Doing
when she transformed. In the example above, the shaper this has no effect on the spell’s effective level. A dagger-
would be able to overcome a foe’s damage reduction as if spell shaper must make at least one melee attack in any
both of her natural weapons were magic. round in which she uses this ability, and she cannot make
an attack with anything other than a dagger (although if
Spells per Day/Spells Known: Beginning at 2nd level, a spell cast in conjunction with this ability requires an
a daggerspell shaper gains new spells per day at each level attack roll, she can still make the spell’s attack).

CHAPTER 2 A daggerspell shaper can use this ability a number of of her wild-shaped form. One of her claw attacks gains
times per day equal to her Dexterity bonus (minimum 1). a +1 enhancement bonus and the keen special ability
PRESTIGE (from her +1 keen dagger), and the other claw gains a +1
CLASSES SAMPLE DAGGERSPELL SHAPER enhancement bonus (from her +1 dagger). The benefits
last for the duration of the wild shape effect.
38 Zaadi Akanthas: Female human druid 5/rogue
1/daggerspell shaper 4; CR 10; Medium humanoid; HD Resist Nature’s Lure (Ex): Zaadi gains a +4 bonus on
5d8 plus 5d6; hp 43; Init +2; Spd 30 ft.; AC 15, touch saving throws against the spell-like abilities of fey.
12, flat-footed 13; Base Atk +6; Grp +7; Atk +9 melee
(1d4+2/17–20, +1 keen dagger) or +8 ranged (1d6/×3, short- Sneak Attack (Ex): Zaadi deals an extra 2d6 points
bow); Full Atk +7/+2 melee (1d4+2/17–20, +1 keen dagger) of damage on any successful attack against flat-footed or
and +7 melee (1d4+1/19–20, +1 dagger) or +8/+3 ranged flanked targets, or against a target that has been denied
(1d6/×3, shortbow); SA daggercast, daggerclaws, sneak its Dexterity bonus for any reason. This damage also
attack +2d6, spells; SQ animal companion (cheetah), applies to ranged attacks against targets up to 30 feet away.
animal companion benefits, resist nature’s lure, trackless Creatures with concealment, creatures without discern-
step, trapfinding, wild empathy +8 (+4 magical beasts), ible anatomies, and creatures immune to extra damage
wild shape 2/day, woodland stride; AL CN; SV Fort +5, from critical hits are all immune to sneak attacks. Zaadi
Ref +9, Will +11; Str 13, Dex 15, Con 10, Int 8, Wis 16, can choose to deliver nonlethal damage with her sneak
Cha 12. attack, but only when using a weapon designed for that
purpose, such as a sap (blackjack).
Skills and Feats: Concentration +8, Handle Animal +7,
Heal +7, Hide +4, Knowledge (nature) +9, Listen +7, Move Trackless Step (Ex): Zaadi leaves no trail in natural
Silently +4, Spot +7, Survival +11 (+13 in natural terrain), surroundings and cannot be tracked.
Tumble +6; Dodge, Mobility, Spring Attack, Two-Weapon
Fighting, Weapon Focus (dagger). Trapfinding (Ex): Zaadi can find, disarm, or bypass
traps with a DC of 20 or higher. She can use the Search
Languages: Common; Druidic. skill to find, and the Disable Device skill to disarm, magic
Animal Companion (Ex): Zaadi has a cheetah named traps (DC 25 + the level of the spell used to create it). If
Rula as her animal companion (see Monster Manual, page her Disable Device result exceeds the trap’s DC by 10
271). Its bonus trick is attack. or more, she discovers how to bypass the trap without
Animal Companion Benefits: Zaadi and Rula enjoy triggering or disarming it.
the link and share spells special qualities.
Link (Ex): Zaadi can handle Rula as a free action. She Wild Shape (Su): Twice per day, Zaadi can change
also gains a +4 circumstance bonus on all wild empathy into a Tiny to Large animal and back again, as per the
checks and Handle Animal checks made regarding her polymorph spell. Her preferred forms are that of a lion
cheetah. and a cheetah. This ability lasts for 9 hours or until she
Share Spells (Ex): Zaadi can have any spell she casts on changes back.
herself also affect her animal companion if Rula is within
5 feet at the time. She can also cast a spell with a target Woodland Stride (Ex): Zaadi can move through
of “You” on Rula. natural thorns, briars, overgrown areas, and similar ter-
Daggercast (Ex): Zaadi can cast a spell with somatic rain at her normal speed and without damage or other
and material components even when holding a dagger impairment. However, thorns, briars, and overgrown
in each hand. If she holds anything other than a dagger, areas that are magically manipulated to impede motion
she must have at least one hand free to cast a spell with still affect her.
somatic or material components as normal. Casting a
spell in this way still provokes attacks of opportunity Druid Spells Prepared (caster level 8th): 0—cure minor
normally. In addition, Zaadi can deliver a touch spell with wounds, detect magic, detect poison, guidance, light, read magic;
a dagger attack (either a melee touch attack or a normal 1st—charm animal (DC 14), entangle (DC 14), faerie fire,
melee attack, but not with a thrown dagger). longstrider, obscuring mist; 2nd—bull’s strength, flame blade
Daggerclaws (Su): If Zaadi uses her wild shape (+9 melee touch), resist energy, summon swarm; 3rd—cure
ability to assume animal form while holding her magic moderate wounds, dominate animal (DC 16), greater magic
daggers, she incorporates the daggers’ enhancement fang, poison (+9 melee touch, DC 16); 4th—flame strike
bonuses and special qualities into the natural attacks (DC 17), freedom of movement.

Possessions: +1 leather armor of light fortification, +1 keen
dagger, +1 dagger, shortbow with 20 arrows, 2 potions of
barkskin (+2), potion of invisibility, scroll of bear’s endurance,
scroll of cat’s grace, 5 gp.

DREAD PIRATE CLASS SKILLS

The dread pirate’s class skills (and the key ability for each

Thugs and cutthroats in every port lay claim to the title skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb

“pirate,” but actually making a fortune through piracy is (Str), Craft (Int), Gather Information (Cha), Intimidate

no easy task. A dread pirate, however, has mastered every (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profes-

aspect of larceny on the high seas. His network of contacts sion (Wis), Search (Int), Sense Motive (Wis), Sleight of

tells him when a particularly valuable cargo is shipping Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and

out. After a flawless ambush at sea, he swings aboard Use Rope (Dex).

the target ship on a rope, rapier in hand. Once he and Skill Points at Each Level: 6 + Int modifier. CHAPTER 2

his shipmates have overpowered the prize vessel’s crew, PRESTIGE
CLASSES
they liberate the cargo and make their escape. Later, the CLASS FEATURES

dread pirate meets representatives from the black market All of the following are class features of the dread pirate

in an isolated cove and sells his newly acquired cargo for prestige class.

a handsome profit. Weapon and Armor Proficiency: Dread pirates are

Some dread pirates accomplish their goals through fear, proficient with all simple weapons, with light martial

killing indiscriminately and ruling their ships at rapier- weapons, and with the rapier. Dread pirates are proficient

point. Others minimize bloodshed and exhibit a curious with light armor but not with shields.

sort of chivalry, perhaps realizing that the captain and Seamanship (Ex): A dread pirate adds his class level as

crew of a prize ship are more likely to surrender if they an insight bonus on all Profession (sailor) checks. Allies

believe they will live to see port again. Now and then a within sight or hearing of a dread pirate add an insight

dread pirate takes his chivalric streak a step farther and bonus equal to half this number on their Profession

preys only on the ships of enemy nations—or even solely (sailor) checks.

on other pirates. Two-Weapon Fighting: A dread pirate wearing light

A dread pirate’s lifestyle is ideal for most rogues, or no armor is treated as having the Two-Weapon Fighting

because the job requires a number of skills that other feat, even if he does not have the prerequisites for the

classes don’t have the time or inclination to learn. How- feat.

ever, the class also attracts some spellcasters, who can Fearsome Reputation (Ex): By the time he attains

use magic to conceal their ships or incapacitate a prize 2nd level, a dread pirate has developed a reputation on

vessel’s crew. the high seas. At this point, he must choose whether to

Adaptation: The dread pirate prestige class can be used cultivate a reputation as an honorable pirate (avoiding

to represent any powerful individual with great nautical undue bloodshed, honoring flags of truce, and the like)

skill. A famous admiral and a ruthless but honest priva- or as a dishonorable pirate (favoring mayhem and dire

teer might not differ in abilities, but they will certainly treatment of prisoners).

differ in outlook and demeanor. An honorable dread pirate gains a +2 circumstance

Hit Die: d8. bonus on Diplomacy checks, while a dishonorable one

REQUIREMENTS gains a +2 circumstance bonus on Intimidate checks.
This bonus increases to +4 at 6th level and to +6 at 10th

To qualify to become a dread pirate, a character must level. In addition, a dread pirate gains other abilities at

fulfill all the following criteria. higher levels based on his chosen reputation.

Alignment: Any nonlawful. A dread pirate’s actual activities or alignment need

Base Attack Bonus: +4. not match his reputation. However, a radical shift away

Skills: Appraise 8 ranks, Profession (sailor) 8 ranks, from his reputation might negate or even reverse that

Swim 4 ranks, Use Rope 4 ranks. reputation at the DM’s option. Also, a dread pirate in

Feats: Quick Draw, Weapon Finesse. disguise does not gain any effect granted by his reputa-

Special: The character must own a ship worth at least tion (including the special abilities described below that

10,000 gp. The method of acquisition—purchase, force depend on the dread pirate’s reputation).

of arms, or skullduggery—makes no difference, as long Rally the Crew (Ex): Starting at 3rd level, an honorable

as he can freely operate it on the high seas. dread pirate can inspire his allies (including himself) to

great bravery in combat once per day. This inspiration

grants them a +1 morale bonus on saving throws against 39

charm and fear effects and a +1 morale bonus on attack or Use Rope checks) to successfully move over
the terrain.
rolls and weapon damage rolls. To be affected, an ally
Steady Stance (Ex): At 4th level and higher,
must be able to see or hear the dread pirate. The effect a dread pirate remains stable on his feet when

requires a free action to activate and lasts for 1 minute others have difficulty standing. He
is not considered flat-footed while
per class level, even if the dread balancing or climbing, and he
adds his class level as a bonus
pirate moves out of range or on Balance or Climb checks to
remain balancing or climbing
loses consciousness. This is a when he takes damage.
Luck of the Wind (Ex):
mind-affecting ability. Once per day, an honorable dread

CHAPTER 2 At 7th level, a dread pirate pirate of 5th level or higher can
reroll any failed attack roll, skill
PRESTIGE can use this ability twice check, ability check, or saving throw.
CLASSES
per day, and the bonus in- He must take the result of the
reroll, even if it’s worse than the
creases to +2. original roll.
Scourge of the Seas (Ex): Start-
If a dread pirate has ing at 5th level, a dishonorable dread
pirate can instill fear into his enemies.
the inspire cour- When the character uses Intimidate

age bardic music to demoralize foes, the at-
tempt affects all enemies
ability, he can add within 30 feet who can see
and hear him, and the effect lasts
the morale bonus for a number of rounds equal to
his Charisma modifier (minimum 1
gained from that round). Multiple uses of this ability
don’t stack. This is a mind-affect-
ability to the morale ing ability.
Skill Mastery (Ex): At 8th
bonus gained from level, a dread pirate becomes
supremely confident of his mobil-
this ability to deter- ity. He has mastered the skills Balance, Climb, Jump,
and Tumble to the extent that he can take 10 with them
Illus. by R. Spencer mine the total morale even under stress.
Fight to the Death (Ex): At 9th level and higher, an
bonus granted. For honorable dread pirate can inspire his allies to carry
on against tremendous odds. Each ally affected by the
example, an 8th-level dread pirate’s rally the crew ability (see above) also gains
temporary hit points equal to 10 + the dread pirate’s Cha
bard/3rd-level dread bonus (minimum 10), gains a dodge bonus to Armor
Class equal to the dread pirate’s Cha bonus (minimum
pirate would provide +1), and is treated as having the Diehard feat even if he
doesn’t meet the prerequisites. These effects are lost if
a +3 morale bonus on the dread pirate loses consciousness.
Motivate the Scum (Ex): Once per day, a dishonorable
attack rolls and weapon dread pirate of 9th level or higher can motivate his allies

damage rolls.

Sneak Attack (Ex):

Beginning at 3rd level,

a dishonorable dread Daniel “the Daft” Simone,
pirate deals an extra a dread pirate
1d6 points of damage

when flanking an opponent or at any time when the target

would be denied its Dexterity bonus. This extra damage

applies to ranged attacks only if the target is within 30

feet. See the rogue class feature, page 50 of the Player’s

Handbook. The amount of extra damage dealt increases

to 2d6 at 7th level. If a dishonorable dread pirate gets a

sneak attack bonus from another source (such as levels

of rogue), the bonuses on damage stack.

Acrobatic Charge (Ex): A dread pirate of 4th level or

higher can charge over difficult terrain that normally

slows movement or through the squares occupied by

allies blocking his path. This ability enables him to charge

across a cluttered ship’s deck, leap down from a higher

deck, or swing between two adjacent ships to get to his

target. Depending on the circumstances, he might still

40 need to make appropriate checks (such as Jump, Tumble,

by killing a helpless individual. All allies of the dread Table 2–7: The Dread Pirate Special CHAPTER 2
pirate who see the act gain a +2 morale bonus on damage Base Seamanship, two-
rolls. This effect lasts for 24 hours. Attack Fort Ref Will weapon fighting PRESTIGE
Fearsome reputation CLASSES
Most dishonorable dread pirates don’t care whether the Level Bonus Save Save Save +2
victim is a prisoner or one of their own crew. In fact, if 1st +1 +0 +2 +0 Rally the crew +1 (1/
the slain individual is one of the dread pirate’s crew, the 2nd +2 +0 +3 +0 day) or sneak attack
morale bonus on damage rolls improves to +4, but the 3rd +3 +1 +3 +1 +1d6
allies also take a –2 penalty on Will saves for the duration Acrobatic charge,
of the effect. 4th +4 +1 +4 +1 steady stance
5th +5 +1 +4 +1 Luck of the wind or
Pirate King (Ex): A 10th-level dread pirate’s exploits 6th +6 +2 +5 +2 scourge of the seas
have become so legendary that great numbers of able 7th +7 +2 +5 +2 Fearsome reputation
sailors are willing to sign on as his crew for no compen- +4
sation other than a share of the booty. Treat this ability 8th +8 +2 +6 +2 Rally the crew +2 (2/
as the equivalent of the Leadership feat, except that only 9th +9 +3 +6 +3 day) or sneak attack
followers (and no cohorts) are gained. 10th +10 +3 +7 +3 +2d6
Skill mastery
SAMPLE DREAD PIRATE Fight to the death or
motivate the scum
Captain Daniel “the Daft” Simone: Male human bard Fearsome reputation
3/fighter 2/honorable dread pirate 4; CR 9; Medium +6, pirate king
humanoid; HD 3d6 plus 2d10 plus 4d8; hp 42; Init +4;
Spd 30 ft.; AC 19, touch 14, flat-footed 14; Base Atk +8; Grp Combat Expertise, Combat Reflexes, Expert Tactician†,
+9; Atk +13 melee (1d6+2/18–20, +1 rapier) or +13 ranged Force of Personality†, Improved Disarm, Quick Draw,
(1d4+1/19–20, masterwork dagger); Full Atk +11/+6 melee Two-Weapon FightingB, Weapon Finesse.
(1d6+2/18–20, +1 rapier) and +11 melee (1d4+1/19–20,
masterwork dagger); or +13 ranged (1d4+1/19–20, † New feat described in Chapter 3.
masterwork dagger); SA spells; SQ acrobatic charge, Languages: Common; Elven.
bardic knowledge +4, bardic music 3/day (countersong, Acrobatic Charge (Ex): Daniel can charge over dif-
fascinate, inspire competence, inspire courage), fearsome ficult terrain that normally slows movement or allies
reputation +2, rally the crew, seamanship +4 (+2 for allies), blocking his path.
steady stance; AL CG; SV Fort +5, Ref +11, Will +4 (+7 Bardic Music: Use bardic music three times per day.
against mind-affecting effects); Str 12, Dex 19, Con 10, See the bard class feature, page 29 of the Player’s Hand-
Int 13, Wis 8, Cha 14. book.
Countersong (Su): Use music or poetics to counter magi-
Skills and Feats: Appraise +9, Balance +10, Bluff +8, cal effects that depend on sound.
Climb +5, Diplomacy +12, Disguise +2 (+4 acting in Fascinate (Sp): Use music or poetics to cause one or more
character), Escape Artist +10, Intimidate +4, Jump +13, creatures to become fascinated with him.
Perform (oratory) +8, Profession (sailor) +11, Spot +7, Swim Inspire Competence (Su): Use music or poetics to help
+9, Tumble +16, Use Rope +8 (+10 involving bindings); an ally succeed at a task.

pqqqqqqqqqqqqqqqqqqqqrs

THE PIRATE CODE share, but they will take no fewer than one and one-half
Most pirate codes share a number of elements regarding the shares.)
proper “etiquette” of piracy. Here are a few ideas that might be • Anyone not keeping his weapons clean and fit for an engage-
appropriate for your dread pirate’s personal code: ment shall be cut off from his share, and suffer other punish-
• Everyone shall obey all orders. ment as the captain deems fit.
• Everyone shall have a vote in major decisions. (This point is • Anyone who strikes another among the crew shall receive forty
lashes across his back.
not necessarily limited to honorable dread pirates.) • Anyone who attempts to desert or keep any secret from the
• Everyone shall have a share of captured food and drink. company shall be marooned with one bottle of water and one
• Booty will be shared out as follows: one share to each among weapon.
• Anyone who steals from a crewmate shall be marooned or
the crew; one and one-half shares each to the first mate, run through. (The latter consequence is more appropriate for
master carpenter, and boatswain; and two shares to the dishonorable dread pirates.)
captain. (Some honorable captains might accept a smaller

pqqqqqqqqqqqqqqqqqqqqrs 41

Inspire Courage (Su): Use music or poetics to bolster his who lack the necessary skill and savvy perish anonymously

allies against fear and improve their combat abilities. on unsuccessful expeditions, leaving behind their bones

Rally the Crew (Ex): Once per day, Daniel can inspire for some luckier compatriot to discover.

his allies (including himself) to great bravery in combat, Adaptation: Some of the most interesting adaptations

granting them a +2 morale bonus on saving throws for the dungeon delver prestige class involve associating

against charm and fear effects and a +2 morale bonus on it with a certain race. Although dwarves and gnomes are

attack and weapon damage rolls. To be affected, an ally natural choices because of their ties with underground

must be able to see or hear Daniel. The effect requires life, dungeon delvers of less obvious races such as

CHAPTER 2 a free action to activate and lasts for 4 minutes, even if humans, dark elves, and halflings are interesting as well

PRESTIGE Daniel moves out of range or loses consciousness. This because such characters offer something other than the
CLASSES
is a mind-affecting ability. stereotypical depiction of their race. The dungeon delver

Steady Stance (Ex): Daniel is not considered flat-footed and the nightsong infiltrator (see page 62) also serve as

while balancing or climbing, and he gains a +4 bonus on interesting roguelike prestige classes that do not rely on

Balance or Climb checks to remain balancing or climbing the sneak attack ability and might serve as a model for

when he takes damage. making similar prestige classes in your own campaign.

Bard Spells Known (3/2; caster level 3rd): 0—dancing Hit Die: d6.

lights, daze (DC 12), ghost sound (DC 12), know direction, mage

hand, message; 1st—animate rope, inspirational boost†, sleep REQUIREMENTS

(DC 13). To qualify to become a dungeon delver, a character must

Possessions: +2 studded leather armor, +1 rapier, masterwork fulfill all the following criteria.

dagger, gloves of Dexterity +2, sailing ship, 1,000 gp, 2,000 Skills: Climb 10 ranks, Craft (stonemasonry) 5 ranks,

sp, 5,000 cp. Disable Device 10 ranks, Hide 5 ranks, Knowledge (dun-

† New spell described on page 153. geoneering) 5 ranks, Move Silently 5 ranks, Open Lock

10 ranks, Search 10 ranks.

DUNGEON DELVER Feats: Alertness, Blind-Fight.
Special: Trapfinding class feature.

In many ways, the dungeon delver is the ultimate adven- Special: The character must survive a great trial under-

turing rogue. He’s skilled at moving stealthily through ground. This trial usually takes one of three forms:

all types of dungeon terrain, detecting and disarming • A solo dungeon expedition that earns the character half

inconvenient traps, bypassing locks, locating treasure, of the experience points needed for advancement to

and filching protected items. the next level. (For example, a 7th-level character must

Since a dungeon delver frequently works alone, he earn 3,500 XP on such a solo run.) The character must

must learn to think and act independently, relying upon complete the venture in one week, though he may leave

no one but himself. Even when exploring a dungeon the dungeon and return as often as desired during that

in the company of other adventurers, he often keeps to time.

himself—scouting ahead, disarming traps a safe distance • Survival of a cave-in or other collapse (see page 66 of

from the group, or seeking treasure while the others are the Dungeon Master’s Guide).

distracted. • Living for a year without seeing the light of the sun,

The typical dungeon delver has forsaken interaction usually among underground denizens such as the deep

skills to concentrate on the nuts and bolts of dungeon dwarves or drow.

exploration and treasure retrieval. Rogues and scouts

make excellent dungeon delvers, as do the rare few ninjas CLASS SKILLS

and spellthieves who choose to pursue this track. Mul- The dungeon delver’s class skills (and the key ability for

ticlass rogue/rangers who favor the darkness of caverns each skill) are Appraise (Int), Balance (Dex), Climb (Str),

to the light of the sky also make good dungeon delvers. Craft (Int), Disable Device (Int), Hide (Dex), Jump (Str),

The best NPC dungeon delvers become legends and are Knowledge (dungeoneering) (Int), Listen (Wis), Move

sought after by anyone with a particularly inaccessible Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis),

treasure to recover. Some even accept regular stipends from Survival (Wis), Swim (Str), Tumble (Dex), Use Magic

various nobles to leave their treasures alone. Only the best Device (Cha), and Use Rope (Dex).

42 survive to make names for themselves, however—those Skill Points at Each Level: 8 + Int modifier.

CLASS FEATURES bad results for him in the immediate future. Once per day,
he can use augury as a free action; his caster level is equal
All of the following are class features of the dungeon to his class level. He can use this ability one additional
time per day for every three additional class levels gained
delver prestige class. (2/day at 6th level and 3/day at 9th level).

Weapon and Armor Proficiency: Dungeon delvers Skill Mastery (Ex): At 3rd level, a dungeon delver
becomes so confident in the use of certain skills that he
gain no proficiency with any weapon or armor. can use them reliably even under adverse conditions.
The character selects a number of skills equal to 3 + his
Darkvision (Ex): A dungeon delver’s long exposure Intelligence modifier. See the rogue class feature, page
51 of the Player’s Handbook.
to pitch-black subterranean surroundings enables him to
Evasion (Ex): Beginning at 4th level, a dungeon delver
develop darkvision out to 60 feet. If the character already can avoid damage from certain attacks with a successful
Reflex save. See the monk class feature, page 41 of the
has darkvision, the range increases by 30 feet. Player’s Handbook. CHAPTER 2

Deep Survival (Ex): A dun- If a dungeon delver already has evasion, he gains PRESTIGE
improved evasion instead, allowing him to CLASSES
geon delver’s experience in avoid damage from certain attacks with
a successful Reflex save and take only
deep, dark places grants him half damage on a failed save. See the
monk class feature, page 42 of the Player’s
a great familiarity with that Handbook.
Blindsense (Ex): At 5th level, a dun-
world. He adds his class level geon delver gains the ability to activate
an acute sensitivity to sounds, smells,
to Survival checks made in movement, and other disturbances within
30 feet. This functions as described on
underground environments. page 306 of the Monster Manual and
lasts for 1 minute per class level. A
Trap Sense (Ex): A dungeon dungeon delver can use blindsense
once per day at 5th level and
delver is adept at evading the twice per day at 10th level.
Passwall (Sp): Starting at
effects of traps. See the barbar- 6th level, a dungeon delver
can use passwall once per day
ian class feature, page 26 of the as a caster of his class level.
This ability comes in handy for
Player’s Handbook. The bonuses bypassing small cave-ins or sneak-
ing into vaults.
rise by 1 for every three addi- Find the Path (Sp): Starting at 8th Illlus. by S. Belledin
level, a dungeon delver can use find the
tional dungeon delver levels path twice per day as a caster of his class level.

gained (+2 at 4th level, +3 at Typically, a delver uses this to find his way into and out
of confounding mazes and dungeons. He can target only
7th level, and +4 at 10th level) himself with the ability.

and stack with similar bonuses Phase Door (Sp): At 9th level, a dungeon delver gains
the ability to use phase door once per day as an 18th-level
granted by other classes. caster. This ability enables him to bypass cave-ins, walk
through dead ends and immovable obstructions, and
Reduce (Sp): A dungeon make quick escapes through walls.

delver frequently finds it nec-

essary to squeeze through

narrow crevices, half-col-

lapsed passages, prison

bars, and other tight spots

that would normally block

a character of his size and

bulk. Starting at 2nd level,

a dungeon delver can use re-

duce person on himself three times

per day (regardless of his creature Morzul Darkhunter,
type). His caster level is equal to his a dungeon delver

class level.

Stonecunning (Ex): At 2nd level, a dungeon delver

gains the stonecunning ability. This functions exactly

as the dwarf racial trait of the same name (see page 15 of

the Player’s Handbook), except that the check modifiers

are competence bonuses rather than racial bonuses. If

a dungeon delver already has stonecunning because of

his race, both sets of bonuses apply.

Augury (Sp): Beginning at 3rd level, a dungeon delver

can foretell whether a particular action will bring good or 43

Table 2–8: The Dungeon Delver Special and a +4 racial bonus to Armor Class against giants. Their
Base Darkvision, deep race also gives them a +2 bonus on Appraise or Craft
Attack Fort Ref Will survival, trap sense +1 checks that are related to stone or metal items.
Reduce, stonecunning
Level Bonus Save Save Save Augury 1/day, skill *Dwarves have a +2 racial bonus on saving throws
1st +0 +2 +2 +0 mastery against spells and spell-like effects.
Evasion, trap sense +2
2nd +1 +3 +3 +0 Blindsense 1/day Evasion (Ex): If Morzul is exposed to any effect that
3rd +2 +3 +3 +1 Augury 2/day, passwall normally allows him to attempt a Reflex saving throw
Trap sense +3 for half damage, he takes no damage with a successful
CHAPTER 2 4th +3 +4 +4 +1 Find the path saving throw.
5th +3 +4 +4 +1 Augury 3/day, phase
PRESTIGE 6th +4 +5 +5 +2 door Reduce (Sp): Morzul can use reduce person (self only)
CLASSES 7th +5 +5 +5 +2 Blindsense 2/day, trap three times per day. Caster level 3rd.
8th +6 +6 +6 +2 sense +4
9th +6 +6 +6 +3 Skill Mastery (Ex): Morzul has mastered the skills
Climb, Disable Device, Open Lock, and Search to the
10th +7 +7 +7 +3 extent that he can take 10 with them even under stress.
These skills are designated by SM in the statistics block.
44 SAMPLE DUNGEON DELVER
Sneak Attack (Ex): Morzul deals an extra 4d6 points
Morzul Darkhunter: Male dwarf rogue 7/dungeon of damage on any successful attack against flat-footed or
delver 3; Medium humanoid; CR 10; HD 10d6+30; hp 67; flanked targets, or against a target that has been denied
Init +8; Spd 20 ft.; AC 21, touch 15, flat-footed 21; Base Atk its Dexterity bonus for any reason. This damage also
+7; Grp +9; Atk +12 melee (1d6+3/19–20, +1 short sword) applies to ranged attacks against targets up to 30 feet
or +12 ranged (1d8+1/19–20, masterwork light crossbow away. Creatures with concealment, creatures without
with +1 bolt); Full Atk +12/+7 melee (1d6+3/19–20, +1 discernible anatomies, and creatures immune to extra
short sword) or +12 ranged (1d8+1/19–20, masterwork damage from critical hits are all immune to sneak attacks.
light crossbow with +1 bolt); SA sneak attack +4d6; SQ Morzul can choose to deliver nonlethal damage with his
augury 1/day, darkvision 90 ft., deep survival, dwarf sneak attack, but only when using a weapon designed for
traits, evasion, reduce 3/day, skill mastery, trap sense +3, that purpose, such as a sap (blackjack).
trapfinding, uncanny dodge; AL NG; SV Fort +8* (+10
against poison), Ref +12*, Will +3*; Str 14, Dex 18, Con Trapfinding (Ex): Morzul can find, disarm, or bypass
16, Int 12, Wis 10, Cha 6. traps with a DC of 20 or higher. He can use the Search
skill to find, and the Disable Device skill to disarm,
Skills and Feats: Appraise +4 (+6 with metalwork, +8 magic traps (DC 25 + the level of the spell used to create
with stonework), ClimbSM +12, Craft (stonemasonry) it). If his Disable Device result exceeds the trap’s DC by
+8, Disable DeviceSM +16, Escape Artist +9, Hide +17, 10 or more, he discovers how to bypass the trap without
Jump –4, Listen +2, Knowledge (dungeoneering) +6, triggering or disarming it.
Move Silently +17, Open LockSM +16, SearchSM +14, Spot
+15, Survival +0 (+5 underground, +2 following tracks), Uncanny Dodge (Ex): Morzul retains his Dexterity
Swim +5, Use Rope +7 (+9 with bindings); Alertness, bonus to AC even when flat-footed or targeted by an
Blind-Fight, Improved Initiative, Weapon Finesse. unseen foe (he still loses his Dexterity bonus if paralyzed
or otherwise immobile).
Languages: Common, Dwarven; Undercommon.
Augury (Sp): Morzul can use augury once per day as Possessions: +2 mithral shirt, ring of protection +1, +1 short
a free action. Caster level 3rd. sword, masterwork light crossbow, 25 +1 bolts, 10 silver
Dwarf Traits: Dwarves have stonecunning, which bolts, 10 cold iron bolts, gauntlets of Dexterity +2, Heward’s
grants them a +2 racial bonus on Search checks to notice handy haversack, 4 potions of cure light wounds, 50-ft. coil of
unusual stonework. A dwarf who merely comes within 10 silk rope, grappling hook, masterwork thieves’ tools.
feet of it can make a Search check as if actively searching.
Morzul adds his racial bonuses to his dungeon delver class EXEMPLAR
bonuses to determine his total stonecunning bonuses.
When standing on the ground, dwarves are exception- An exemplar is someone who believes that most individu-
ally stable and have a +4 bonus on ability checks made als and creatures possess a wellspring of untapped talent
to resist being bull rushed or tripped. Dwarves have a +1 and capability, and that the multiverse would be a better
racial bonus on attack rolls against orcs and goblinoids place if only they would all try to live up to their potential.
To her mind, the best way to encourage this behavior in

others is to exemplify it herself. An exemplar focuses her the Tumble skill could be described as the Blue Circle

energy on improving the skills she possesses until she Acrobats, a troupe of performers who work secretly as

is able to perform them with fluidity, grace, and art. She assassins and use their performance as a front.

believes that even the simplest action (such as climbing Hit Die: d6.

a tree or building a chair) can be done with such skill

and flair as to inspire awe and stimulate a desire for self- REQUIREMENTS

betterment. No matter what area a particular exemplar To qualify to become an exemplar, a character must fulfill

excels in, be it walking a tightrope, deciphering forgotten all the following criteria.

languages, or remembering the names of every archfiend Skills: Diplomacy 6 ranks, any other CHAPTER 2

in the Abyss, she performs it with passion and joy. skill 13 ranks. PRESTIGE
CLASSES
Bards are the characters most likely to become Feat: Skill Focus (any).

exemplars, but wizards, rogues, rangers, and CLASS SKILLS
druids sometimes choose this path as well.

All of these classes have a fair number All skills are class skills for an exem-

of people who believe that their actions plar.

can be viewed as art, and like most art- Skill Points at Each Level: 8 + Int

ists they want to inspire others with modifier.

their abilities. Clerics, paladins, and CLASS FEATURES
monks also choose this prestige class

on rare occasions, but their dedication All of the following are class features

to promoting a philosophy or a higher of the exemplar prestige class.

power sometimes conflicts with the Weapon and Armor Pro- Illus. by J. Miracola

exemplar’s belief that the best way to inspire ficiency: Exemplars gain no

others is simply to be a good role model. proficiency with any weapon

NPC exemplars often are eccentric char- or armor.

acters who travel the multiverse, stopping Skill Artistry (Ex): An

anywhere that catches their interest. Some exemplar is particularly tal-

might be nobles or members of rich merchant Brieta Oestrow, ented in the use of one of
families who use their reputations to open doors an exemplar her skills. Choose one skill
at the courts of powerful and influential indi- in which the exemplar has

viduals, hoping that their example will help at least 13 ranks. She gains a

their hosts become wiser rulers. Other +4 competence bonus on all checks involv-

exemplars are mendicants or wandering ing that skill.

sages, traveling among the common At 4th, 7th, and 10th levels, an

folk in the hopes of inspiring the exemplar gains this ability again.

people to improve their lots Each time she selects a different

in life. The great majority of skill to receive the +4 competence

exemplars are just ordinary bonus, provided she has at least 13

characters making livings as ranks in a skill that she has not yet

bakers, blacksmiths, merchants, chosen to benefit from this ability. If

or even adventurers. No matter what not, she gains no benefit from the ability

their jobs, though, at their hearts they are all until she has 13 ranks in another skill. She can

educators, hoping to improve the multiverse by setting then immediately apply the benefit of skill artistry to

a good example. that skill.

Adaptation: The easiest way to customize the exemplar Skill Mastery (Ex): An exemplar is so confident in

prestige class is to choose one skill that several exemplars the use of certain skills that she can use them reliably

specialize in and describe them as a separate class or even under adverse conditions. She selects a number

organization. The exemplars of the Spot skill, for example, of skills equal to 1 + her Int modifier. When making a

might become the Watchers of Ordoanai, a group of check with one of these skills, she can take 10 even if

mercenary scouts and bodyguards. The exemplars of stress and distractions would normally prevent her from 45

CHAPTER 2 doing so. Each time an exemplar gains a class level, she actions. This ability requires at least 1 minute to perform,
can add another skill to the list of skills with which she and it can affect a particular creature only once every 24
PRESTIGE has mastery. hours.
CLASSES
Lend Talent (Ex): Starting at 2nd level, an exemplar Intellectual Agility (Su): Starting at 8th level, an
can lend some of her skill artistry to allies, allowing them exemplar can channel her intellect to more physical
to exceed their normal talents. By accepting a penalty on needs. She adds her Intelligence bonus (if any) to her
checks using a skill for which she has selected skill art- initiative checks and Reflex saves.
istry, an exemplar grants a competence bonus on checks
with that skill to all allies within 30 feet. The penalty Perfect Self: A 10th-level exemplar has tuned her
can be any number that does not exceed the exemplar’s body with skill to the point that she becomes a magical
class level, and the competence bonus is equal to one-half creature. Her type changes to outsider (native). See the
the penalty. Activating this ability is a full-round action, monk class feature, page 42 of the Player’s Handbook.
and the effect lasts for as long as the exemplar remains
conscious and within range. Table 2–9: The Exemplar Special
Base Skill artistry, skill
For example, a 4th-level exemplar who has selected Attack Fort Ref Will mastery
skill artistry with Craft (armorsmithing) can accept a –4 Lend talent (one-half
penalty on Craft (armorsmithing) checks to grant all allies Level Bonus Save Save Save penalty)
within 30 feet a +2 competence bonus on Craft (armor- 1st +0 +0 +0 +2 Bonus feat
smithing) checks for as long as she remains nearby. 2nd +1 +0 +0 +3 Skill artistry,
3rd +2 +1 +1 +3 sustaining presence
At 8th level, the competence bonus granted by this 4th +3 +1 +1 +4 Persuasive
ability becomes equal to the penalty accepted by the 5th +3 +1 +1 +4 performance
exemplar. 6th +4 +2 +2 +5 Bonus feat
7th +5 +2 +2 +5 Skill artistry
Bonus Feat: At 3rd, 6th, and 9th levels, an exemplar 8th +6 +2 +2 +6 Intellectual agility,
gains a bonus feat, which must be selected from the fol- lend talent (equal to
lowing list: Acrobatic, Agile, Alertness, Animal Affinity, 9th +6 +3 +3 +6 penalty)
Athletic, Blind-Fight, Combat Casting, Combat Expertise, 10th +7 +3 +3 +7 Bonus feat
Deceitful, Deft Hands, Diligent, Improved Initiative, Perfect self, skill artistry
Improved Swimming†, Investigator, Magical Aptitude,
46 Negotiator, Nimble Fingers, Open Minded†, Persuasive, SAMPLE EXEMPLAR
Self-Sufficient, Skill Focus, Stealthy, Track, or Versatile
Performer†. The exemplar must meet all the prerequisites Brieta Oestrow: Female gnome bard 10/exemplar
for the chosen feat. 4; CR 14; Small humanoid; HD 14d6; hp 51; Init +1;
Spd 30 ft.; AC 18, touch 14, flat-footed 17; Base Atk +8;
† New feat described in Chapter 3. Grp +3; Atk +11 melee (1d4/18–20, +1 rapier) or +11
Sustaining Presence (Su): Starting at 4th level, an ranged (1d6/19–20, masterwork light crossbow); Full
exemplar knows how to call upon her force of personality Atk +11/+6 melee (1d4/18–20, +1 rapier) or +11 ranged
to help keep herself alive in tense or dangerous situations. (1d6/19–20, masterwork light crossbow); SA spells, spell-
She adds her Charisma bonus (if any) to her Concentra- like abilities; SQ bardic knowledge +12, bardic music
tion checks and Fortitude saves. 10/day (countersong, fascinate, inspire competence,
Persuasive Performance (Ex): Starting at 5th level, inspire courage, inspire greatness, suggestion), gnome
an exemplar can use her skill artistry to improve the traits, lend talent, low-light vision, skill mastery; AL
attitudes of NPCs. To do this, the NPCs must observe CG; SV Fort +9*, Ref +6*, Will +9*; Str 8, Dex 12, Con
her using one of the skills to which she has applied 10, Int 14, Wis 13, Cha 22.
skill artistry. Treat this as a Diplomacy check made to
influence NPC attitudes (see pages 71–72 of the Player’s Skills and Feats: Balance +16, BluffSM +23, Concen-
Handbook), but replace the Diplomacy check with a check trationSM +19, Diplomacy +23, Gather Information +8,
using the chosen skill. HideSM +5, Intimidate +8, Jump +21, Knowledge (local)
The demonstration must be nonthreatening and +8, Listen +3, Perform (sing)SM +26, Sense MotiveSM +13,
intended to entertain and amuse the onlookers. Viewers Spot +9, TumbleSM +22, Use Magic Device +23; AcrobaticB,
must be within 30 feet of the exemplar, must be able to Combat Expertise, Disguise Spell†, Skill Focus (Perform
see her clearly, and must willingly pay attention to her [sing]), Versatile Performer†, Weapon Finesse.

† New feat described in Chapter 3.

Languages: Common, Gnome; Draconic, Dwarven. FOCHLUCAN LYRIST
Bardic Music: Use bardic music ten times per day. See

the bard class feature, page 29 of the Player’s Handbook. Warrior, thief, spy, poet, woodland champion—the

Countersong (Su): Use music or poetics to counter magi- Fochlucan lyrist is a legendary figure who serves as

cal effects that depend on sound. the herald and teacher to great kings, the champion of

Fascinate (Sp): Use music or poetics to cause one or more the common folk, and the keeper of lore long forgotten

creatures to become fascinated with her. elsewhere. Only the best and brightest are invited to

Inspire Competence (Su): Use music or poetics to help become Fochlucan lyrists, and those who eventually

an ally succeed at a task. win the approval of the Fochlucan College’s masters are CHAPTER 2

Inspire Courage (Su): Use music or poetics to bolster her remarkable individuals indeed, skilled in swordplay, PRESTIGE
CLASSES
allies against fear and improve their combat abilities. magic, and diplomacy.

Inspire Greatness (Su): Use music or poetics to inspire Those who aspire to join the Fochlucan College face

greatness in herself or an ally, granting her target extra a long and difficult road. The great bards who lead the

fighting capability. school choose only individuals who have demonstrated

Suggestion (Sp): Use music or poetics to make a sug- skill at arms and stealth, learning and cleverness, superb

gestion (as the spell) to a creature that she has already talent with the lute and an ear for the stories of old.

fascinated. Finally, all applicants must first study the lore of the

Gnome Traits: Gnomes have a +1 racial bonus on druids, learning the ways of growth and the hidden

attack rolls against kobolds and goblinoids. Gnomes have secrets of nature. Few indeed can stand up to the rigorous

a +4 racial bonus to Armor Class against giants. scrutiny of the Fochlucan masters.

*Gnomes have a +2 racial bonus on saving throws Fochlucan lyrists adventure to gain information.

against illusions. They are spies and rumormongers, ever on the watch

Spell-Like Abilities: 1/day—dancing lights, ghost sound for news of events that may upset the balance they seek

(DC 16), prestidigitation, speak with animals (burrowing to preserve. A lyrist can serve as a diplomat, messenger,

mammal only, duration 1 minute). or assassin, as needed. The Fochlucans strongly believe

Lend Talent (Ex): By accepting a penalty on Perform in fostering the careers of other adventurers whose

(sing) or Tumble checks, Brieta grants a competence viewpoints align with their own, and many lyrists attach

bonus on checks with those skills to all allies within 30 themselves to adventuring companies specifically for

feet. The penalty can be up to –4, and the competence the purpose of guiding their comrades to oppose the

bonus is equal to one-half the penalty. Activating this right enemies and advance the interests of the Fochlu-

ability is a full-round action, and the effect lasts for as can College.

long as she remains conscious and within range. Adaptation: This class is a fusion of the druid and

Skill Mastery (Ex): Brieta has mastered the skills bard base classes. An interesting variation would be to

Bluff, Concentration, Hide, Perform, Sense Motive, and adapt the class into a fusion of the druid and ranger base

Tumble to the extent that she can take 10 with them classes.

even under stress. These skills are designated by SM in Hit Die: d6.

the statistics block.

Bard Spells Known (3/5/5/3/1; caster level 10th): 0—danc- REQUIREMENTS

ing lights, detect magic, ghost sound (DC 16), lullaby (DC 16), To qualify to become a Fochlucan lyrist, a character must

mage hand, read magic; 1st—accelerated movement†, animate fulfill all the following criteria.

rope, distort speech† (DC 17), feather fall; 2nd—bladeweave† Skills: Decipher Script 7 ranks, Diplomacy 7 ranks,

(DC 18), silence (DC 18), suggestion (DC 18), swift invisibil- Gather Information 7 ranks, Knowledge (nature) 7 ranks,

ity†; 3rd—blink, glibness, sculpt sound, speechlink†; 4th—cure Perform (string instruments) 13 ranks, Sleight of Hand

critical wounds, freedom of movement. 7 ranks, Speak Language (Druidic).

† New spell described in Chapter 5. Alignment: Neutral good, neutral, chaotic neutral, or

Possessions: amulet of natural armor +1, bracers of armor +3, neutral evil.

ring of protection +2, +1 rapier, masterwork light crossbow, Spells: Ability to cast 1st-level arcane and divine

10 bolts, 10 cold iron bolts, boots of striding and springing, spells.

cloak of Charisma +4, gold ring with amethyst (1,700 gp), Special: Bardic knowledge and evasion abilities.

26 pp. 47

CLASS SKILLS Bardic Music: A Fochlucan lyrist adds her lyrist

The Fochlucan lyrist’s class skills (and the key ability for level to her bard level to determine the number of times

each skill) are Appraise (Int), Bluff (Cha), Concentration per day she can use her bardic music, the bardic music

(Con), Craft (any) (Int), Decipher Script (Int), Diplomacy abilities she can employ, and the power of those abilities.

(Cha), Disguise (Cha), Gather Information (Cha), Handle For example, a 2nd-level rogue/5th-level bard/4th-level

Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all druid/3rd-level Fochlucan lyrist can use her bardic music

skills, taken individually) (Int), Listen (Wis), Move eight times per day, can use any bardic music ability an

Silently (Dex), Perform (Cha), Profession (Wis), Ride 8th-level bard could use (assuming she meets the Perform

CHAPTER 2 (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak skill rank requirements), and is treated as an 8th-level

PRESTIGE Language (n/a), Spellcraft (Int), Survival (Wis), Swim bard for adjudicating the effects of those abilities (such
CLASSES
(Str), and Use Magic Device (Cha). as number of targets, save DC, and so forth).

Skill Points at Each Level: 6 + Int modifier. Unbound: A Fochlucan lyrist’s druid oaths are

CLASS FEATURES relaxed, allowing her to wear light metal armor with no
loss of spellcasting, supernatural, or spell-like abilities.

All of the following are class features of the Fochlucan A lyrist also suffers no experience point penalty for

lyrist prestige class. multiclassing.

Weapon and Armor Proficiency: Fochlucan lyrists SAMPLE FOCHLUCAN LYRIST

gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, a Tyrea Neylis: Female half-elf rogue 2/bard 4/druid

Fochlucan lyrist gains new spells per day (and spells 4/Fochlucan lyrist 2; CR 12; Medium humanoid (elf);

known, if applicable) as if she had also gained a level HD 8d6 plus 4d8 plus 3; hp 45; Init +1; Spd 30 ft.; AC

in any one arcane spellcasting class and any one divine 18, touch 12, flat-footed 17; Base Atk +9; Grp +8; Atk +10

spellcasting class to which she belonged before adding melee (1d6, +1 spell storing quarterstaff); Full Atk +10/+5

the prestige class level. She does not, however, gain any melee (1d6, +1 spell storing quarterstaff); SA sneak attack

other benefit a character of that class would have gained. +1d6, spells; SQ animal companion (dire weasel), animal

If she had more than one arcane spellcasting class or companion benefits, bardic knowledge +7, bardic music

divine spellcasting class before becoming a Fochlucan 6/day (countersong, fascinate, inspire courage, inspire

lyrist, she must decide to which class to add each Fochlu- competence), evasion, half-elf traits, low-light vision,

can lyrist level for the purpose of determining spells per resist nature’s lure, trackless step, trapfinding, wild

day, spells known, and overall caster level. empathy +7, woodland stride; AL NG; SV Fort +8, Ref

For example, a 2nd-level rogue/5th-level bard/4th-level +12, Will +16 (+18 against enchantments); Str 8, Dex 13,

druid/3rd-level Fochlucan lyrist can cast arcane spells as Con 10, Int 12, Wis 20, Cha 16.

an 8th-level bard and divine spells as a 7th-level druid. Skills and Feats: Climb +6, Concentration +14, Decipher

Bardic Knowledge (Ex): A Fochlucan lyrist can Script +10, Diplomacy +14, Gather Information +14, Hide

attempt to recall some relevant piece of information about +10, Knowledge (nature) +13, Listen +14, Move Silently

local notable people, legendary items, or noteworthy +15, Perform (string instruments) +16, Search +2, Sleight

places. See the bard class feature, page 28 of the Player’s of Hand +10, Spot +6, Survival +7; Eschew Materials,

Handbook. She adds her Fochlucan lyrist class level to Green Ear†, Scribe Scroll, Toughness, Weapon Focus

her bardic knowledge checks, so her bardic knowledge (quarterstaff).

checks have a bonus equal to her bard level + her Fochlu- † New feat described on page 110.

can lyrist level + her Int modifier. Languages: Common, Elven; Druidic, Sylvan.

pqqqqqqqqqqqqqqqqqqqqrs

FOCHLUCAN BANDORE tence bonus on bardic music checks for countersong, fascinate,
In the same vein that most folk consider the Fochlucan College to and suggestion. The instrument can be played by anyone to
be the most famous of the bardic colleges, the most well-known produce light once per day. Any character with at least 2 ranks in
and most often encountered of all the famed instruments of the Perform (string instruments) can use the bandore to cast flare,
bards is the Fochlucan bandore. (This item and the other instru- mending, and message each once per day.
ments of the bards are described in detail in Complete Arcane.)
Faint transmutation, faint evocation; CL 3rd; Craft Wondrous
This three-stringed masterwork lute grants a +2 circumstance Item, flare, light, mending, message, creator must be a bard; Price
bonus on Perform (string instruments) checks and a +1 compe- 1,900 gp; Weight 3 lb.

48 pqqqqqqqqqqqqqqqqqqqqrs

Sneak Attack (Ex): Tyrea deals an extra Handle Animal checks made CHAPTER 2
1d6 points of damage on any successful regarding her dire weasel.
attack against flat-footed or flanked Share Spells (Ex): Tyrea can PRESTIGE
targets, or against a target that has have any spell she casts on CLASSES
been denied its Dexterity bonus for herself also affect Fanger if the
any reason. This damage also applies Illus. by E. Cox
to ranged attacks against targets up to latter is within 5 feet at the time.
30 feet away. Creatures with conceal- She can also cast a spell with a
ment, creatures without discernible target of “You” on her animal
anatomies, and creatures immune to companion.
extra damage from critical hits are all
immune to sneak attacks. Tyrea can Bardic Music: Use bardic
choose to deliver nonlethal damage music six times per day. See the
with her sneak attack, but only when bard class feature, page 29 of the
using a weapon designed for that
purpose, such as a sap (blackjack). Player’s Handbook.
Countersong (Su): Use music
Animal Companion (Ex): Tyrea
has a dire weasel named Fanger as or poetics to counter magical
an animal companion (see Mon- effects that depend on sound.
ster Manual, page 65). Its bonus
trick is defend. Fascinate (Sp): Use music or
poetics to cause one or more
Animal Companion Ben- creatures to become fascinated
efits: Tyrea and Fanger enjoy with her.
the link and share spells special
qualities. Inspire Competence (Su): Use
music or poetics to help an ally
Link (Ex): Tyrea can handle succeed at a task.
Fanger as a free action. She also
gains a +4 circumstance bonus Inspire Courage (Su): Use music
on all wild empathy checks and or poetics to bolster her allies
against fear and improve their
Tyrea Neylia, a Fochlucan lyrist combat abilities.

Evasion (Ex): If Tyrea
is exposed to any effect that

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THE FOCHLUCAN COLLEGE A small number of servants keep the College in order and
Perhaps the most famous of the bardic colleges, the Fochlu- prepare meals, but there are no guards or soldiers. Instead, its
can College serves as a beacon of learning and diplomacy in defense lies primarily in the reputation and influence of its mem-
a dark and restless land. Many have accused the Fochlucan bers. Should trouble come anyway, the College is well defended
masters of fomenting intrigues among the nearby kingdoms by the handful of lyrists or guests who happen to be visiting at
and using their famed neutrality to conceal the real extent of any given time. In case of serious trouble, the Fochlucans turn to
their meddling and manipulation. By advising mighty rulers and the creatures of the surrounding forest. Through ancient pacts,
undertaking the tutoring of royal heirs, the Fochlucan bards turn the sylvan denizens of Loch Firrnen’s forests are pledged to
the fate of kingdoms with nothing more than quiet words and defend the bards’ house against attack.
whispered secrets.
The College is governed by the Yew Circle, a small council
The Fochlucan College itself is located on the shores of the composed of the five most senior Fochlucans currently enrolled
misty Loch Firrnen, a few miles from the town of Oakenway. The in the order. All five are nominally equal, but if the Circle’s
College is a rambling old stone building that resembles some- opinion is divided on any important matter, the Eldest of the
thing between a minor lord’s manor house and a decrepit old Circle—the Fochlucan who has served the longest in the col-
monastery. Green ivy covers its walls, and old lanterns hanging lege—decides the issue. Currently, the Eldest of Fochlucan is
from its eaves warm its chill, misty nights with golden light. Yew Master Hurlich Stennarden, a half-elf who has belonged to
the College for better than fifty years. The masters of the Yew
No more than a handful of its collegians are present at any Circle rarely meet, since they are not often at the College at the
given time—the strength of the organization lies in the learn- same time.
ing and skill of its individual members, not in any muster of
warriors. Members are welcome to stay as long as they like but The Fochlucans are affiliated with several other bardic colleges
are expected to contribute to the college’s upkeep. The custom- in neighboring lands, including the College of Mac-Fuirmidh, the
ary donation is 50 gp a month (for itinerant members) or 200 gp Doss School, and the High College of Anstruth, oldest and most
a month (for members living on the premises). knowledgeable of the colleges.

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50 CHAPTER 2

PRESTIGE
CLASSES


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