82 lines
28 KiB
JSON
82 lines
28 KiB
JSON
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"0": "Below is a list of requirements for each prestige class.\n\n<c\u0001-->Arcane Archer</c>:\n·<c\u0001\u0001ÿ>Race</c>: Elf or Half-elf\n·<c\u0001\u0001ÿ>Base Attack Bonus</c>: +6\n·<c\u0001\u0001ÿ>Feats</c>: Weapon Focus Longbow or Weapon Focus Shortbow, Point Blank Shot\n·<c\u0001\u0001ÿ>Spellcasting</c>: Ability to cast arcane spells\n\n<c\u0001-->Assassin</c>:\n·<c\u0001\u0001ÿ>Alignment</c>: Any evil\n·<c\u0001\u0001ÿ>Skills</c>: Hide 8 ranks, Move Silently 8 ranks\n\n<c\u0001-->Blackgaurd</c>:\n·<c\u0001\u0001ÿ>Skills</c>: Hide 5 ranks\n·<c\u0001\u0001ÿ>Feats</c>: Cleave\n·<c\u0001\u0001ÿ>Alignment</c>: Any evil\n·<c\u0001\u0001ÿ>Base Attack Bonus</c>: +6\n\n<c\u0001-->Dwarven Defender</c>:\n·<c\u0001\u0001ÿ>Race</c>: Dwarf\n·<c\u0001\u0001ÿ>Base Attack Bonus</c>: +7\n·<c\u0001\u0001ÿ>Feats</c>: Dodge, Toughness\n·<c\u0001\u0001ÿ>Alignment</c>: Any lawful\n\n<c\u0001-->Harper Scout</c>:\n·<c\u0001\u0001ÿ>Feats</c>: Alertness, Iron Will\n·<c\u0001\u0001ÿ>Skills</c>: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4 ranks\n·<c\u0001\u0001ÿ>Alignment</c>: Any non-evil\n\n<c\u0001-->Pale Master</c>:\n·<c\u0001\u0001ÿ>Arcane Spellcasting</c>: Level 3 or higher\n·<c\u0001\u0001ÿ>Alignment</c>: Any non-good\n\n<c\u0001-->Red Dragon Disciple</c>:\n·<c\u0001\u0001ÿ>Class</c>: Sorcerer or Bard\n·<c\u0001\u0001ÿ>Skills</c>: 8 Ranks in Lore\n\n<c\u0001-->Shifter</c>:\n·<c\u0001\u0001ÿ>Feats</c>: Alertness\n·<c\u0001\u0001ÿ>Spellcasting</c>: level 3 or higher\n·<c\u0001\u0001ÿ>Alternate Form</c>: Must have a natural, alternate form (like Druid wildshape)\n\n<c\u0001-->Weapon Master</c>:\n·<c\u0001\u0001ÿ>Base Attack Bonus</c>: +5\n·<c\u0001\u0001ÿ>Feats</c>: Weapon Focus in a melee weapon, Dodge, Mobility, Expertise, Spring Attack and Whirlwind\n·<c\u0001\u0001ÿ>Skills</c>: Intimidate 4 ranks\n\nBelow are descriptions some of the new Prestige Classes available in the Hidden Tradition. Please note that not all have been fully tested, so you use these at your own risk!!!\n\n**** Acolyte of the Skin ****\nThe temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn't even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.\n\n- Hit Die: d4.\n- Proficiencies: An Acolyte of the Skin does not gain any additional weapon or armor proficiencies.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nArcane Spellcasting: Able to cast 3rd-level spells.\nSkills: Lore 8 ranks.\nAlignment: Non-good.\n\nABILITIES:\n\nLevel\n1: Wear Fiend - Grants +1 Natural Armor, +2 Dexterity and Dark Vision.\n2: Flame Resistant - Gains 20 fire resistance.\n3: Fiendish Glare - Glare can decrease a foe's abilities and even stun weak opponents.\n4: Fiendish Knowledge - Bonus feat of your choice.\n5: Skin Adaption - Grants +2 Natural Armor, +2 Constitution.\n6: Cold Resistant - Gains 20 cold resistance.\n7: Glare of the Pit - Once per day, glare can torch an opponent, dealing 16d6 damage.\n8: Fiendish Knowledge - Bonus feat of your choice.\n9: Summon Fiend - Can summon a Vrock once per day.\n10: Symbiosis Grants 20/+1 Damage reduction. For each 5 Epic levels, it gains +1.\n\nBONUS SPELLS\nEvery other level in Acolyte of the Skin, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.\n\n\n\n**** Archmage *****\nThe highest art is magic, often referred to as *the* Art. Its most advanced practitioners are frequently archmages, bending spells in ways unavailable to other spellcasters.\n\n- Hit Die: d4.\n- Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nArcane Spellcasting: Able to cast 7th-level spells.\nFeats: Skill Focus (Spellcraft), Any Spell Focus.\nSkills: Spellcraft 15 ranks, Lore 15 ranks.\n\nABILITIES:\n\nLevel\n1: High Arcana*, Mastery of Elements (Normal)\n2: High Arcana*\n3: High Arcana*\n4: High Arcana*\n5: High Arcana*\n\nBONUS SPELLS\nThe Archmage sacrifices the bonus spell slots he should gain in order to take a High Arcana feat at each level. He does, however, add his level to his base caster class when determining spell power (damage, duration ...).\n\nHIGH ARCANA:\nEach level the Archmage must choose one of the following High Arcana feats:\n* Arcane Fire: This feat allows the Archmage to convert any spells he knows into a powerful bolt of raw magical energy.\n* Mastery of Elements: This feat allows the Archmage to change on the fly the damage type of any elemental spells. The feat to set them back to normal is free at level 1, the fire, cold, acid, electrical and sonic damages are separated in their own feats and must be selected.\n* Mastery of Shapes: This feat allows the Archmage to create \"holes\" in her area of effect spells to protect his companions from the effects.\n* Spell-Like ability: This feat allows the Archmage to permanently prepare a spell as a spell-like ability which she may then use 2 times per day.\n* Spell Power: This feat allows the Archmage to increase his effective caster level by 1 (commutative with the normal level bonus they get).\n\n\n\n**** Disciple of Mephistopheles *****\nThe Disciple of Mephistopheles wields hellfire as his weapon, striking down all who oppose him. He focuses on all things fire-related, as is fitting with the preoccupation of the arch-devil he serves.\n\n- Hit Die: d8.\n- Proficiencies: All simple and martial weapons, all types of armor, and shields.\n- Skill Points: 4 + Int Modifier.\n\nREQUIREMENTS:\n\nAlignment: Any evil.\nBase Attack Bonus: +6\nFeats: Disciple of Darkness\n\nABILITIES:\n\nLevel\n1: Hellfire Grasp - Can make a touch attack at will, dealing 1d6 Fire Damage, also character gains a\n+1d6 Damage Bonus to all unarmed strikes (while wearing gloves)\n Fire Adept - Casts Fire Spells at +1 Character Level\n2: Fire Resistance 10 - Gains 10 Fire Resistance\n3: Hellfire Blast - Can release a gout of fire from hand at will, dealing 4d6 Fire Damage\n4: Flare - As Spell\n5: Summon Hamatula - Summons a Hamatula, a spiny fiend\n6: Hellfire - Casts a spell which causes a diabolical explosion, dealing special damage\n Fire Resistance 20 - Gains 20 Fire Resistance\n7: Fire Shield - As Spell\n8: Hellfire Storm - An Improved version of Hellfire, with a larger explosion, more range and more damage\n10: Body of Flame - Body becomes fire for up to ten minutes per day, gaining fire immunity and damage reduction 30/+1. Anyone he touches or touches him must succeed a reflex save or catch fire.\n\n\n\n**** Duelist *****\nThe duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. Also known as the swashbuckler, the duelist always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, duelists feel that the best way to protect themselves is to not get hit at all.\n\n- Hit Die: d10\n- Proficiencies: A duelist is proficient with all simple and martial weapons, but does not gain any armor or shield proficiencies.\n- Skill Points: 4 + Int Modifier.\n\nREQUIREMENTS:\n\nBase Attack Bonus: +6\nFeats: Dodge, Ambidexterity, Mobility, Weapon Proficiency (Martial, Rogue or Elf).\nSkills: Tumble 5 ranks. Perform 3 ranks.\n\nABILITIES:\n\nLevel\n1: Canny Defense - Add int bonus to AC when not wearing armor.\n2: Precise Strike +1d6 - Damage bonus when wielding a light piercing weapon.\n3: Whirlwind Attack\n4: Grace +2 - Bonus to reflex save when not wearing armor.\n5: Acrobatic Attack +2 - Bonus to attack and damage by leaping at the enemy.\n6: Precise Strike +2d6 - Damage bonus when wielding a light piercing weapon.\n7: Elaborate Parry - Bonus to parry skill.\n8: Grace +4 - Bonus to reflex save when not wearing armor.\n9: Spring Attack\n10: Acrobatic Attack: +4 - Bonus to attack and damage by leaping at the enemy.\n\n\nKnown Issues:\n -Precise Strike could not be implemented past 2d6, since there are no damage constants for 3 or more d6\n -Enhanced Mobility could not be implemented\n -Deflect Arrows wasn't working correctly, so it was replaced with a free Spring Attack feat\n -Elaborate Parry would have required a heartbeat script to work like the PnP version. So, instead of giving an AC bonus when parrying, it simply gives a bonus to parry skill.\n -Epic levels aren't from official material.\n\n\n\n**** Eldritch Knight *****\nStudying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.\n\n- Hit Die: d6\n- Proficiencies: None\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nFeats: Weapon Proficiency (Martial)\nArcane Spellcasting: Able to cast 3rd-level spells.\n\nABILITIES:\n\nEldritch Knights receive a bonus feat at first level. The feats to pick from are all fighter bonus feats (except Weapon Specialization).\n\nBONUS SPELLS\nUpon gaining a level in Eldritch Knight, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.\n\n\n\n**** Elemental Savant *****\nElemental Savants study the basic building blocks of existence - air, earth, fire, water - learning to harness their powers. Eventually they transcend their mortal form and become elemental beings. Most elemental savants start out as wizards, although clerics and druids are not unknown. Sorcerers occasionally take this prestige class, but since metamagic feats are of less utility to them, they have difficulty using the class's strengths to the fullest.\n\n- Hit Die: d4.\n- Proficiencies: An elemental savant does not gain any additional weapon or armor proficiencies.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nArcane Spellcasting: Able to cast 3rd-level spells.\nSkills: Lore 8 ranks.\n\nABILITIES:\n\nLevel\n1: Elemental Transition 1 - Grants Immunity to Sleep.\n Resistance +5 - Grants 5 resistance to chosen element.\n2: Elemental Focus +1 - Grants a DC increase for spells of the chosen element.\n3: Elemental Penetration +1 - Grants a Spell Penetration increase for spells of the chosen element.\n4: Elemental Transition 2 - Grants Darkvision and Immunity to Paralysis.\n Resistance +10 - Grants 10 resistance to chosen element.\n5: Elemental Focus +2 - Spell DC increase improves.\n6: Elemental Penetration +2 - Spell Penetration bonus improves.\n7: Elemental Transition 3 - Grants Immunity to Stun.\n Resistance +15 - Grants 15 resistance to chosen element.\n8: Elemental Focus +3 - Spell DC increase improves.\n9: Elemental Penetration +3 - Spell Penetration bonus improves.\n10: Elemental Perfection - Gain all benefits of being an elemental, including immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks. Gain the special attacks and special qualities of a medium elemental of the chosen type. Gain immunity to the chosen element, but take double damage from all spells of the opposing element.\n\nBONUS SPELLS\nUpon gaining a level in Elemental Savant, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.\n\n\n\n**** Harper Mage *****\nWizards and sorcerers have been part of the Harpers since the organization's inception. Many of its senior members today are powerful mages. Among the organizations principal allies are several influential wizards and sorcerers who have made some of their accumulated knowledge available to the Harpers. Mystra, the diety of magic, is one of the patron dieties of the Harpers; her predecessor was one of the dieties who met at the Dancing Place centuries ago to inspire the founding of the organization. With such a rich magical tradition, it is inevitable that the Harpers would develop some of their own magical lore and techniques to pass on to their agents.\n\n- Hit Die: d4\n- Proficiencies: A harper mage is proficient with simple weapons.\n- Skill Points: 4 + Int Modifier\n\nREQUIREMENTS:\n\nFeats: Alertness, Extend Spell\nAlignment: Any nonevil.\nSkills: Concentration 4 ranks, Spellcraft 8 ranks, Lore 8 ranks, Persuade 2 ranks.\n\nABILITIES:\n\nLevel\n1: Skill Focus: Lore\n2: Skill Focus: Spellcraft\n3: Still Spell\n4: Silent Spell\n5: Hardiness vs Spells\n\nBONUS SPELLS\nUpon gaining a level in Harper Mage, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.\n\n\n\n**** Heartwarder *****\nSune Firehair encourages beauty, passion, and love wherever they may be found. Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things who nurture the creation of beautiful objects.\n\n- Hit Die: d8.\n- Proficiencies: The Heartwarder gains no weapon or armor proficiency.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nAlignment: Chaotic Good.\nFeats: Dodge, Mobility, Spell Focus (Enchantment), Exotic Weapon Proficiency (Whip)\nSkills: Bluff 3, Persuade 6.\nDivine Spellcasting: Ability to cast spells of Level 3.\nCleric Domain: Good and Protection\n\nABILITIES:\n\nLevel\n1: Charisma Increase - Bonus +1 to Charisma.\n2: Heart of Passion - Bonus +2 to Charisma-based checks (skills, turning).\n3: Charisma Increase - Bonus +2 to Charisma.\n4: Lips of Rapture - Bonus +2 to Attacks, damages, saves and +4 to Enchantment spells saves. (Dazed on failed save).\n5: Charisma Increase - Bonus +3 to Charisma.\n6: Voice of a Siren - Gains Greater Spell Focus (Enchantment) and Spell Penetration feats to verbal spells.\n7: Charisma Increase - Bonus +4 to Charisma.\n8: Tears of Evergold - Craft a Water Holy once per day.\n9: Charisma Increase - Bonus +5 to Charisma.\n10: Fey Metamorphosis - Type change to Fey.\n\nBONUS SPELLS\nUpon gaining a level in Heartwarder, the character gains new spells per day as if he had also gained a level in his highest caster class (druid or cleric). He does not learn any new spells through his abilities.\n\n\n\n**** Hierophant *****\nA divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The hierophant prestige class is open to power divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel.\n\n- Hit Die: d8\n- Proficiencies: A hierophant does not gain any additional weapon or armor proficiencies.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nDivine Spellcasting: Able to cast 7th-level spells.\nFeats: Any Metamagic feat\nSkills: Lore 15 ranks.\n\nABILITIES:\n\nMay select one of the following abilities every level.\n*Blast Infidel - Negative is maximized against opposed alignments\n*Faith Healing - Healing is maximized against similar alignments\n*Master of Energy - Bonus to turn undead.\n*Spell Power - Bonus to spell save DC\n*Metamagic Feat - May choose a bonus Metamagic feat\n*Spell Like Ability - Gains a known spell as an ability which can be used at will 3x/day\n\nKnown Issues:\n -Loss of spell slots in exchange for abilities was impossible to implement properly. This makes theHierophant a bit more powerful than the PnP version.\n -The feats involving transfer of abilities were not implemented.\n -Blast Infidel and Faith Healing work by alignment, not deity, since the former is much more commonly used in NWN.\n\n\n\n**** Hospitaler *****\nIt is the duty of knights hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities. Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care.\n\nHit Die: d8\n\nREQUIREMENTS\n\nAlignment: Any nonchaotic.\nBase Attack Bonus: +4\nHandle Animal(Lore): 5 ranks.\nRide(Discipline): 5 ranks.\n\nCLASS SKILLS:\n\nConcentration\nCraft\nPersuade\nAnimal Empathy\nHeal\nLore\n\nSkill Points at Each Level: 2+ Int modifier.\n\nCLASS FEATURES\n\nWeapon and Armour Proficiency: Hospitalers are proficient with all simple, and martial weapons, all types of armour and with shields.\n\n1st Level: Lay on Hands.\n3rd Level: Turn Undead, Remove Disease, Bonus Feat.\n5th Level: Bonus Feat\n7th Level: Bonus Feat\n9th Level: Bonus Feat\n\nBONUS SPELLS:\n\nWhen a new hospitaler level is gained, the character gains new spells per day as if she had gained a level in the cleric class. She does not, however, gain any other benefit a character of that class would have gained (e.g., improved chance of rebuking or controlling undead).\n\n\n\n**** Mage Killer *****\nMage Killers are a rare breed. They master magic designed for combat against other spellcasters. They learn not only combat skills as might be taught a warrior, but also spells that target the weaknesses of their foes. Some use traps, others use weapons, but all hone their magical skills to a fine point, for it is those skills that distinguish them from the usual run of hunters and killers. They develop friendships with the sorts of people who can lead them to their foes, but they place the dirty business of overcoming those foes on their own shoulders.\n\n- Hit Die: d4.\n- Proficiencies: A mage killer does not gain any additional weapon or armor proficiencies.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nArcane Spellcasting: Able to cast 4th-level spells.\nFeats: Great Fortitude, Lightning Reflexes, Combat Casting, and Weapon Proficiency: Martial.\nSkills: Spellcraft 10 ranks.\n\nABILITIES:\n\nLevel\n1: Improved Saves\n2: Augment Summoning\n3: Improved Saves\n4: Spell Focus: Evocation\n5: Improved Saves\n6: Spell Focus: Necromancy\n7: Improved Saves\n8: Spell Focus: Conjuration\n9: Improved Saves\n10: Spell Focus: Transmutation\n\nBONUS SPELLS\nUpon gaining a level in Mage Killer, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.\n\n\n**** Master Harper *****\nMaster Harpers are elite members of the Harpers, which is a secret society that battles evil and tyranny, preserves lore, and works to balance civilization and the wild. Master Harpers study spells and develop many skills to help them in their duties of preserving lore by imparting it to others, raising morale, and aiding Harpers and others who promote similar aims.\n- Hit Die: d6.\n- Proficiencies: A master Harper gains no proficiency with any armor or weapons.\n- Skill Points: 4 + Int Modifier. \n\nREQUIREMENTS:\nAlignement: Any nonevil.\nSpells: Able to cast 2nd-level arcane or divine spells.\nSkills: Bluff 8 ranks, Persuade 8 ranks, Lore 12 ranks, Spellcraft 8 ranks.\nFeats: Alertness, Iron Will.\n\nABILITIES:\nLevel\n1 : Harper Knowledge- bonus for item identification\nHarper Secret - 1 bonus feat: favored ennemy, metamagic or bard feats\n2 : Craft Master Harper Item - May create potions\n3 : Mielikki's Truth - once per day, can remove effect to animal \n5 : Lycanbane - +5 bonus to the AC vs Shapechanger, and you may transmit this bonus\nHarper Secret\nMusical Instrument Craft: can use Craft Master Harper Item to create Musical Instrument\n6 : Milil's Ear - +4 bonus to the Listen Skill.\n7 : Lliira's Aura - create an aura that gives allies a +4 bonus to saving throws against Mind Affecting spell..\n8 : Deneir's Orel - +4 bonus to the Spellcraft Skill.\n9 : Tymora's Smile - +2 bonus on all saves, twice per day.\n10 : Harper Secret \n\n\nBONUS SPELLS\nUpon gaining a level in Master Harper, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through this ability.\n\n\n\n***** Master of Shrouds *****\nThe master of shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. The wrathful undead spread fear and death as they vent their anger at being disturbed.\n\nWhile a master of shrouds has some divine spells, her primary tool is the ability to summon incorporeal undead creatures to serve her. Evil clerics most often become masters of shrouds, though ex-paladins may do so if they turn far enough from their lawful good roots and gain access to one of the required domains.\n\n- Hit Dice: d4.\n- Proficiencies: Masters of shrouds are proficient with all simple weapons, with all types of armor, and with shields.\n- Skill Points: 2 + Int Modifier.\n\n\nREQUIREMENTS:\n\nAlignment: Evil\nConcentration: 10 ranks\nSpellcraft: 10 ranks\nSpells: Ability to cast divine spells, and access to at least one of these domains: Death, Evil, Protection\n\nABILITIES:\n\nLevel\n1: Extra Turning, Death Domain, Evil Domain, Protection Domain\n3: Summon Undead I (Allip)\n5: Summon Undead II (Wraith)\n7: Summon Undead III (Spectre)\n9: Summon Undead IV (Improved Spectre)\n\nBONUS SPELLS:\n\nWhen a new master of shrouds level is gained, the character gains new spells per day as if she had gained a level in the cleric class. She does not, however, gain any other benefit a character of that class would have gained (e.g., improved chance of rebuking or controlling undead).\n\n\n**** Oozemaster *****\nThe oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the animal lord's kindred creatures, the oozemaster's charges have nothing to say. No one has yet developed a speak with ooze spell- or if someone has, the oozes haven't responded. Given that oozemasters exude everything but confidence, most of them have few sentient friends and even fewer guests. Thus, they tend to gibber and talk to themselves a lot.\n\n- Hit Die: d8.\n- Proficiencies: Oozemasters gain no weapon or armor proficiencies.\n- Skill Points: 4 + Int Modifier.\n\n- Requirements\nSpellcasting: Able to cast 3rd-level arcane or divine spells.\nSkills: Lore 7 ranks.\nFeats: Great Fortitude.\n\nABILITIES:\n\nLevels:\n1: Minor Oozy Touch - Can secrete a specific minor ooze for a touch attack often as desired.\n2: Charisma penalty -1\n Oozy Glob - Can use any learned minor oozy touch as a grenade weapon once per day.\n3: Minor Oozy Touch - Can choose another minor ooze.\n4: Charisma penalty -2\n Oozy Glob - Can use twice per day\n5: Major Oozy Touch\n6: Charisma penalty -3\n Oozy Glob - Can use three times per day.\n Indiscernible Anatomy - Immunity to critical hits and sneak attacks.\n7: Major Oozy Touch - Can choose a major ooze for a touch attack or another minor ooze.\n8: Charisma penalty -4\n Oozy Glob - Can use four times a day.\n Slime Wave\n9: Major Oozy Touch - Can choose another major or minor ooze.\n10: Charisma penalty -5\n Oozy Glob - Can use five times a day.\n One with the Ooze - Type changes to ooze; gains the blind-fight feat; gains immunity to mind spells, poisons, and paralysis.\n\nBONUS SPELLS\nEvery other level in Oozemaster, the character gains new spells per day as if he had also gained a level in his highest caster class. He does not learn any new spells through his abilities.\n\n\n\n***** Red Avenger *****\nThe Red Avenger is the master of ki, an ancient and formidable discipline that allows the user to accomplish the extraordinary. Through study and training, the Red Avengers learn to channel and release the ki energy in their own bodies.\n\n- Hit Die: d8\n- Proficiencies: The Red Avenger is proficient will all simple weapons, light armor, medium armor and shields.\n- Skill Points: 4 + Int Modifier.\n\nREQUIREMENTS:\n\nBase Attack Bonus: +5\nFeats: Improved Unarmed Strike, Stunning Fist.\nSkills: Listen 8 or more ranks, Tumble: 8 or more ranks.\n\nABILITIES:\n\nLevel\n1: Stunning Shout - Stun enemies by releasing ki in a shout once a day.\n2: Ki Save - Add wisdom bonus to saving throws for a short time once a day.\n3: Ki Skill - Add wisdom bonus to skill checks for a short time once a day.\n4: Ki Healing - Use ki energy to heal once a day.\n5: Deadly Shout - Injure enemies by releasing ki in a shout once a day.\n Stunning Shout - Gain another shout a day.\n6: Ki Save 2 - Gain another use per day.\n7: Ki Skill 2 - Gain another use per day.\n8: Ki Healing 2 - Gain another use per day.\n9: Deadly Shout 2 - Gain another use per day.\n Stunning Shout 3 - Gain another shout per day.\n10: Free Ki - Double wisdom modifier when using ki abilities.\n\nKnown Issues:\n - Ki save and skill apply to all saves/skills for 2 rounds instead of on only 1 save/skill check. This makes up for not being able to precisely select any desired check as a free action.\n - Epic Levels are not from official material.\n\n\n\n**** Spellsword ****\nThe dream of melding magic and weapon play is fulfilled in the person of the Spellsword. A student of both arcane rituals and martial techniques, the Spellsword gradually learns to cast spells in armor with less chance of failure. Moreover, she can cast spells through her weapon, as well as store spells there for later use. Feared by mages for her ability to cast in armor and by the common people for her ability to use spells, the Spellsword often walks the world alone.\n\n- Hit Die: d8.\n- Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nArcane Spellcasting: Level 2 or higher.\nFeats: Weapon Proficiency Simple, Weapon Proficiency Martial, Armor Proficiency Light, Armor\nProficiency Medium, Armor Proficiency Heavy.\nSkills: Lore 6 or more ranks.\nBAB: 4 or higher.\n\nABILITIES:\n\nLevel\n1: None\n2: Ignore Spell Failure 10%\n3: Ignore Spell Failure 15%\n4: None\n5: Ignore Spell Failure 20%\n6: Brew Potion\n7: Ignore Spell Failure 25%\n8: Bonus Feat\n9: Ignore Spell Failure 30%\n10: None\n\nBONUS SPELLS\nEvery other level in Spellsword, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.\n\n\n\n**** Stormlord ****\nStormlords are the agents of Talos, inflicting destructive rampages wherever they wander. Talos cares only that they call up storms or engage in spectacular acts of violence. Stormlords often live as brigands,indulging their personals desires for wealth, food, luxury and wanton behavior as they crave random, spectacular acts of violence.\n\n- Hit Die: d8.\n- Proficiencies: A Stormlord does not gain any additional weapon or armor proficiencies.\n- Skill Points: 2 + Int Modifier.\n\nREQUIREMENTS:\n\nAlignment: Any Evil or Chaotic.\nFeats: Great Fortitude, Weapon Focus (Spear) , Cleric Domains (Destruction, Fire, or Evil - Only for Clerics).\nDivine Spellcasting: Can cast 3rd level spells.\n\nABILITIES:\n\nLevel\n1: Electrical Resistance 10\n2: Shock Spear\n3: None\n4: Electrical Resistance 15\n5: Thundering Spear\n6: None\n7: Electrical Resistance 20\n8: Shocking Spear\n9: Electrical Resistance 30\n10: Elemental Conflagration\n\nBONUS SPELLS\nUpon gaining a level in Stormlord, the character gains new spells per day as if he had also gained a level in his highest caster class (druid or cleric). He does not learn any new spells through his abilities."
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