Prestige Classes


HitDie: d4 Mana: d12 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 50%, Brawl 50%, Melee 50%, Thrown 50%

There exist beings beyond the capacity of the minds of humans (and demihumans) to comprehend. Dwelling beyond the Outer Planes that define the human concept of the afterlife, these creatures are ancient, inscrutable, tremendously powerful and unbelievably alien. The most well known — but certainly not the only — representative of these beings on Theyra is Kysul, who serves as a guardian of any contact between the Prime Material and the Outer Rim, and is served by a handful of scattered mystery cults across the Kinlands.

The Alienist is a spellcaster who has devoted herself wholly to the intensely esoteric practice of summoning and dealing with these beings. Most would call her a madwoman, a crazed and irresponsible cultist that endangers the safety of all of Theyra. For some Alienists this accusation is true, while others are more responsible — but no less feared or hated. The most common motive among alienists is knowledge — knowledge of concepts and ideas that cannot exist in a stable manner in our reality and thus must be experienced firsthand in order to be understood, since human languages lack the terms to express them. This search for ultimate knowledge drives many alienists to enlightenment, damnation or both.

Alienists are not, by their nature, stable beings. They are driven by inhuman desire and exposed to unknowable secrets and eldritch beings, and as a result their minds are often deeply fractured and the majority of them are no longer able to relate to their original race in any normal way.

Many lizardfolk are alienists. Their people worshipped the Outer Lords long before humanity or the modern gods existed, and while the modern lizardfolk treat druidism as the closest thing they have to a state religion, alienism forms a distinct minority in their society, and they are the only peoples on all of Theyra (other than aberrations) who respect the practice of alienism. Mind flayers also sometimes become alienists, though their society is fierce in the persecution of these forsaken scholars — worship of Outer Lords threatens their fiercely regimented social structure, and they long ago turned their backs on their father, Kysul.

The alienist is a prestige class. It counts as a favored class for all characters. In order to become an alienist, you must have:
* Skills Levels — Knowledge (Planes) +10.
* Known Spells — Seven total spell levels of Weavecraft spells.
* Feats — Augment Summoning.
* Religion — You must worship Kysul, or no diety at all. None of Theyra's other gods tolerate alienists.

The class skills of the alienist are Bluff, Concentration, Decipher Script, Hide in Shadows, Intimidate, Knowledge (Magic), Knowledge (Mythology), Knowledge (Oceans), Knowledge (Planes), Metamagic, Move Silently, Spellcraft and Use Magic.

* Proficiencies — Alienists gain no additional weapon or armor proficiencies.
* Spellcasting — At every level except 1st and 4th, alienists gain a new caster level. They continue to advance in arcane spell access if they had any before entering this class, otherwise advancing in the divine, druidic or other class spell list that allowed them to meet the caster prerequisite given above.
If the alienist has Domains, she continues to advance those as well, provided she is advancing as a divine caster.
* Incomprehensible Wisdom — Alienists gain the Improved Wisdom feat for free at 1st level. If they already have it, they can select any other feat to fill the free slot.
* Uneasy Mind — Alienists grow increasingly distant from humanity as they continue to advance in this class, and suffer a penalty equal to their alienist level to Diplomacy and Appraise; they also become very focused on distant mysteries and given to long periods of introspection, and being thus out of touch with the world apply this same penalty to Spot, Listen and Searching.
* Outer Pathways — The primary ability of the alienist class is the power to summon pseudonatural creatures from the far-distant realm in which Kysul and his kin dwell. Starting at second alienist level, any 1st-level monster summoning, holy summoning or summon nature's ally spell the alienist casts summons a pseudonatural version of whatever creature it would normally summon. At 3rd level, the 2nd-level spells are so altered, and so on until 10th level, when even 9th-level summoning spells call forth pseudonatural creatures.
In addition to the normal mana cost of the summoning spell, the pseudonatural summoning of an alienist drains [Summoned Creature's CR x 2] mana, and this mana does not regenerate.
Known issues: Holy summonings do not receive the pseudonatural template since they are already outsiders. Monster and Nature summonings work. Also, the additional mana drained DOES regenerate.
The Pseudonatural Creature template
* Surreal Presence — The sense that there is something faintly off, something wrong about the alienist crystalizes to a razor-sharp clarity at 3rd level, and she gains the benefit (or curse) of a constantly active spook spell as an innate supernatural ability.
* Mad Certainty — At 4th level, the alienist's fanatical devotion gives her a kind of ability to ignore physical harm and pursue her obsession with an utterly inhuman resilience even in the face of crippling wounds. She gains Toughness as a bonus feat and a +10 bonus to the Concentration skill.
* Visitation — At 5th level, the alienist may use contact other plane at will as an innate spell-like ability.
* Inhuman Allies — At 6th level, the alienist gains the ability to invoke ancient pacts between the harbringers of the Outer Rim and their Outer Ones' more modern spawn. Aberrations are neutral to her unless she breaks the pact by taking some hostile action against them.
* Feverish Obsession — Upon reaching 7th level, the alienist becomes so driven and devoted that she develops an inhuman kind of vigor, working beyond the established limits of the human body. She thus regenerates fatigue points just as dwarves do.
* Psychic Mortification — At 8th level, the alienist's mind has become so scorched by outer horrors that mortal traumas no longer have the ability to damage it — her Intelligence, Wisdom and Charisma are sustained at 5 points each.
* Sanity-Blasting Spellcasting — At 9th level, the alienist's methods of spellcasting are so otherworldly and alien that any creature of CR 7 or lower who sees her cast a spell takes 1d2 points of Wisdom damage.
* Distant Apotheosis — At 10th level, the alienist becomes a fundamentally alien creature herself, developing trememdously increased physical resistance. She gains immunity to critical hits, no longer needs to breathe or eat and does not age.

1st level — grease, obscurement, spiritwrack, true strike.
2nd level — hypnotic pattern, revealed lore, stinking cloud, touch of idiocy.
3rd level — animate shadows, explosive runes, lorecall.
4th level — confusion, evard's black tentacles, phantasmal killer, premonition.
5th level — banishment, distance distortion, dream, nightmare, open the third eye.

Level Def Fort Refl Will CL Special Abilities
1 +0 +2 +2 +0 — In. Wisdom, Uneasy Mind
2 +0 +3 +3 +0 +1 Outer Pathways
3 +0 +3 +3 +1 +2 Surreal Presence
4 +1 +4 +4 +1 — Mad Certainty
5 +1 +4 +4 +1 +3 Visitation
6 +1 +5 +5 +2 +4 Inhuman Allies
7 +1 +5 +5 +2 +5 Feverish Obsession
8 +2 +6 +6 +2 +6 Psychic Mortification
9 +2 +6 +6 +3 +7 Sanity-Blasting Sp.
10 +2 +7 +7 +3 +8 Distant Apotheosis

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HitDie: d8 Mana: d8 Skills: 8 Saves: fRw Defense: 1/2
+toHit: Archery 100%, Brawl 50%, Melee 75%, Thrown 100%

The Guild of Assassins has an old and arcane history on Theyra, having existed in some recognizable form for over two millenia, and having pursued an ageless vendetta with the Thieves. More than simply murderers, Assassins are mystical slayers devoted to a secret order and famed to be able to reach even the most protected targets in even the most remote locations. There is an aristocracy to the Assassin, a sense of entitlement and elitism. Assassins tend to believe their order fulfills an important philosophical purpose, maintaining political and social balance by ensuring that decadant kings and degenerate nobles are not able to place themselves beyond retribution as a function of their station. Of course, in practice, the Assassins are killers for profit, and there is very little that qualifies as redeeming qualities within their guild.

The Assassin is a prestige class. It counts as a favored class for all characters. In order to become an Assassin, you must have:
* Skills Levels — Disguise +10, Poison Use +10, Hide in Shadows +7, Move Silently +7.
* Alignment — Assassins cannot be of Good alignment.

The class skills of the Assassin are Appraise, Balance, Bluff, Climb, Disguise, Escape Artist, Find Weakness, Gather Information, Handle Device, Hide in Shadows, Intimidate, Intuition, Jump, Listen, Lockpicking, Move Silently, Poison Use, Spot, Swim and Tumble.

* Proficiencies — Assassins gain proficiency with crossbows and light weapons.
* Sneak Attack — Assassins can make use of Sneak Attacks in the same manner a Rogue does; they gain +1d6 Sneak Attack damage every odd level. Levels of this ability from Assassin, Rogue and any other class stack.
* Death Attack — An assassin who has had time to study her target (in game terms, being out of combat long enough to be considered Exploring rather than Fighting) and attacks that target by complete surprise in a situation where the target cannot percieve the Assassin, is considered to have made a death attack and has a chance to slay that target outright. A death attack can only be made against a target within 30 feet; greater distance negates the needed precision.
The victim of a death attack must make a Fortitude saving throw against a DC of 10 + the Assassin's class level + the Assassin's Intelligence modifier; failure means they are slain instantly. If they succeed at this saving throw, they are still subject to damage from the attack, which may kill them anyway.
* Spells — Assassins practice magic and are capable of casting Arcane spells from a tiny subset of the mage list. They have their own spellbooks, though in a pinch they can use normal arcane spellbooks for spellcasting as well.
* Skill Mastery — Assassins gain a +1 competance bonus to Disguise and Poison Use for every Assassin class level.
* Uncanny Dodge — Assassins gain this ability at the same rate that Rogues do, and a character's Rogue and Assassin levels stack to determine her effective Rogue level for the purposes of Uncanny Dodge.

1st level — change self, convulsion, expeditious retreat, magic weapon, obscurement, passwall, read magic, shield, sleep, spider climb, true strike, ventriloquism.
2nd level — bladethirst, choke, ESP, globe of shadow, hypnotic pattern, infravision, invisibility, levitation, pass without trace, rope trick, web.
3rd level — animate shadows, blink, clairvoyance, deeper darkness, deep slumber, displacement, gaseous form, greater magic weapon, illusory stance, nondetection.
4th level — enervation, free action, improved invisibility, phantasmal killer, poison, premonition, track monster.
5th level — cloudkill, dream, lower resistance, misdirection, power word: stop, telekinesis, wizard sight.
6th level — disintegrate, power word: stun.

Level Def Fort Refl Will Special Abilities
1 +0 +0 +2 +0 Sneak Attack +1d6
2 +1 +0 +3 +0 +1 caster level
3 +1 +1 +3 +1 Sneak Attack +2d6
4 +2 +1 +4 +1 +1 caster level
5 +2 +1 +4 +1 Sneak Attack +3d6
6 +3 +2 +5 +2 +1 caster level
7 +3 +2 +5 +2 Sneak Attack +4d6
8 +4 +2 +6 +2 +1 caster level
9 +4 +3 +6 +3 Sneak attack +5d6
10 +5 +3 +7 +3 +1 caster level

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HitDie: d10 Mana: d6 Skills: 4 Saves: Frw Defense: 1/4
+toHit: Archery 100%, Brawl 100%, Melee 100%, Thrown 100%

It's uncommon in the extreme for free-willed, intelligent living beings to willingly and knowingly devote themselves to the ideal of evil. Oh, certainly, Theyra is well stocked with murderers, tyrants and all manner of despicable corruption — but at the end of the day, the vast majority of Evil characters commit their amoralities for false ideology or personal profit, and then turn around and rationalize their acts as best as they can within their own value systems. The blackguard, however, is the exception to this rule.

A blackguard is fully cognisant of the objective quality of good and evil, and in that context has wilfully and knowingly embraced evil, determined to live up to the image of everything unholy and profane. This deviant psychology includes a wilful drive to cultivate and nurture sociopathy and to engage in all manner of wicked acts simply because they are so. The blackguard may be superficially motivated by powerlust, bigotry, guilt or any other common drive, but in the end if is a kind of spiritual perversity, a love of evil, that drives them to do the things that they do. They know what they are, and they enjoy it.

No mainstream religion on Theyra tolerates blackguards. Despite his objective alignment, Erich will expend truly significant military force to hunt down and destroy a blackguard — or anyone suspected or accused of being one — often killing hundreds of innocents in the process. Neither does the priesthood of Xel tolerate them, fearing that their perversity and theatrical nature would draw too much of the wrong kind of attention down on their ranks. A few blackguards worship Zurvash, but the majority serve either the Multitude or the archdevils and demon princes of the Lower Planes directly.

The blackguard is a prestige class. It counts as a favored class for all characters. In order to become a blackguard, you must have:
* Alignment — Obviously, any character who wishes to become a blackguard must be utterly Evil. Changing to a non-evil alignment causes all of the blackguard's supernatural class features to become inaccessible.
* Base Attack Bonus — An aspirant must have a BAB of at least +6 in one category.
* Skills — A character must be a creature of blood, terror and brutality even before becoming a blackguard, possessed of an Intimidate score of +12 or higher. He must also be knowledgeable in the ways of the Lower Planes in order to attract a patron, with a Knowledge (Infernal) rating of +10 or higher.
* Religion — Very few gods will tolerate a blackguard as a follower. In addition to gods who do not tolerate Evil followers in general, Xel, Erich, Immotian and Khasrach will not accept blackguards among their worshippers.

The class skills of the blackguard are Craft, Find Weakness, Intimidate, Knowledge (Infernal), Knowledge (Theology), Knowledge (Planes), Poison Use and Ride.

* Proficiencies — The blackguard is proficient with blades, impact weapons, polearms and spears, and with all classes of armor.
* Spellcasting — Blackguards practice certain diabolical magic. They gain one caster level for every even blackguard level, and choose their spells from the special blackguard list. Blackguards cast spells just like priests do, being able to cast in any armor freely, but needing to have a holy symbol equipped (if they have a god).
* Unholy Grace — Just as a paladin does, a blackguard may add his Charisma bonus to all of his saving throws as a grace bonus.
* Sense Light — Starting at 1st level, a blackguard can use detect good as an innate spell-like ability at will.
* Smite Good — A blackguard can smite Good-aligned creatures. When she perform the Great Blow maneuver against a Good creature, a blackguard adds her Charisma bonus to the attack roll and gains a bonus to the damage roll equal to her blackguard class level.
* Command Undead — Starting at 3rd level, a blackguard can rebuke or command undead exactly as an evil priest of 1st level does. Every additional blackguard level increases this effective level by one.
* Aura of Despair — Starting at 4th level, a blackguard projects an aura of crushing despair around himself, not unlike that of a mummy. The aura reaches out to a radius of 20 feet around the blackguard; all who enter it and are not evil or immune to fear suffer a -2 morale penalty to all rolls.
* Sneak Attack — A blackguard gains a sneak attack just like a rogue's, starting at 5th level. Blackguard levels stack with rogue, assasin or any similar levels for determining the total level of this ability a blackguard possesses.
* Fiendish Servant — Starting at 5th level, a blackguard can summon an imp or quasit, as suits his alignment, who will serve him loyally. The creature remains until dismissed, and if slain can be summoned anew the next day.

1st level — bane, cause fear, convulsion, cure light wounds, doom, inflict light wounds, magic weapon, malignance, mount, pain touch, protection from good, spiritwrack.
2nd level — bladethirst, bull's strength, cure moderate wounds, death knell, deeper darkness, inflict moderate wounds, scare, shatter, summon swarm, visage of death.
3rd level — adamant facade, animate shadows, blackmantle, contagion, cure serious wounds, greater magic weapon, inflict serious wounds, magic circle vs. good, phantom steed, sign of discord.
4th level — animate dead, burning blood, cure critical wounds, inflict critical wounds, lesser planar conjuration, thornwrack, wall of fire.
5th level — evard's black tentacles, infernal blood, nightmare, slay living.
6th level — create corporeal undead, harm, heal, planar conjuration.

Level Def Fort Refl Will Special Abilities
1 +0 +2 +0 +0 Sense Light, Smite Good
2 +1 +3 +0 +0 +1 caster level,
Unholy Grace
3 +1 +3 +1 +1 Command Undead
4 +2 +4 +1 +1 Aura of Despair,
+1 caster level
5 +2 +4 +1 +1 Sneak Attack +1d6,
Fiendish Servant
6 +3 +5 +2 +2 +1 caster level
7 +3 +5 +2 +2 Sneak Attack +2d6
8 +4 +6 +2 +2 +1 caster level
9 +4 +6 +3 +3 Sneak Attack +3d6
10 +5 +7 +3 +3 +1 caster level

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HitDie: d10 Mana: d8 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 50%, Brawl 75%, Melee 100%, Thrown 50%

Beyond even the priesthood of Ekliazeh, the dwarves as a race have always held a deep spiritual reverence for elemental earth. Their mythology is filled with animistic tales of heroes who spoke to the very stone, and were able to work miracles through communion with it. These rare dwarves occupy a niche vaguely similar to a saint — their abilities are unquestionably sacred, yet they also set them outside of traditional society.

Very few dwarves have the potential to awaken the Earthsong within themselves. A potential Earthsinger must have some exposure to supernatural music, usually via bardic training, but the physical demands of the tradition mean that most aspirants are warrior-craftsmen with only a casual experimentation in the bardic arts. The stone demands champions who are as strong and enduring as it is, and also demands that they be master stoneworkers. For every thousand dwarves who aspires to learn the mystical Earthsong, only one or two manage to meet all of the requisites to become Earthsingers.

The Earthsinger is a prestige class. It counts as a favored class for all characters. In order to become an Earthsinger, you must have:
* Race — All known Earthsingers are dwarves. An aspirant must be a dwarf, or a member of a race with similarly strong bonds to the earth, such as a rock gnome or pech.
* Base Attack Bonus — An aspirant must have a melee BAB of +5.
* Feats — Endurance, Hardiness.
* Skills — A successful aspirant must be a master stonecutter with a Crafts skill of 15+.
* Class Abilities — An aspirant must have the Bardic Music ability.
* Religion — An aspirant must either worship Ekliazeh (or another god who grants the Earth domain), or forsake gods entirely and devote himself utterly to the worship of elemental earth.

The class skills of the Earthsinger are Athletics, Balance, Climb, Concentration, Craft, Heal, Knowledge (Planes), Listen, Mining, Perform, Search and Spot.

* Proficiencies — The Earthsinger gains no weapon or armor proficiencies.
* Stonebody — As an Earthsinger becomes closer and closer to the spiritual nature of elemental earth, her skin begins to take on a rocky texture and grows harder and harder. Every odd level of this class gives the Earthsinger a +1 natural armor bonus.
* Earth Magic — By speaking to the stone itself using the Earthsong, the singer can learn from it, shape it, animate it and even take on its properties. In game terms, the character gains a number of spell-like abilities as she advances in this class, in the following order: stone tell, soften stone, meld into stone, spike stones, earthmaw, wall of stone, transmute rock to mud, stoneskin, animate rock, conjure earth elemental, transmute flesh to stone and elemental aura (the earth version only).
* Geomancy — Starting at 3rd level, a Earthsinger can tap into the primal energies of the earth in order to replenish her own magical energies. By spending two fatigue points, she can instantly regain 5d12 points of mana. At 7th level, the Earthsinger gains a greater facility with this ability, and it then costs her only one fatigue point.
* Grounded Stance — An Earthsinger is able to draw upon the power of the earth in order to enhance the force of her blows in melee or unarmed combat. Provided that her feet are touching the ground — she is not levitating, ethereal or standing on non-earthen terrain, and she is not wearing magical boots — she may add her Earthsinger level to the damage of her melee or unarmed attacks.

Level Def Fort Refl Will NA GS Special Abilities
1 +0 +2 +0 +2 +1 +1 Grounded Stance, Stone Tell
2 +0 +3 +0 +3 +1 +2 Soften Stone, Meld I. Stone
3 +0 +3 +1 +3 +2 +3 Geomancy I, Spike Stones
4 +1 +4 +1 +4 +2 +4 Earthmaw, Wall of Stone
5 +1 +4 +1 +4 +3 +5 Transmute Rock to Mud
6 +1 +5 +2 +5 +3 +6 Stoneskin
7 +1 +5 +2 +5 +4 +7 Geomancy II, Animate Rock
8 +2 +6 +2 +6 +4 +8 Conjure Earth Elemental
9 +2 +6 +3 +6 +5 +9 Transmute Flesh to Stone
10 +2 +7 +3 +7 +5 +10 Elemental Aura (Earth)

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HitDie: d4 Mana: d12 Skills: 6 Saves: frW Defense: 1/4
+toHit: Archery 50%, Brawl 50%, Melee 50%, Thrown 50%

While many mages are academics to some extent, the Loremasters are an order that places the seeking of knowledge above all other goals. These wise wizards are widely sought after by universities as teachers, and by royal courts and military camps as advisers and viziers. Despite this demand, however, Loremasters tend to be isolationistic, living cloistered lives in distant towers or establishing sacred monasteries in the desert in which to preserve vast stores of ancient books.

The Loremaster is a prestige class. It counts as a favored class for all characters. In order to become a Loremaster, you must have:
* Skills Levels — 4 Knowledge skills at +10.
* Feats — Scribe Scroll.
* Spells — 10 levels of known Divination spells (i.e., 2 3rd-level spells and 2 2nd-level spells).
* Alignment — You must have a neutral component in your alignment.

The class skills of the Loremaster are Alchemy, Appraise, Craft, Concentration, Decipher Script, Heal, Illusioncraft, Intuition, Knowledge (all), Metamagic, Seneschal, Spellcraft and Use Magic.

* Proficiencies — The Loremaster gains no weapon or armor proficiencies.
* Spellcasting — The Loremaster gains one spellcasting level for every Loremaster level after the 1st. Additionally, she continues to gain access to new spells from her original spellcasting class as if every Loremaster level was a level in that class. If she has more than one spellcasting class, she gains new spell access for mage as a priority if she has that, then bard, then druid, then priest, then ranger, then paladin.
* Legend Lore — Loremasters gain — or continue to advance in — the Legend Lore ability, gaining one level of such for every Loremaster level.
* Ancient Books — At 2nd, 4th and 8th levels, the constant knowledge-seeking and research of a Loremaster pays off and they 'discover' a new spellbook hidden away somewhere near them.
* Knowledge — Loremasters gain three bonus skill points that can be devoted only to Knowledge skills with every class level.
* Forewarning — Loremasters are able to sense and predict attacks before they occur, and gain a +1 insight bonus to DC every even Loremaster level.
* Studious Development — Loremasters gain a +1 competance bonus to their Intelligence at every odd Loremaster level.
* Secrets — As Loremasters advance in level, they gain certain exceptional abilities as a result of the ancient mysticism they study:
At 1st level, Loremasters gain the inherent ability to see invisible.
At 3th level, Loremasters gain the Fatesense ability, allowing them to instantly discern whether a given item is cursed or blessed.
At 5th level, Loremasters gain an exceptional insight into magical books, and gain an extra +1d2 attribute points from any tome they read.
At 6th level, Loremasters gain the ability to use Glyph of Warding as an innate spell-like ability.
At 7th level, Loremasters gain constant true seeing.
At 9th level, Loremasters gain the Skill Mastery ability also possessed by some rogues (and described under that class). At 10th level, Loremasters gain the ability to use Greater Glyph of Warding as an innate spell-like ability.

Level Def Fort Refl Will Bonus Special Abilities
1 +0 +0 +2 +0 +1 In Lore, See Invisible
2 +0 +0 +3 +0 +1 DC Bonus Spellbook
3 +0 +1 +3 +1 +2 In Fatesense
4 +1 +1 +4 +1 +2 DC Bonus Spellbook
5 +1 +1 +4 +1 +3 In Bibliographic Insight
6 +1 +2 +5 +2 +3 DC Glyph of Warding
7 +1 +2 +5 +2 +4 In True Seeing
8 +2 +2 +6 +2 +4 DC Bonus Spellbook
9 +2 +3 +6 +3 +5 In Skill Mastery
10 +2 +3 +7 +3 +5 DC Greater Glyph of W.

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Master Archer

HitDie: d6 Mana: d4 Skills: 6 Saves: fRW Defense: 1/2
+toHit: Archery 100%, Brawl 50%, Melee 75%, Thrown 50%

The Master Archer is a practitioner of a secretive but potent archery-based martial art, a philosophical ideal that seeks to meld meditation, archery and athleticism into a single, perfected whole. The practice is particularly common among elves, but members of other races have on rare occasions been initiated into the Master Archer class as well.

The Master Archer is a prestige class. It counts as a favored class for all characters. In order to become a Master Archer, you must have:
* Skills Levels — Concentration +10.
* Feats — Point Blank Shot, Rapid Shot, Zen Archery, Weapon Focus (long bow or short bow).
* Base Attack — Initiates must have a Base Attack Bonus of +5 in the archery category.
* Special — Initiates must show exceptional aptitude for the art in the form of a Wisdom score of 17+; this requirement is waived for elves, who have an easier time finding a teacher.

The class skills of the Master Archer are Athletics, Balance, Climb, Concentration, Craft, Find Weakness, Hide, Listen, Move Silently, Spot and Wilderness Lore.

* Proficiencies — The Master Archer gains no weapon or armor proficiencies.
* Arrowstorm — The primary ability of the Master Archer is to fire arrows at a truly staggering rate as a result of their transcendent focus and discipline. Every Master Archer level taken adds a +5%% bonus to attack speed in archery.
* Blindsight — Starting at 6th level, the Master Archer gains the Blindsight ability as a result of her transcendant focus and meditation; this ability has a range of 30 feet at 6th, plus 10 feet for every Master Archer level thereafter.
* Ranged Sneak Attack — The Master Archer is able to strike unprepared foes with lethal shots for extra damage. This functions exactly like a Rogue's Sneak Attack ability, but can only be performed with a long bow or short bow.
* Feats — The Master Archer gains the Defensive Shot feat at 2nd level and the Precise Shot feat at 8th; if she already has either of these feats, she can choose any other feat upon attaining these levels instead.
* Opportune Shot — Starting at 4th level, whenever a creature hostile to the Master Archer is struck as an attack of opportunity by someone other than the archer within 60 feet of the archer, and the archer has a clear line of fire to that creature, she may take an immediate, single shot against the creature that suffered an attack of opportunity.
* Banked Shot — Upon reaching 10th level, the master archer is able to rebound a shot off a solid surface like a wall one or more times to strike a target outside her line of sight. There must be a clear path to the target traversing fewer squares than the outside limit of her bow's range, and the shot is made at a -4 penalty, not including any range modifier. The archer must have some ability to perceive her target without a clear line of sight, such as the blindsight ability above.

Level Def Fort Refl Will AStorm Special Abilities
1 +0 +0 +2 +2 +5% Ranged Sneak +1d6
2 +1 +0 +3 +3 +10% Defensive Shot
3 +1 +1 +3 +3 +15% Ranged Sneak +2d6
4 +2 +1 +4 +4 +20% Opportune Shot
5 +2 +1 +4 +4 +25% Ranged Sneak +3d6
6 +3 +2 +5 +5 +30% Blindsight
7 +3 +2 +5 +5 +35% Ranged Sneak +4d6
8 +4 +2 +6 +6 +40% Precise Shot
9 +4 +3 +6 +6 +45% Ranged Sneak +5d6
10 +5 +3 +7 +7 +50% Banked Shot

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HitDie: d6 Mana: d4 Skills: 8 Saves: fRw Defense: 1/4
+toHit: Archery 75%, Brawl 75%, Melee 75%, Thrown 75%
Experimental: The Sentinel is not a Core Incursion class.

Sentinels are characters who have learned how important it is to notice dangers before they notice you. Rogues and rangers often end up as sentinels.

The Sentinel is a prestige class. It counts as a favored class for all characters. In order to become a sentinel, you must have:
* Skills Levels — Listen 10, Search 10, Spot 10.
* Feats — Alertness.

The class skills of the sentinel are Appraise, Concentration, Handle Device, Hide, Listen, Move Silently, Lockpicking, Pick Pockets, Search, and Spot.

* Proficiencies — The sentinel gains no weapon or armor proficiencies.
* 1st Level: Superior Senses — The sentinel gains a +2 insight bonus to all Spot, Search and Listen skills. The sentinel also gains a +2 save bonus against illusions.
* 2nd Level: Sharp Senses — The sentinel gains an addition +1 bonus to all Spot, Search and Listen skills. The sentinel automatically makes a Search check whenever she steps within 10 feet of a secret door that has not already been searched for.
* 3rd Level: Detect Unnatural — The sentinel gains the innate ability to cast detect good and detect evil.
* 3rd Level: Acute Senses — The sentinel gains the Acute Senses feat, increasing her Sight, Shadow, Infravision and Scent Ranges by 50%.
* 4th Level: Blindsight — Using senses not available to normal adventurers, the sentinel can function in total darkness using a form of sonar that allows them to locate objects and creatures within 120 feet (12 squares). Blindsight is reduced by metallic helmets and large objects held in the hands.
* 4th Level: Uncanny Dodge — The sentinel is never caught flat-footed.

Level Def Fort Refl Will Special Abilities
1 +0 +2 +0 +0 Superior Senses
2 +0 +3 +0 +0 Sharp Senses
3 +0 +3 +1 +1 Detect Unnat, Acute Senses
4 +1 +4 +1 +1 Blindsight, Uncanny Dodge

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HitDie: d8 Mana: d4 Skills: 8 Saves: fRw Defense: 1/2
+toHit: Archery 75%, Brawl 75%, Melee 75%, Thrown 75%

Shadowdancers are stealthy characters whose affinity for shadows goes beyond merely finding them useful concealment — instead, these characters form a mystical bond with shadow, learning to use shadows for protection, travel and even allies. Shadowdancers are a diverse society, travelling across Theyra in tropes and staging elaborate, sinister dances for adoring audiences — their order harbors many secrets but is not, ultimately, a malignant force in the world.

The shadowdancer is a prestige class. It counts as a favored class for all characters. In order to become a shadowdancer, you must have:
* Skills Levels — Move Silently +8, Hide +12, Perform +10, Athletics +7.
* Feats — Combat Reflexes, Dodge, Mobility.

The class skills of the shadowdancer are Balance, Bluff, Decphier Script, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Search, Spot, Pick Pockets, and Tumble.

* Proficiencies — The shadowdancer is proficient with all simple weapons, daggers, blades, thrown weapons, flexible weapons, archery and light armor.
* Evasion — A shadowdancer that makes a Reflex save to avoid an area-effect attack takes no damage. Levels of this ability from shadowdancer and other classes stack toward gaining Improved Evasion.
* Uncanny Dodge — A shadowdancer has a preternatural ability to avoid harm. Levels of this ability gained from shadowdancer and other classes stack.
* Hide in Plain Sight — A shadowdancer is able to use this ability to slip away into shadows, hiding even when directly observed by other characters, at 3rd level.
* Infravision — A shadowdancer gains the ability to see in the dark for 20 feet (2 squares) or has her darkvision range extended by 20 feet (2 squares) culmulatively at 2nd, 5th and 9th levels.
* Shadow Illusion — A shadowdancer gains the innate ability to use animate shadows at 2nd level, mirror image at 7th level and shadow monsters at 10th level.
* Shadow Companion — Starting at 4th level, a shadowdancer gains the ability to summon shadows from the Demiplane of Shadows. Unlike most shadows, these creatures are not ravenous predators of life, but instead loyal and dependable allies. The shadows gain the elder template when the shadowdancer reaches level 6 and the ancient template when the shadowdancer reaches level 9.
* Shadow Step — A shadowdancer gains the innate ability to cast shadow step at will, starting at 4th level. This ability allows her to teleport herself short distances so long as she is in a shadowy area; the distance travelled depends upon her level as a shadowdancer.
* Defensive Roll — If you have this ability, you are able to move with the impact from blows, lessening their effect even if they do hit you. This ability does not function in heavy armor. When you are struck by a creature that needs a 15 or greater to hit you, you only suffer a certain fraction of the damage, starting at 5/6th. The number of sixths of the total damage can be further reduced in the following circumstances, to a minimum of 1/6th:
* You are Small and your foe is Medium-sized or larger (-1/6th).
* Your foe can only hit you on a natural 20 (-1/6th).
* You are unarmored (-2/6ths) or in light armor (-1/6th).
This ability does not function if you have spells active which simulate the effect of heavy armor (such as Spirit Armor) and Mage Armor is treated as medium armor for this purpose.
* Improved Uncanny Dodge — A shadowdancer can no longer be flanked except by a rogue four levels higher.

Level Def Fort Refl Will Special Abilities
1 +0 +0 +2 +0 Evasion, Uncanny Dodge
2 +1 +0 +3 +0 Infravision (20 ft),
Shadow Illusion I
3 +1 +1 +3 +1 Hide In Plain Sight
Sneak Attack +1d6
4 +2 +1 +4 +1 Shadow Step, Shadow Com.
5 +2 +1 +4 +1 Defensive Roll,
Infravision (40 ft)
6 +3 +2 +5 +2 Elder Companions,
Sneak Attack +2d6
7 +3 +2 +5 +2 Shadow Illusion II
8 +4 +2 +6 +2 Ancient Companions
9 +4 +3 +6 +3 Sneak Attack +3d6,
Infravision (60 ft)
10 +5 +3 +7 +3 Shadow Illusion III

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Tattoo Mystic

HitDie: d8 Mana: d4 Skills: 4 Saves: FRW Defense: 1/2
+toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 75%

Some monks, rather than continuing to develop along the more conventional route, choose to take up the path of the tattoo mystic — an ancient tradition involving the creation of magical tattoos to augment a martial artist's strength and prowess. These supernatural artisans are anything but pragmatic, however, viewing their craft as both a great form of art and an ability to express the inner, totemic natures of their beings. Steeped in myth and metaphor, the way of the tattoo mystic involves fasting, dream interpretation, the careful study of animals and an advanced understanding of alchemy, used in the preparation of the supernatural inks used for tattooing.

The tattoo mystic is a prestige class. It counts as a favored class for all characters. In order to become a tattoo mystic, a character must have must have:
* Skills Levels — The understanding of the complex metaphors, animal allegories and legends the tradition is steeped in requires Knowledge (Mythology) +8 and Knowledge (Nature) +8. To prepre the tattoo inks, a character must also have Alchemy +8.
* Base Attack Bonus — A character must have a brawling BAB of +3 before they can enter the tattoo mystic class.
* Abilities — A potential tattoo mystic must possess the Unarmed Strike class feature.

The class skills of the tattoo mystic are Appraise, Athletics, Balance, Climb, Diplomacy, Escape Artist, Find Weakness, Healing, Hide, Jump, Knowledge, Listen, Move Silently, Poison Use, Spot and Tumble.

* Proficiencies — Tattoo mystics receive no additional weapon or armor proficiencies.
* Monk Abilities — A tattoo mystic continues to advance his existing Unarmed Attack, Increased Move and Stun Attack abilities just as if he were taking monk levels, so a monk 5/tattoo mystic 3 has the base base damage, stun attack save DC and so forth that a monk 8 would.
The tattoo mystic does not gain any further benefits of monk levels, such as better Flurry of Blows, abilities like Abundant Step, Leap of the Clouds or Diamond Body, bonus feats and so forth.
* Tattoos — The primary benefit of becoming a tattoo mystic, of course, is the inscription of magical tattoos on the character's body. A tattoo mystic gains a new tattoo every even level, and many of the effects of these tattoos scale with her tattoo mystic level. Some of the tattoos available to the mystic include the Tiger, Sun, Mantis, Demon, Crane, Dragon, Scorpion, Dragonfly, Mountain, Bamboo, Monkey, Butterfly, Spider, Eye and Tree.

Level Def Fort Refl Will Special Abilities
1 +0 +2 +2 +2
2 +1 +3 +3 +3 New Tattoo
3 +1 +3 +3 +3
4 +2 +4 +4 +4 New Tattoo
5 +2 +4 +4 +4
6 +3 +5 +5 +5 New Tattoo
7 +3 +5 +5 +5
8 +4 +6 +6 +6 New Tattoo
9 +4 +6 +6 +6
10 +5 +7 +7 +7 New Tattoo


BAMBOO (Passive Tattoo)
The bamboo tattoo grants the mystic great fortitude, giving her an enhancement bonus to her Constitution equal to half her tattoo mystic class level, but paradoxically also grants her a yielding character, allowing her to weave and roll with attacks by granting her the Dodge feat.

BUTTERFLY (Passive Tattoo)
This tattoo grants a monk a preternatural agility at dodging, allowing her to flit from place to place in an almost supernatural manner and giving all attacks — melee and ranged — made against her a 25% miss chance.

CRANE (Passive Tattoo)
The crane, among the noblest of all animals, grants the mystic a bonus to Balance equal to twice his class level, as well as bestowing the Improved Trip feat and sustaining his Dexterity and Charisma at a level equal to his class level.

DEMON (Passive Tattoo)
One of the darker tattoos a tattoo mystic can recieve, the demon allows its bearer to grow strong by feeding on the pain of others — the mystic regains one hit points for every ten hit points of damage she inflicts.

DRAGON (Active Tattoo)
The dragon tattoo grants perhaps the most spectacular, though not necessarily the most powerful, ability of all. A tattoo mystic with this tattoo can breathe fire in a 60-foot cone, inflicting [Level + 3]d10 points of damage based on tattoo mystic class level, plus your Constitution modifier, at a cost of one fatigue. A Reflex save halves the damage.

DRAGONFLY (Active Tattoo)
The dragonfly tattoo grants the mystic the speed of its namesake — it can be activated at the cost of two fatigue to grant the mystic a 150% bonus to attack speed for a number of rounds equal to twice the mystic's class level.

EYE (Passive Tattoo)
The eye tattoo expands the mystic's perceptions, allowing him to see invisible creatures and detect cursed or blessed items, and grants him a bonus to Spot equal to his tattoo mystic level.

MANTIS (Passive Tattoo)
The mantis tattoo bestows upon a mystic three benefits — a hardening of the skin akin to a mantis' carapice which grants +1 natural armor every even class level, the Mantis Leap feat and a bonus to Jump equal to the mystic's class level.

MONKEY (Passive Tattoo)
The monkey is the most skillfull and clever of all animals, so a monkey tattoo grants a monk a bonus to Tumble, Escape Artist, Pick Pockets, Climb, Athletics and Lockpicking checks equal to his tattoo mystic level, as well as granting him the Brachiation feat.

MOUNTAIN (Passive Tattoo)
The mountain tattoo gives the mystic all the weight and immovability of ageless stone, granting her a bonus to resist knockdown equal to her tattoo mystic level as well as bestowing the Living Wall and Endurance feats.

SCORPION (Passive Tattoo)
The scorpion tattoo grants a mystic the power of striking retributively - once a foe has injured him in combat recently for more then 10% of his total hit points, he gains a +1 bonus to all melee attack rolls against that foe, and twice that to damage, for every 10% of the mystic's hit points inflicted, to a maximum of the tattoo mystic's class level (i.e., max +5/+10 at 5th level). The scorpion tattoo also grants unearthly reflexes, bestowing the Improved Initiative feat.

SPIDER (Passive Tattoo)
A mystic with the spider tattoo is able to poison his foes when he scores a critical hit using his unarmed attack, or on 1 in 3 normal unarmed attacks. A Fortitude saving throw against a DC of 10 + the tattoo mystic's class level + his Wisdom modifier negates this effect. The poison used is spider venom at tattoo mystic class levels 1-2, giant spider venom at levels 3-6, elder spider venom at levels 7-8 and collosal spider venom at level 9+.
A foe must make a new saving throw after every poisoning attack, but once a foe has been poisoned, further attacks do not increase the effect.

SUN (Active Tattoo)
The sun tattoo is a powerful symbol of positive energies. A tattoo mystic with this tattoo inflicts +2d6 bonus damage against undead using his unarmed strike. Additionally, the tattoo can be activated to illuminate a 60-foot area around the mystic with brilliant golden light for a brief period, with the same effects as a call light spell. A tattoo mystic must be Good-aligned to recieve this tattoo.

TIGER (Passive Tattoo)
The tiger tattoo inbues the mystic with strength, power and virility, granting him a magic bonus to Strength equal to half his tattoo mystic class level, as well as a bonus to the Intimidate skill equal to his full class level.

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Twilight Huntsman

HitDie: d6 Mana: d6 Skills: 6 Saves: FRw Defense: 1/4
+toHit: Archery 100%, Brawl 50%, Melee 100%, Thrown 100%

Maeve honors the most skilled huntsmen of the faerie and mortal relms by making them members of her Twilight Hunt, also called the Wild Hunt. Twilight huntsmen promote her chaotic plans.

The Twilight huntsman is a prestige class. It counts as a favored class for all characters. In order to become a twilight huntsman, you must have:
* Skills Levels — Move Silently 5, Animal Empathy 5, Hide 5, Atheltics 8, Ride 8.
* Religion — You must worship Maeve.

The class skills of the twilight huntsman are Animal Empathy, Appraise, Climb, Concentration, Healing, Hide, Jump, Knowledge, Listen, Move Silently, Ride, Search, Spot, Swim, and Wilderness Lore.

* Proficiencies — The twilight huntsman gains no weapon or armor proficiencies.
* Low-Light Vision — At 1st level, the twilight huntsman gains 40 feet (4 squares) of low-light vision.
* Fast Mount — A twilight huntsman can spur her mount to speeds beyond the norm for its kind. Each twilight huntsman level adds a 5% class bonus to her mounted speed.
* Fast Move — The twilight huntsman can move quite rapidly on her own, gaining a 5% class bonus to her movement rate for every twilight huntsman level.
* Tracking — Starting at 2nd level, Twilight huntsmen gain the ability to track their enemies just as rangers do; levels of ranger and twilight huntsman stack for this purpose.
* Spells — Like assassins, twilight huntsmen dabble in magic, learning some of Maeve's tricks of enchantment, illusion and chaos- magic to aid them in their mission. A twilight huntsman gains one caster level for every even class level, and they draw spells from their own spell list. Twilight huntsmen cast as priests do, being able to cast in armor and not depending on spellbooks, but needing a holy symbol and the favor of their diety.
* Smite Law — At 3rd level, the twilight huntsman gains the ability to smite lawful creatures, exactly as a paladin smites evil creatures; she gains +2 damage on such smite attacks at 3rd level, and an additional +2 for every twilight huntsman level thereafter.
* Relentless — Once a twilight huntsman has begun the hunt for an enemy of Maeve, there is no force short of utter annihiliation that will turn her away from her task. This intense focus is represented in game terms by the Dwarven Focus ability, gained at 4th level.
* Noble Aegis — At 4th level, the twilight huntsman's role as an appointed soveriegn of Maeve is recognized in the form of a noble aegis that protects her from base treachery in the form of a +4 bonus to defense versus surprise attacks and a reduction of two points per level after 4th of a rogue's Sneak Attack damage against her. Levels of this ability from being a twilight huntsman and a priest with the Nobility Domain stack.
* Scent — At 5th level, the twilight huntsman can detect creatures by Scent within 30 feet (3 squares) (or has her current scent range extended by 30 feet).
* Freedom of Movement — At 6th level, the twilight huntsman becomes completely immune to paralysis, petrification, slowing, entangling, and other effects that constraint movement.
* Twilight Walking — At 7th level, the twilight huntsman gains the ability to move in and out of the ethereal plane at will, exactly as a phase spider does.
* Spook — At 8th level, the twilight huntsman learns to heighten her already unsettling faerie otherworldliness to a pinprick sharpness, causing intense disquiet in others around her; in game terms, she can evoke spook as a spell-like ability at will.
* Feed Upon Pain — At 9th level, the twilight huntsman learns to draw strength from those she stalks and wounds, healing one HP of damage for every 10 points she inflicts in combat.
* One Body, One Soul — At 10th level, the twilight huntsman gains the One Body, One Soul feat, even if she doesn't meet the normal requirements for that feat.

1st level — bane, change self, charm person, color spray, doom, enthrall, faerie fire, inflict light wounds, longstrider, malignance, phantasmal force, slow poison, true strike.
2nd level — animate rope, bladethirst, globe of shadow, heal mount, hypnotic pattern, improved phantasmal force, inflict moderate wounds, phantom steed, scare, see invisibility, silence.
3rd level — adamant facade, animate shadows, bestow curse, blackmantle, confusion, fly, hold person, illusory stance, inflict serious wounds, insightful stroke, lorecall, spectral force, track monster, vampiric touch.
4th level — crushing despair, dimensional anchor, enervation, hallucinatory terrain, improved spectral force, inflict critical wounds, mooncloak, music of the spheres, phantasmal killer, thornwrack.
5th level — advanced illusion, color burst, divine agility, dream, hold monster, insect plague, lower resistance, nightmare, symbol of pain, symbol of sleep.
6th level — animate objects, harm, immortal grandeur.

Level Def Fort Refl Will Special Abilities
1 +0 +2 +2 +0 Vision, Fast Move & Mount
2 +0 +3 +3 +0 +1 CL, Tracking
3 +0 +3 +3 +1 Smite Law, Relentless
4 +1 +4 +4 +1 +1 CL, Noble Aegis
5 +1 +4 +4 +1 Scent
6 +1 +5 +5 +2 +1 CL, Freedom of Movement
7 +2 +5 +5 +2 Twilight Walking
8 +2 +6 +6 +2 +1 CL, spook
9 +2 +6 +6 +3 Feed Upon Pain
10 +3 +7 +7 +3 +1 CL, One Body, One Soul

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Underdark Warrior

HitDie: d10 Mana: d4 Skills: 6 Saves: FRw Defense: 1/2
+toHit: Archery 100%, Brawl 100%, Melee 100%, Thrown 100%

The Underdark is a ruthlessly Darwinian enviornment where only the strong survive. Even among the drow, illithids and deep gnomes, there are few who venture outside their large cities in order to explore the tunnels — magical, predatory beasts unheard of on the surface lurk in the twisting tunnels, and most intelligent humanoids travel outside their communities only in the company of large military units. Valued by their people as spies, scouts and escorts in matters of skullduggery where large military support is too conspicious, there is a unique prestige associated with those rugged men and women who are able to survive alone in the harshest enviornment on Theyra.

Underdark warriors hone their instincts, learning to fight based upon lightning intuitive reaction rather than rational thought. They sharpen their senses beyond what other members of their races would believe possible without magic, learning to detect foes by the vibrations their movement produces in the stone in utter, lightness darkness.

The Underdark Warrior is a prestige class. It counts as a favored class for all characters. In order to become an underdark warrior, you must have:
* Race — You must be of a race native to the Underdark — drow, deep gnomes, cave orcs and kobolds all qualify among the player races, but goblins and illithids are known to become underdark warrior on occasion as well.
* Skills Levels — Move Silently +10, Hide in Shadows +10, Climb +10.
* Feats — Blind-Fighting, Toughness.
* Attributes — Good instincts are an absolute prerequisite of this class — an underdark warrior must have a Wisdom score of 17 before external magical augmentations are taken into account.

The class skills of the underdark warrior are Athletics, Balance, Bluff, Climb, Escape Artist, Find Weakness, Hide in Shadows, Jump, Listen, Move Silently, Spot, Swim, Tumble and Wilderness Lore.

* Proficiencies — Underdark warriors do not gain and additional weapon or armor proficiencies.
* Tremorsense — The underdark warrior learns to feel vibrations in stone in exactly the same manner that some monsters do, developing the Tremorsense ability with a range in squares equal to twice her class level.
* Supremely Skilled — The survivalist nature of the underdark trains certain physical skills as no less lethal enviornment possibly could. The underdark warrior adds her class level to her Climb, Hide and Move Silently skill ratings.
* Fasting — Like rangers, underdark warriors sometimes need to survive with very little food and thus condition their bodies to cope well wi

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