IK Classes

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Base Classes[edit]

  • Berserker (IK Barbarian, see IK Charakter Guide)
  • Druid
  • Fighter
  • Gifted (IK Sorcerer, see IK Charakter Guide)
  • Priest (IK Cleric, see IK Charakter Guide)
  • Rouge
  • Scout (IK Ranger, see IK Charakter Guide)
  • Templer (IK Paladin, see IK Charakter Guide)
  • Wizard

Variant Classes[edit]

  • Idrian Shaman (see Complete Divine p. 14)
  • Swashbuckler (see Complete Warrior p. 11)

IK Classes[edit]

  • Arcane Mechanik (see Liber Mechanika)
  • Bodger (see IK Charakter Guide)
  • Combat Alchemist (see No Quarter #20)
  • Fell Caller (Trollkin class, see IK Charakter Guide)
  • Gun Mage (see IK Charakter Guide)
  • Knight Exemplar (see No Quarter #8)
  • Scholar (IK PC Expert, see below)
  • Stone Scribe (Trollkin class, see below)

Prestige Classes[edit]

  • Archmage
  • Duelist
  • Dwarven Defender
  • Hierophant
  • Loremaster

Complete Prestige Classes[edit]

  • Bounty Hunter (see Complete Adventurer "Bloodhound")
  • Dread Pirate (see Complete Adventurer)

IK Prestige Classes[edit]

  • Adventuring Scholar (see Monsternomicon)
  • Agent (Spy) [7]
  • Amethyst Rose Gunmage [3]
  • Arcane Tempest Gunmage [3]
  • Battle Chaplain
  • Blackclad
  • Bone Grinder (see Monsternomicon)
  • Caber Thrower (Trollkin PrC, see below)
  • Card Shark (see below)
  • Dire Berserker (Trollkin PrC, see below)
  • Enforcer [7]
  • Field Mechanik [1]
  • Infernalist [6]
  • Ironhead [1]
  • 'Jack Marshal (see below)
  • Long Rider (Trollkin PrC, see below)
  • Mage Hunter
  • Marshal (see below)
  • Preceptor of Cyriss [1]
  • Malefactor of Thamar [7]
  • Mechanist [1]
  • Monster Hunter (see Monsternomicon)
  • Pistoleer
  • Pyremancer (Trollkin PrC, see below)
  • Rifleman
  • Runeshaper (Trollkin PrC, see below)
  • Scrutator [4]
  • Second-story Man
  • Slag Master (Trollkin PrC, see below)
  • Trollkin Champion (Trollkin PrC, see below)
  • Warcaster
  • Warlock
  • Winter Heart (Trollkin PrC, see below)
[1] In Liber Mechanika.
[2] In Monsternomicon Volume 1.
[3] In No Quarter #16.
[4] In No Quarter #8.
[5] In No Quarter #20.
[6] In No Quarter #14.
[7] In Five Fingers: Port of Deceit.

NPC Classes[edit]

  • Lay (IK Adept)
  • Aristocrat
  • Commoner
  • Expert

New Class Descriptions[edit]

Base Classes[edit]

Scholar[edit]

Alignment: Any
Hit Die: d6

Class Skills: The Scholar's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft [any] (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge [any; bought separately] (Int), Profession [any] (Wis), Search (Int), Sense Motive (Wis)

Skill Points at 1st Level: 6 + Int modifier x4
Skill Points at Each Level: 6 + Int modifier.
  • Table: The Scholar
LevelBabFortRefWillSpecialArcane Sage CL/Max SL
1st+0+0+0+2Higher Learning, Literacy, University Education1/1
2nd+1+0+0+3Wealth of Knowledge2/1
3rd+2+1+1+3Higher Learning3/2
4th+3+1+1+4Bonus Language4/2
5th+3+1+1+4Higher Learning5/2
6th+4+2+2+5Expert Advisor5/3
7th+5+2+2+5Higher Learning6/3
8th+6/+1+2+2+6Confound, Exploit Weakness7/3
9th+6/+1+3+3+6Higher Learning8/4
10th+7/+2+3+3+7Scholarly Work9/4
11th+8/+3+3+3+7Advanced Lore10/4
12th+9/+4+4+4+8Bonus Language10/5
13th+9/+4+4+4+8Advanced Lore11/5
14th+10/+5+4+4+9Plan12/5
15th+11/+6+5+5+9Advanced Lore13/6
16th+12/+7+5+5+10Bonus Language14/6
17th+13/+8+5+5+10Advanced Lore15/6
18th+13/+8+6+6+11Arcane Lore15/7
19th+14/+9+6+6+11Advanced Lore16/7
20th+15/+10+6+6+12Knowledge of the Ages17/7
  • Class Features

All of the following are Class Features of the Scholar class.

Weapon and Armor Proficiency: Simple Weapons, Light armor
Higher Learning: Having studied within learned institutions, scholars may pick up all manners of knowledge from a wide range of topics. At 1st level and every two levels up to level 9, a scholar selects one of the following traits or feats, as a result of their studies: Advanced Synthesis, Aurum Omnius Alchemist, Craft Blasting Powder, Skill Focus [any], Maximize Synthesis
Arcane Sage: As the Combat Alchemist class feat of the same name. The scholar does not learn to cast spells, but the arcane theory underpinning these spells. The Scholar also qualifies with and may implement his spells to the following feats, which normally require caster levels: Brew potion, Craft Blasting Powder, Craft Wonderous Item. The scholar uses the Arcane Catalyst Spell List.
Field of Study: Most Scholars spend time researching and studying in a very specific field of their much broader knowledge. When a scholar selects this higher learning, choose a specific topic that falls under a Knowledge skill (such as creature lore under Knowledge [nature]). Any equipment, enhancement, or other external boni the character receives for this field of study specialty is doubled, when applicable to that specialty. The character gains a +1 synergy bonus to any skill check (other than the selected knowledge itself), save, attack or damage roll that directly applies to the field of study. This Higher learning may be selected more than once.
Instant Mastery: The character has broadenend his horizons and quickly mastered numerous topic he decided to study. Select any non-class skill in which the character has no ranks in. He immediately gains 4 skill ranks in that skill. The selected skill now counts as a class skill of the character. This Higher learning may be selected more than once.
Logical Conclusion: The character may apply his knowledge to better solve practical situations. When selected choose a specific Knowledge skill. The associated skill gains a synergy bonus equal to half the character's Scholar class levels. Knowledge [arcana] - Spellcraft or Craft [alchemy], Knowledge [engineering] - Craft [mechanika], Knowledge [geography] - Survival or Profession [miner], Knowledge [history] - Gather Information, Knowledge [law] - Diplomacy or Intimidate, Knowledge [local] - Sense Motive, or Gather Information, Knowledge [mechanika] - 'Jack Handling, Knowledge [medicine] - Heal, Knowledge [nature] - Survival, Knowledge [politics] - Diplomacy or Knowledge [history], Knowledge [religion] - Profession [preacher] or Intimidate, Knowledge [tactics] - Intimidate. This Higher learning may be selected more than once, each time applied to a new Knowledge skill.
Savant: The character becomes adapt at a specific skill. He may add half his Scholar class level to any check with that skill as a competence bonus. The chosen skill has to be a Scholar class skill. This Higher learning may be selected more than once, each time applied to a new skill.
School of War: The character studies the ways of combat with academic acuity. Select one of the following feats as a bonus feat: Agile riposte, Armor Proficiency [heavy], Armor Proficiency [medium], Combat Expertise, Exotic Weapon Proficiency [small arms], Improved Disarm, Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency, Mounted Archery, Mounted Combat, Shield proficiency, Two-Pistol Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Specialty or Weapon Focus. This Higher Learning may be selected more than once.
Student of the Magical Arts: The character continues his training in previous arcane studies. This Higher Learning may be selected more than once. Each time it is selected, the character gains new spells per day (and spells known, if applicable) in a previous taken arcane spellcasting class, as if he had gained a level in that class.
Literacy: A scholar automatically learns the written form of any language he knows in addition to the spoken form.
University Education: At 1st level a Scholar gains University education as a bonus feat.
Wealth of Knowledge: In their pursuit of knowledge, scholars become veritable fonts of information. The scholar gains the Bardic Knowledge ability.
Bonus Language: The scholar learns a new language.
Expert Advisor: With a mind full of useful information the character may assist others more effectively, or better focus his attention on a specific task. The character provides +4 instead of +2 on a successful aid another action. The scholar also gains a +2 competence bonus on any skill check he takes a 10 on, and a +4 competence bonus on any skill check he takes a 20 on.
Confound: The Scholar has the ability to temporarily confuse a target through the use of ploy and deception or just plain intellectual babble. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the character, and must be able to hear and understand the character. The character must use a full-round action and make an Intelligence check (DC 15), adding half his or her Scholar level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + half Scholar's class level + Scholar’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for (1 + Scholar’s Int bonus) rounds. This ability can only be played on a particular target once per encounter. After the first attempt in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.
Exploit Weakness: After 1 round of combat, the Scholar can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Scholar uses a move action and makes an Intelligence check (DC 15) with a bonus equal to half his or her Scholar level. If the check succeeds, for the rest of the combat the Scholar uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the character finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Pen Scholarly Work: It is expected of scholars to eventually contribute to their institutions and the general academic community by writing scholastic texts. The scholar may write texts that grant a circumstance bonus to skill checks (typically Knowledge) that apply to the topic of the tome. The scholar spends a length of time to create the tome based on how much the text covers. This time is spent doing research, writing the actual work, as well as any experimentation that might be required. This may be made while adventuring although the character requires at least six hours devoted to her work during each day. If eventual experimentation, research and writing is incorporated into the adventure by the player the length of time of the roll is decreased by one step. At the end of that period, the scholar makes a Craft [writing] check at a DC set based on the level of the tome; if the scholar is trained in the skill in which they are writing about, they receive a +2 synergy bonus to their Craft [writing] check to make a tome for that skill. Failure means that the work cannot be finished at this time and the scholar must wait until they gain at least 1 rank in the Knowledge or skill which applies to the topic before trying again (see table below). Depending on the level of the tome, the DM should grant additional benefits for the completion of a scholarly work. Such benefits can range from a reputation increase to positions in a university to sponsorship from an institute for another work or project. Normal: characters without this talent are able to write texts at primer level. Texts of primer level give no bonus, but reduce untrained penalties for skill checks completely, if consulted before any eventual roll.
Level of TomeBonusCraft DCLength of TimeExample
Primer+0152 weeksEssay, paper, trivial literature
Basic+1201 monthsManual, textbook, storybook
Advanced+2253 monthsTechnical book, story collection
Master+3306 monthsReference work, thesis
Grand Master+4351 yearEncyclopedia, grimoire
Legendary+5403 yearsGrand grimoire, holy book
Plan: Prior to an encounter the Scholar can develop a plan of action to handle the situation. Using this talent requires preparation; a Scholar cannot use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. It provides a bonus according to the table below. This bonus can be applied to all skill checks and attack rolls made by the Scholar and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Check Result	Bonus
9 or lower	+0 (Check failed)
10-14		+1
15-24		+2
25 or higher	+3
Avanced Lore: The scholar delves deep into his studies, digging up all forms of useful lore. At 11th level and every tow levels thereafter, the scholar may select one of the following traits as a result of their studies.
Additional Study: The scholar advances in his or her previous studies. The scholar may select any Higher Learning ability as an Advanced Lore selection. This Advanced lore may be selected more than once.
Practical Applications: The Scholar gains any one of the following feats as a bonus feat: any Item Creation feat, any Metamagic feat, Surgery.
Skill Mastery: The scholar selects a number of class skills equal to his Int modifier. When making a check with one of the selected skills, the scholar may take 10 on a roll at any time, even if stress and distractions would normally prevent him from doing so.
Arcane Lore: The inquisitive nature of the character has uncovered much knowledge and understanding of magical items. If the character studies and examines an object for a full hour, he or she may determine all magical and mechanikal properties of the item, as if he or she had cast an Indentify spell.
Knowledge of the Ages: Catalouging entire libraries in his mind, the character is able to provide the most obscure morsels of knowledge. Once per day the character may spend (10 - Int modifier) minutes of concentration upon a person, place or thing to gain the effect of a Legend Lore spell. The information gained is always accurate and as complete as possible. In addition the scholar may as a standard action, once per day, examine creatures and items for magical or mechanikal effects, as if he had cast an Analyze Dweomer spell of a caster level equal to his scholar class levels.

Stone Scribe[edit]

Racial: Trollkin only
Alignment: Any non-chaotic
Hit Die: d6

Class Skills: The Stone Scribes class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft [Stoneworking] (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge [any; bought separately] (Int), Listen (Wis), Perform [Storytelling] (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex)

Skill Points at 1st Level: 6 + Int modifier x4
Skill Points at Each Level: 6 + Int modifier.
  • Table: The Stone Scribe
LevelBabFortRefWillSpecialRecitations per day
1st+0+0+2+2Recitations, Runewise, Knowledge of Stones2
2nd+1+0+3+3Rub Krielscroll, Fascinate, Inspire Courage +14
3rd+2+1+3+3-6
4th+3+1+4+4Inspire Competence8
5th+3+1+4+4Shield Other (1/day)10
6th+4+2+5+5Suggestion12
7th+5+2+5+5-14
8th+6/+1+2+6+6Inspire Courage +216
9th+6/+1+3+6+6-18
10th+7/+2+3+7+7Shield Other (2/day)20
11th+8/+3+3+7+7Inspire Greatness22
12th+9/+4+4+8+8-24
13th+9/+4+4+8+8-26
14th+10/+5+4+9+9Inspire Courage +328
15th+11/+6+5+9+9Shield Other (3/day)30
16th+12/+7+5+10+10Inspire Heroics32
17th+13/+8+5+10+10-34
18th+13/+8+6+11+11-36
19th+14/+9+6+11+11Mass Suggestion38
20th+15/+10+6+12+12Inspire Courage +4, Shield Other (4/day)40
  • Class Features

All of the following are Class Features of the Stone Scribe class.

Weapon and Armor Proficiency: Simple Weapons, Hammer, Light armor, Shields
Recitations: Twice per day per level, a Stone Scribe can use his knowledge of trollkin sagas or any kriescroll he is carrying to produce magical effects on those around him (usually including himself, if desired). These can all be activated by reciting, chanting, or any other spoken performance. Each ability requires both a minimum Stone Scribe level and a minimum number of ranks in the Perform skill to qualify; if a Stone Scribe does not have the required number of ranks in at least one Perform skill, he does not gain the ability until he acquires the needed ranks. Starting a recitaion effect is a standard action. Some recitation abilities require concentration, which means the Stone Scribe must take a standard action each round to maintain the ability. Even while using recitations that doesn’t require concentration, a Stone Scribe cannot cast spells, activate magic items by spell completion (such as other scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Stone Scribe has a 20% chance to fail when attempting to use recitations. If he fails, the attempt still counts against his daily limit.
Fascinate (Sp): A Stone Scribe with 3 or more ranks in his Perform skill can use his recitations to cause one or more humanoid creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Stone Scribe, and able to pay attention to him. The Stone Scribe must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Stone Scribe attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Stone Scribe makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Stone Scribe cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the story, taking no other actions, for as long as the Stone Scribe continues to recite and concentrate (up to a maximum of 1 round per Stone Scribe level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A Stone Scribe with 3 or more ranks in a Perform skill can use recitations to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Stone Scribe. The effect lasts for 5 + Stone Scribe level rounds after the Stone Scribe has finished telling his story. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 7th level, and every six Stone Scribe levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A Stone Scribe of 4th level or higher with 6 or more ranks in a Perform skill can use his recitations to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Stone Scribe. The Stone Scribe must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the recitation. Certain uses of this ability are infeasible. The effect lasts as long as the Stone Scribe concentrates, up to a maximum of 2 minutes. A Stone Scribe can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A Stone Scribe of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Stone Scribe’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su): A Stone Scribe of 9th level or higher with 12 or more ranks in a Perform skill can use recitation to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Stone Scribe attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Stone Scribe must recite and an ally must be able to hear him. The effect lasts for 5 + Stone Scribe level rounds after the Stone Scribe has finished telling his story. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Inspire Heroics (Su): A Stone Scribe of 15th level or higher with 18 or more ranks in a Perform skill can use recitation to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Stone Scribe levels the character attains beyond 15th, he can inspire heroics in one additional creature. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for 5 + Stone Scribe level rounds after the Stone Scribe has finished telling his story. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Stone Scribe of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Runewise: At 1st level he Stone Scribe learns to read and write the runes of molgur-trul.
Knowledge of Stones: The Stone Scribe has learned some of the sagas of the trollkin and knows some of the sacred inscriptions of the krielstones. At 1st level he gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge.
Rub Krielscroll: At 2nd level the Stone Scribe learns how to copy the sacred inscriptions from a krielstone and carry a small portion of its magical power with him.
Shield Other: At level 5 a Stone Scribe gains the ability to shield their allies, or a krielstone carried by a group from harm. This functions similar to the Shield Other spell. It wards the designated subject or krielstone and creates a mystic connection between the character and the subject so that some of its damage is transferred to the character. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by the character. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the character because it is not hit point damage. When the duration (1 hour per level) of this effect ends, subsequent damage is no longer divided between the subject and the character, but damage already split is not reassigned to the subject. If the character and the subject move out of range of each other (25 ft. + 5 ft./2 levels), the effect ends.

Prestige Classes[edit]

Caber Thrower[edit]

Hit Die: d10.
  • Requirements

To qualify to become a Trollkin Caber Thrower, a character must fulfill all the following criteria.

Racial: Trollkin only
Ability Score: Str 20
Base Attack: +3.
Feats: Exotic Weapon Proficiency (Caber), Power Attack, Weapon Focus (Caber).
  • Class Skills

The class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Swim (Str)

Skill Points at Each Level: 2 + Int modifier.
  • Table: The Caber Thrower
LevelBabFortRefWillSpecial
1st+1+2+0+0Overburdened Heave
2nd+2+3+0+0Area Attack
3rd+3+3+1+1Knockdown Blow
4th+3+4+1+1Meteor Strike
5th+4+4+1+1Ranged Power Attack
  • Class Features

All of the following are Class Features of the Caber Thrower prestige class.

Weapon and Armor Proficiency: Caber Throwers gain Exotic Weapon Proficiency [Caber].
Overburdened Heave: The Caber Thrower can throw a wooden-, or stone caber, or an item that weighs as much as his maximum load with a range increment of 30.
Area Attack: The character makes an attack roll against a square the target creature occupies (AC 10) rather than the creature itself. Any creature in the square must succeed on a Reflex save (DC 10 + the Caber Thrower’s ranged attack bonus) or take full damage. This ability may only be used with a Caber.
Knockdown Blow: If the Caber Thrower’s attack hits and does damage to any creature of Medium or smaller size, the target is rendered prone.
Meteor Strike: As a full-round action, a Caber Thrower deals extra damage equal to twice his Strength bonus on a successful hit with a Caber.
Ranged Power Attack: If the target is within 30 feet, the Caber Thrower can use Power Attack with his Caber.
  • Cabers

Hurling cabers, wooden logs, or stone columns that seem too big to lift, has proven a surprisingly effective and devastating attack in battles throughout the centuries. These weapons have more than justified the backbreaking effort as they tumble forward with bone-pulping power in a nearly unavoidable and crushing attack. Anything caught in the caber's path is usually reduced to paste. To throw a caber, you must target a 10-foot-square area and hit AC 15. Success means that everyone in the target area must make a Reflex save (DC = your attack roll) or move 5 feet backward. If a creature or object in the target area is incapable of movement, it takes the cabers damage. The caber is normally used for breaking up military formations. A wooden caber requires a Strength score of at least 10 to lift and a score of 18 to carry at medium load, a stone caber requires a Strength score of 16 to lift and a score of 24 to carry at medium load.

Log Caber – Cost: 10 gp, Damage: 2d8, Crit Range: x2, Range Increment: 10 ft., Weigh: 100 lb., Type: Bludgeoning, Hardness: 3, Hit Points: 60.
Stone Caber - Cost: 50 gp, Damage: 3d8, Crit Range: x2, Range Increment: 10 ft., Weigh: 200 lb., Type: Bludgeoning, Hardness: 5, Hit Points: 120.

Card Shark[edit]

Hit Die: d6.
  • Requirements

To qualify to become a , a character must fulfill all the following criteria.

Skills: Bluff 4 ranks, Profession [gambler] 8 ranks, Sense Motive 4 ranks
Feats: Skill Focus (Profession [gambler])
  • Class Skills

The class skills (and the key ability for each skill) are

Skill Points at Each Level: 6 + Int modifier.
  • Table: The
LevelBabFortRefWillSpecialSpells per day
1st+0+0+2+2Lucky Charm, Mulligan+1 level of existing spellcaster class
2nd+1+0+3+3Luck feat-
3rd+2+1+3+3Flashy Shuffle+1 level of existing spellcaster class
4th+3+1+4+4Luck feat-
5th+3+1+4+4Lucky Strike+1 level of existing spellcaster class
6th+4+2+5+5Luck feat-
7th+5+2+5+5Die Hard+1 level of existing spellcaster class
8th+6/+1+2+6+6Luck feat-
9th+6/+1+3+6+6Bliss+1 level of existing spellcaster class
10th+7/+2+3+7+7Luck feat-
  • Class Features

All of the following are Class Features of the prestige class.

Weapon and Armor Proficiency: The Card Shark gains no new proficiencies for weapons or armor.
Lucky Charm (Su): The character carries a special deck of cards, pair of dice, lucky coin, or other piece of gambling equipment, which acts as an embodiment of the character's exceptional luck. This lucky charm is employed by the character to use some of his class abilities. Should he ever lose the lucky charm or if it becomes to damaged to use, he can replace it by spending 100 gp and performing an 8 hour gambling ritual (most often held at a casino). The character's lucky charm adds one (external) luck point to the character's pool.
Mulligan (Ex): Once per day per Card Shark class level the gambler may re-roll a Profession [gambler] check.
Luck Feat: At 2nd level and every even level thereafter the Card Shark gains a Luck feat he meets the prerequisites for, as a bonus feat. For Luck feats see Complete Scoundrel p. 75 ff. (Advantageous Avoidance, Better Lucky than Good, Dumb Luck, Fortuitous Strike, Good Karma, Lucky Break, Lucky Catch, Lucky Fingers, Lucky Start, Magical Fortune, Make Your Own Luck, Miser's Fortune, Sly Fortune, Survivor's Luck, Tempting Fate, Unbelievable Luck, Victor's Luck.)
Flashy Shuffle (Sp): The Card Shark can shuffle his deck as a standard action to replicate the effects of a Daze spell. The save DC for this spell-like effect is 10 + Card Shark class level + Cha modifier.
Lucky Strike (Ex): Even the greatest fighters, those who train and drill constantly, occasionally win through sheer luck, so why shouldn’t the Card Shark ? As a swift action, the character can spend a luck point and add his Card Shark class level as a luck bonus on the next attack roll he makes.
Diehard (Ex): At 7th level the Card SHark gains Diehard as a bonus feat.
Bliss (Ex): The Card Shark's innate fortune lets him shrug off even the worst of bad luck. The character may spend a luck point to recover from one of the following conditions: Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted*, Fatigued*, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Petrified, Shaken, Sickened, Stunned. (* These can't be removed if their source is a lack of sleep.)

Dire Berserker[edit]

'Jack Marshal[edit]

Hit Die: d10.
  • Requirements

To qualify to become a , a character must fulfill all the following criteria.

Base Attack: +
Skills:
Feats:
  • Class Skills

The class skills (and the key ability for each skill) are

Skill Points at Each Level: + Int modifier.
  • Table: The
LevelBabFortRefWillSpecialSpells per day
1st+0+0+2+2
2nd+1+0+3+3
3rd+2+1+3+3
4th+3+1+4+4
5th+3+1+4+4
6th+4+2+5+5
7th+5+2+5+5
8th+6/+1+2+6+6
9th+6/+1+3+6+6
10th+7/+2+3+7+7
  • Class Features

All of the following are Class Features of the prestige class.

Weapon and Armor Proficiency:
:


Long Rider[edit]

Marshal[edit]

Hit Die: d8.
  • Requirements

To qualify to become a , a character must fulfill all the following criteria.

Base Attack: +5
Skills: Intimidate 4 ranks, Knowledge [tactics] 4 ranks
Feats: Combat Expertise
  • Class Skills

The class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.
  • Table: The Marshal
LevelBabFortRefWillSpecial
1st+0+2+0+2Battle Orders, "Don't Die On Me!", "Stand Your Ground!" I
2nd+1+3+0+3Guided Attack
3rd+2+3+1+3Awesome Blow, "Shake it off!"
4th+3+4+1+4"Feather yon foe!"
5th+3+4+1+4"Move, move, move!", "Stand Your Ground!" II
6th+4+5+2+5"No Quarter!"
7th+5+5+2+5"Break Free!", Dizzying Retort
8th+6/+1+6+2+6"Never Give Up!"
9th+6/+1+6+3+6Step As One, "Watch Yourself!"
10th+7/+2+7+3+7"Never Surrender!", "CHARGE!!!"
  • Class Features

All of the following are Class Features of the prestige class.

Weapon and Armor Proficiency:
Battle Orders: The Marshal inspires those around him to great bravery, allowing them to surpass their own limitations and do great things that they would never be able to do on their own. To represent this ability to inspire others, the Marshal gains Battle Order points that he can spend to activate some of his abilities. At the beginning of each encounter, he loses all the Battle Order points he had before and gains a number of Battle Order points equal to his Charisma modifier + his Marshal class level + 3. All abilities that require the use of Battle Order points have a range of 10' per Marshal class level. The Marshal may refresh his abilities by catching his breath and letting his voice rest for a moment, spending a swift action and a full-round action to regain a number of Battle Order points equal to one-half his Charisma modifier (minimum 1).
"Don't Die On Me!" (Ex): Marshals know that they're part of a team, and refuse to let a friend die needlessly. As a swift action, a Marshal can stabilize any ally within 10' per class level.
"Stand Your Ground!" (Su): Marshals are aware that the only thing that stands between them and their doom is their comrades, and thus inspire their allies to stay up when others would fall. As a swift action, a Marshal can grant one ally temporary HP equal to the Marshal's character level (not class level) plus one-half his Charisma modifier (minimum 0). At 5th level and every 5 levels after that the Marshal can affect one more ally within range with the use of this ability. These temporary hit points last for one round. This ability costs one Battle Order point to activate for every two allies affected.
Guided Attack (Ex): A marshal allows his allies to move even swifter than they would normally be able to; as a move action, the Marshal can allow any ally (apart from himself) to make a single attack at their highest attack bonus. This attack gains a morale bonus to attack equal the Marshal's charisma modifier. This ability costs one Battle Order point to activate.
Awesome Blow (Su): The Marshal knows that only through a diverse array of conditions will enemies be defeated; specialization is all well and good, but what if the enemy counters that in which you're specialized? Thus, the Marshal allows his allies to inflict an array of conditions upon his enemies. This ability can be used once per round as a free action, and applies to the next attack made by target ally (other than the Marshal himself). This attack gains a morale boost to attack equal to 1/2 the Marshal's charisma modifier and only one condition which has been unlocked can be chosen. Each condition lasts for one round and can be resisted with a Fortitude save whose DC equals 10 + Marshal class level + the Marshal's charisma modifier. This ability takes effect on the ally's turn, and thus can't be used with abilities like Guided Attack. This ability costs a number of Battle Points to activate as shown on the following chart;
LevelUpgrade UnlockedCondition CausedBattle Order Points
3Flash them!Dazzled1
4In the GutSickened1
5Shake them upShaken1
6Tire them outFatigued1
7Slow them down!Entangled1
8Go for the ears!Deafened1
9Go for the eyes!Blinded2
10(Improved) Slow them down!Slowed (as Slow spell)2
"Shake it off!" (Ex): Combat magics and the like can be debilitating, turning friends to foes and disabling the mightiest warrior. At third level, a Marshal can allow an ally who has just failed a saving throw against an effect to make another saving throw with an additional morale bonus to the save equal to the Marshal's charisma modifier. This ability is an immediate action, and must be used immediately after a saving throw has been rolled, but before the result has been announced. The reroll must be taken even if it is worse than the original. This ability costs one Battle Order point to activate.
"Feather yon foe!" (Ex): Foes often start from afar, and a marshal knows how important it is to get the first blow in. At 4th level as a swift action the Marshal may rouse his allies from their slowness, allowing each to draw a weapon and make a ranged attack at an enemy with that weapon, or any other they have in hand. The attacks gain a morale bonus to hit equal to the Marshal's charisma modifier. This ability may be used once per encounter.
"Move, move, move!" (Ex): As a purveyor of the battlefield, a Marshal knows best how important positioning is. As a swift or move action but only once per round, the Marshal may allow an ally to move their speed. The first square from which the ally moves is not considered threatened. This ability costs one Battle Order point to activate.
"No Quarter!" (Ex): The marshal begins to come into his own, and sees the fruits of his work come to life. The feats of other commanders appear paltry before his abilities as he gains in experience and knowledge. At 6th level as a standard action, a Marshal adds 1d6 damage for every two class levels he posseses to the damage an ally deals within their next round. Thus when he gains this ability he can grant an ally +3d6 damage. At 8th level this increases to +4d6, at 10th level to +5d6. At level 9 the Marshal may target another ally with each use (two allies at 12th level, three allies at 18th level). This damage can only be applied against a single opponent, and only once for every iterative attack the ally could make (two times with BAB +6, three attacks with BAB +11, and so forth). This ability costs one Battle Order point to activate for each ally affected.
"Break Free!" (Ex): Even the hardiest warriors can be brought low; the Marshal refuses to let his allies fall before their time, overcoming their weakness and allowing them to surge ahead with renewed confidence. As a move action, the Marshal selects one of the conditions listed below or the effects of one spell, supernatural, or spell-like ability with the duration of 1 or more rounds that is currently effecting an ally, but not one whose duration is Instantaneous or Permanent. If this is a spell, supernatural, or spell-like ability, it must be targeted. The effects of this condition, spell, supernatural, or spell-like ability end on that ally, but if others are affected by it as well, its effects are unabated for them. This ability costs one Battle Order point to activate. Conditions: Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted*, Fatigued*, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Petrified, Shaken, Sickened, Stunned. These can't be removed if their source is a lack of sleep.
Dizzying Retort (Su): Just as the Marshal knows what makes creatures work harder, he also knows how to break the will of his foes. As a standard action, the Marshal may target one enemy, forcing them to make a Will save with a DC equal to 10 + 1/2 class level + Charisma modifier. Should the enemy fail, they are denied their move action during their next round. This ability costs one Battle Order point to activate.
"Never Give Up!" (Su): Even when all looks hopeless, a Marshal can turn the tide in moments with a few well-place words. At 8th level, a Marshal can allow all allies who have less than 75% of their maximum HP left to regain 25% of their maximum HP as a swift action once per encounter. This ability costs three Battle Order points to activate.
"Watch Yourself!" (Ex): As he gains in his ability to see through the flows and ebbs of the battlefield, the Marshal can begin to foresee where his allies will make a mistake and head them off, warning them from it before they do. As a move or swift action, the next time target ally takes an action which would provoke an attack of opportunity, the action does not provoke an attack of opportunity. This ability is usable once per round, and lasts for one round. This ability costs one Battle Order point to activate.
Step As One (Ex): With a nod and a step, the Marshal can allow his allies to follow his example, taking a single step in unison. Three times per encounter as a free action when taking a 5' step, the Marshal can activate this ability to allow all his allies to take a 5' step as well. This ability costs one Battle Order point to activate.
"Never Surrender!" (Su): At 10th level the Marshal can pull characters from the brink of death with a few memorable words and a dramatic wave of his hand. This ability upgrades "Never Give Up!", healing allies by 50% of their maximum HP. Apart from this, it follows all the same rules as "Never Give Up!". This ability costs three Battle Order points to activate.
"CHARGE!!!" (Ex): As the Marshal reaches the pinnacle of his abilities, he gains the ability to motivate all of his allies together in a single charge of glorious power. Once per encounter as a full-round action, the Marshal allows himself and each ally within 60' to make a charge action against a foe. (This range overrides the usual one for Battle Order abilities.) Each charge deals an extra 50 damage, gains a morale bonus to attack equal to the Marshal's charisma modifier (minimum 0), and if a foe is hit by more than one creature that foe is Stunned for one round. Creatures charging due to this action do not get in each others' way while charging. This ability costs five Battle Order point to activate.

Pyremancer[edit]

Runeshaper[edit]

Slag Master[edit]

Trollkin Champion[edit]

Winter Heart[edit]