Prestige Classes

Here are some preview bits and pieces from prestige classes I'm working on (well, off and on) for the Rhunaria campaign PCs and NPCs. Most of these have been partially complete for a while now (some halfway to two-thirds of the way done, and others more like a third of the way done) but I just haven't gotten around to finishing the full background and special ability descriptions for them yet. I figure a little preview of this stuff is better than nothing, at least for a start. Bugbear Marauder
Hit Dice: D6
Alignment: Any nongood
Skill Points Per Level: 6 + Int Mod
Class Skills (not finalized yet): Balance, Bluff, Climb, Diplomacy,
Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Spot, Swim,
Use Rope, Wilderness Lore.
Weapon And Armor Proficiencies: Bugbear Marauders gain no additional proficiencies.
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +1 +0 +2 +0 Fright
2 +2 +0 +3 +0 Spring Attack
3 +3 +1 +3 +1 Sneak Attack +1d6
4 +4 +1 +4 +1 Whirlwind Attack
5 +5 +1 +4 +1 Stun, Frenzied Strike

Deathless Warrior of Riza
Hit Dice: D8
Alignment: Any lawful
Skill Points Per Level: 4 + Int Mod
Class Skills (not finalized yet): Concentration, Diplomacy, Handle Animal,
Heal, Intimidate, Knowledge (nobility and royalty), Knowledge (religion), Listen,
Ride, Search, Sense Motive, Spot.
Weapon And Armor Proficiencies: Deathless Warriors gain no additional proficiencies.
Deathless Warrior Paladins: If a character of the Paladin class takes the
Deathless Warrior of Riza prestige class or advances their level in it, this is
not a violation of their Paladin oaths or code, and the Paladin does not lose the
capacity to progress further in the Paladin class, nor do they lose their Paladin
abilities. They must still adhere to the Paladin's alignment restriction, code, and
other restrictions, as normal. Deathless Warrior of Riza levels stack with Paladin
levels for the sole purpose of the Paladin class' Lay On Hands and Smite Evil
abilities, for those who have the Paladin class.
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +1 +0 +0 +2 First Precept, Death Ward
2 +2 +0 +0 +3 Second Wind
3 +3 +1 +1 +3 Second Precept, Bonus Feat
4 +4 +1 +1 +4 Rescue from Death's Grasp 1/day
5 +5 +1 +1 +4 Third Precept
6 +6 +2 +2 +5 Deathless
7 +7 +2 +2 +5 Fourth Precept, Bonus Feat
8 +8 +2 +2 +6 Rescue from Death's Grasp 2/day
9 +9 +3 +3 +6 Fifth Precept
10 +10 +3 +3 +7 Revivification

Exile
Hit Dice: D8
Alignment: Any
Skill Points Per Level: 6 + Int Mod
Class Skills: The Exile chooses ten skills at 1st-level in this class, to
henceforth be class skills for their Exile levels, and no more than two of the skills
chosen may be exclusive skills. Craft, Knowledge, Perform, Profession, and Speak
Language each count as one skill for this purpose. Psionic skills cannot be chosen.
Weapon And Armor Proficiencies: Exiles gain no additional proficiencies.
Leave Reality Behind: At 2nd-level in this class, the Exile's creature
type changes to Outsider, though they retain any of their subtypes. The Exile
also becomes immune to alignment-related effects, including those that detect
alignment, change alignment, or which have a certain effect based on alignment,
or which would trigger from the presence or actions of a certain alignment.
For instance, they become immune to spells like Holy Word, Dispel Law,
Protection From Chaos (but only its effects against them that are dependent on
alignment), Detect Law, and Smite Evil. They also become immune to the
alignment-related effects of Holy magic weapons, Unholy magic weapons, and the
like. The Exile's alignment only changes when appropriate to their actions,
but they have moved beyond simple concepts of good, evil, law, chaos, and
neutrality. The Exile does not count as any particular alignment for
purposes
of these effects, but he or she can utilize such effects as though he or she
were of any alignment (but this does not treat him or her as a particular
alignment for all effects; for instance, the Exile may wield an Unholy magic
weapon as though he were evil-aligned, but he or she would not count as evil
for other purposes; a Holy Word spell would still not affect him or her).
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +0 +2 +2 +2 Cold Fury 1/day, Reject Reality
2 +1 +3 +3 +3 Leave Reality Behind
3 +2 +3 +3 +3 Bonus Feat, Never Surprised
4 +3 +4 +4 +4 Shatter Reality, Reject Planar Effects
5 +3 +4 +4 +4 Cold Fury 2/day, Reality Exile

Gnomish Taskmage
Hit Dice: D6
Alignment: Any nonlawful
Skill Points Per Level: 4 + Int Mod
Class Skills (not finalized yet): Alchemy, Appraise, Climb, Concentration,
Craft, Escape Artist, Hide, Knowledge (all skills, taken individually), Move
Silently, Perform, Profession, Scry, Spellcraft, Swim, Use Magic Device,
Use Rope, Wilderness Lore.
Weapon And Armor Proficiencies: Gnomish Taskmages gain proficiency in all light armors.
Evercast: 10th-level Gnomish Taskmages grow so familiar with some of their earliest
magical tricks that they can use them any time they like. Thus, a 10th-level Gnomish
Taskmage can use their racial spells at will, rather than being limited to a certain
number of times per day. Likewise, they choose either their first or second
spell-like ability from this class, and that ability becomes useable at will.
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +0 +0 +0 +2 Spell-Like Ability, Lore, Arcane Practice
2 +1 +0 +0 +3 Spell-Like Ability, Somatic Simplicity
3 +1 +1 +1 +3 Spell-Like Ability
4 +2 +1 +1 +4 Spell-Like Ability, Metamagic Trick I
5 +2 +1 +1 +4 Spell-Like Ability
6 +3 +2 +2 +5 Spell-Like Ability
7 +3 +2 +2 +5 Spell-Like Ability, Metamagic Trick II
8 +4 +2 +2 +6 Spell-Like Ability
9 +4 +3 +3 +6 Spell-Like Ability
10 +5 +3 +3 +7 Spell-Like Ability, Evercast

Golemist (stats still subject to change)
Hit Dice: D10
Alignment: Any
Skill Points Per Level: 4 + Int Mod
Class Skills: Concentration, Craft, Knowledge (arcana), Knowledge
(architecture and engineering), Profession, Spellcraft.
Weapon And Armor Proficiencies: Golemists gain proficiency in all simple
weapons, all armors, and all shields, as well as martial weapon proficiency in
light hammers, warhammers, armor spikes, shield spikes, and shield bash attacks.
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +0 +0 +0 +0 Mithral Graft I
2 +1 +0 +0 +0 Mithral Graft II, Golemic Resilience
3 +2 +1 +1 +1 Mithral Graft III
4 +3 +1 +1 +1 Mithral Graft IV
5 +3 +1 +1 +1 Mithral Graft V, Golemic Stamina
6 +4 +2 +2 +2 Mithral Graft VI
7 +5 +2 +2 +2 Mithral Graft VII
8 +6 +2 +2 +2 Mithral Graft VIII, Golemic Might
9 +6 +3 +3 +3 Mithral Graft IX
10 +7 +3 +3 +3 Mithral Graft X, True Construct

Halfling Animist
Hit Dice: D6
Alignment: Any
Skill Points Per Level: 4 + Int Mod
Class Skills (not finalized yet): Animal Empathy, Concentration, Diplomacy,
Handle Animal, Heal, Knowledge (arcana), Knowledge (geography), Knowledge
(nature), Knowledge (religion), Knowledge (spirits), Knowledge (the planes),
Profession, Scry, Spellcraft, Wilderness Lore.
Weapon And Armor Proficiencies: Halfling Animists gain no additional proficiencies.
Ex-Animists: A Halfling Animist who ceases to meet the prerequisites for this
prestige class, or who grossly violates their religious oaths for this class or
those they needed to meet the prerequisites for this prestige class, loses the
capacity to progress in level as a Halfling Animist and loses all Halfling
Animist class abilities until they atone.
Class Base Fort Ref Will Special Spellcasting
Level Attack Save Save Save Abilities Ability

1 +0 +0 +0 +2 Animus/Anima +1 Level
2 +1 +0 +0 +3 Minor Divination +1 Level
3 +1 +1 +1 +3 Spirits' Boon ---------
4 +2 +1 +1 +4 Spontaneous Domain +1 Level
5 +2 +1 +1 +4 Greater Divination +1 Level
6 +3 +2 +2 +5 Spirits' Wrath ---------
7 +3 +2 +2 +5 Spontaneous Domain +1 Level
8 +4 +2 +2 +6 Superior Divination +1 Level
9 +4 +3 +3 +6 Spirits' Guard ---------
10 +5 +3 +3 +7 Extra Domain +1 Level

Hirotashi Kinu-Tsukai
Hit Dice: D6
Alignment: Any chaotic
Skill Points Per Level: 6 + Int Mod
Class Skills (not finalized yet): Appraise, Balance, Bluff, Climb, Craft,
Diplomacy, Disguise, Heal, Knowledge (arcana), Listen, Open Lock, Perform,
Profession, Sense Motive, Spot, Tumble, Use Magic Device, Use Rope.
Weapon And Armor Proficiencies: A Hirotashi Kinu-Tsukai gains proficiency in the garrote, light lance, mighty whip, mighty whip dagger, net, shuriken, and whip dagger, as well as proficiency in all light armors.
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +0 +0 +2 +2 Innocuous Weaponry, Patch, Animate Thread
2 +1 +0 +3 +3 Bonus Feat, Knit Flesh, Poison Use
3 +2 +1 +3 +3 Greater Animation, Thread Net, Weave Magic
4 +3 +1 +4 +4 Secret Threads, Lancet Needle
5 +3 +1 +4 +4 Puppet Master, Mending Stitch
6 +4 +2 +5 +5 Razor Threads, Threadwalker
7 +5 +2 +5 +5 Superior Animation, Shifting Needle
8 +6 +2 +6 +6 Bonus Feat, Weave Manikin, Greater Weave
9 +6 +3 +6 +6 Threads Of Unmaking, Arcane Needle
10 +7 +3 +7 +7 Expert Puppet Master, Arcane Threads

Hirotashi Ninja-Tsukai
Hit Dice: D6
Alignment: Any lawful
Skill Points Per Level: 6 + Int Mod
Class Skills (not finalized yet): Appraise, Balance, Bluff, Climb, Concentration,
Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Iaijutsu
Focus, Jump, Knowledge (geography), Knowledge (local), Knowledge (nobility and
royalty), Listen, Move Silently, Open Lock, Perform, Profession, Sense Motive,
Spot, Swim, Tumble, Use Magic Device, Use Rope.
Weapon And Armor Proficiencies: A Hirotashi Ninja-Tsukai gains proficiency
in the short sword (ko-dachi, wakizashi, jian), dagger (aiguchi, kozuka, tanto),
club (jo, shinai), dart (shaken), shortbow (hankyu), composite shortbow (yumi),
shortspear (yari), gauntlet (kote), quarterstaff (bo, rokushakubo), longsword
(daito, ken, dao), kama, nunchaku, siangham, shuriken, blowgun, blowgun needles,
fukimi-bari (mouth darts), nekode (tiger claws), jitte, ninja-to, sai, tonfa, war
fan, kawanaga, shikomi-zue, all light armors, and any one weapon from amongst the
following --- bastard sword (katana, wo dao), greatsword (no-dachi, zanbattou),
greatclub (bokken, tetsubo), kau sin ke (whipping chain), chain (manriki-gusari),
chain-and-dagger (aiguchi-gusari), kusari-gama, three-section staff, chijiriki,
greater blowgun (this proficiency includes blowgun darts), bladed gauntlet
(kote-dachi), duom, manti, net, or whip (pi bian, kau ; this proficiency includes
the whip-dagger, a.k.a. pi bian shou, a.k.a. kau sho to, as well as the mighty
whip and mighty whip-dagger).
The Ninja-Tsukai relies on freedom of movement for many of their special capabilities, so a Ninja-Tsukai's Kuji-Kiri, Ninjitsu-Ryuu, Ghost Dodge, Ki Leap, Walk The Unseen Path, and Always Sneaky abilities cannot be used while in medium or heavy armor, nor when carrying more than a light load. In addition, each activation of Kuji-Kiri, Ghost Dodge, and Walk The Unseen Path suffers a chance of failure equal to the total arcane spell failure the Ninja-Tsukai suffers from armor, shields, and other effects upon them. Ninja-Tsukai magical abilities are ki-based, however, not arcane.
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +0 +0 +2 +0 Memory, Taikido Expertise, Improved
Feint, Kuji-Kiri (Lesser Technique)
2 +1 +0 +3 +0 Ninja Strike, Ninjitsu-Ryuu
3 +1 +1 +3 +1 Ghost Dodge, Kuji-Kiri (Lesser Technique)
4 +2 +1 +4 +1 Poison Mastery
5 +2 +1 +4 +1 Ki Leap, Kuji-Kiri (Lesser Technique)
6 +3 +2 +5 +2 Improved Ninja Strike, Ninjitsu-Ryuu
7 +3 +2 +5 +2 Walk The Unseen Path, Kuji-Kiri
(Greater Technique)
8 +4 +2 +6 +2 Always Sneaky
9 +4 +3 +6 +3 Taikido Mastery, Kuji-Kiri
(Greater Technique)
10 +5 +3 +7 +3 Greater Ninja Strike, Ninjitsu-Ryuu

Orcish Rampager
Hit Dice: D10
Alignment: Any chaotic
Skill Points Per Level: 4 + Int Mod
Class Skills (not finalized yet): Climb, Escape Artist, Heal, Intimidate, Jump,
Swim, Wilderness Lore.
Weapon And Armor Proficiencies: Orcish Rampagers gain no additional proficiencies.
Brute: At every fifth level gained in this class, the Orcish Rampager grows
more physically powerful while becoming more savage and irrational. At each of
these levels, the Orcish Rampager gains a natural 1-point increase to either
their Strength score or their Constitution score, their choice as to which each
time. They also suffer a 1-point reduction to either their Wisdom score or their
Charisma score every five levels, their choice which each time.
Class Base Fort Ref Will Special
Level Attack Save Save Save Abilities

1 +1 +2 +0 +0 Rage 1/day, Resist Emotions +1, Frenzy
2 +2 +3 +0 +0 Greater Power Attack
3 +3 +3 +1 +1 Rage 2/day, Improved Bull Rush
4 +4 +4 +1 +1 Grim Will, Resist Emotions +2
5 +5 +4 +1 +1 Rage 3/day, Brute +1/-1
6 +6 +5 +2 +2 Greater Rage
7 +7 +5 +2 +2 Rage 4/day, Resist Emotions +3
8 +8 +6 +2 +2 Superior Power Attack
9 +9 +6 +3 +3 Rage 5/day, Mighty Charge
10 +10 +7 +3 +3 Brute +2/-2, Resist Emotions +4

Rhunarian Guildmage
Hit Dice: D4
Alignment: Any nonchaotic
Skill Points Per Level: 4 + Int Mod
Class Skills: Alchemy, Concentration, Craft, Decipher Script, Knowledge (all
skills, taken individually), Profession, Scry, Speak Language, Spellcraft, Use
Magic Device, and any two other non-psionic skills that are both linked to the
same ability score (chosen upon first taking this prestige class).
Weapon And Armor Proficiencies: Rhunarian Guildmages gain no additional proficiencies.
Class Base Fort Ref Will Special Spellcasting
Level Attack Save Save Save Abilities Ability

1 +0 +0 +0 +2 Spellpool I, Guild Member +1 Level
2 +1 +0 +0 +3 Spell Advent, Donation +1 Level
3 +1 +1 +1 +3 Improved Arcanum +1 Level
4 +2 +1 +1 +4 Spellpool II, Donation +1 Level
5 +2 +1 +1 +4 Spell Advent +1 Level
6 +3 +2 +2 +5 Improved Arcanum +1 Level
7 +3 +2 +2 +5 Spellpool III, Donation +1 Level

Spiritbond Exemplar
Hit Dice: D6
Alignment: Any
Skill Points Per Level: 4 + Int Mod
Class Skills: Yet to be determined.
Weapon And Armor Proficiencies: Spiritbond Exemplars gain proficiency in all
simple weapons, one martial weapon of their choice, all light armors, and all shields.
If the Spiritbond Exemplar is a druid, the martial weapon they choose to gain
proficiency in with this class (even if already proficient in it from another
class or feat) is added to the list of weapons accepted by their druidic oaths,
and thus using the chosen weapon will not violate their druidic oaths.
Ghostform Travel (Sp): A Spiritbond Exemplar of 5th-level onward has the
capacity to make himself or herself, as well as any of his or her familiars
and animal companions, become ethereal for a limited time. In Rhunaria, this
means entering the part of the Ghostlands that overlaps the Material Plane of
Rhunaria. Ghostform Travel can be used once per day and functions as per the
Ethereal Jaunt spell cast by a 15th-level sorcerer, except as noted above and as
follows. The Exemplar, or any of his or her animal companions and familiars,
may resume physical form on the Material Plane as a move-equivalent action that
takes no significant concentration (it merely takes a moment for the transition,
during which time the traveler cannot take action), and this does not end the
effect for other travelers using Ghostform Travel. The Exemplar's animal
companions and familiars will not be frightened or surprised by entering the
Ghostlands, and will be quite familiar with how to move about there and how to
return to the Material Plane. Ghostform Travel is a spell-like ability that takes a
standard action to activate, which provokes attacks of opportunity against the Spiritbond
Exemplar. It does not require any spell components, and is not arcane in nature.
Class Base Fort Ref Will Special Spellcasting
Level Attack Save Save Save Abilities Ability

1 +0 +0 +0 +2 Improved Spirit Alliance +1 Level
2 +1 +0 +0 +3 Bolster Spirits, Summoning ---------
3 +2 +1 +1 +3 Greater Spirit Link +1 Level
4 +3 +1 +1 +4 Empower Spirits, Summoning ---------
5 +3 +1 +1 +4 Commune, Ghostform Travel +1 Level