Ralasha
2011-01-11, 11:17 AM
This is intended to be a Prestige class which takes the abilities of the core classes, and improve upon them. Each class will gain certain benefits from this PrC which will be stated below. Think of them along the lines of Paragons of their classes.
A note to DMs.
In a standard D&D campaign setting, hero classed characters are 1 in a thousand? These paragons would be far rarer than that. You could for instance, give attribute minimums, feat prerequisites, etc. Currently, the melee and bard are just intended to put them on par with tier one classes like the Wizard. The Legendary Wizard is intended for NPC use, such as with people like... Mordenkainen, Halaster, Bigby, Elminster, etc.
Background:
Every few generations, a true testament to the abilities of these rare individuals comes forth, and lends itself to the names told of for ages to come.
No one knows where they come from, or what makes them so special, perhaps it is personal drive, perhaps it is in their blood. Perhaps it is divine intervention. One thing can be said, as others of their kind may be. These few are like bonfires compared to candles.
Hit Dice: As Base Class, unless otherwise noted.
Requirements:
Core Class Level: 5. (The Legendary Classes apply only to their core versions.)
Class abilities: If you have more than one class to which the Legendary classes may apply, you must pick one.
Works in progress:
-Monks will gain more base attack bonus, and a higher level granted AC, and movement.
-Fighters will gain a bonus to attack and damage with weapons in addition to reduced armor check penalties, increased AC bonuses from armors, and the ability to sleep in armor, and reduced movement penalties.
-Barbarians will gain animalistic senses, better rage and improved damage reduction.
-Rogues will gain better Sneak Attack, the ability to take 10's an eventually 20's with certain, player selected skills.
-Wizards will gain the ability to cast certain player selected spells without preparation, similar to a cleric casting healing spells in exchange for others.
-Sorcerers will gain better metamagic based abilities.
-Clerics will gain improved turning abilities, and spontaneous casting of other domain spells.
-Paladins will gain turning like a cleric, and lay on hands per encounter.
-Rangers will gain animal better two weapon fighting abilities, and a better animal companion.
-Bards will gain better music based abilities, and improved skills.
-Druids will gain legendary animal companions, and better wild shaping abilities.
The Legendary Barbarian:
{table] Level | BAB | FS | RS | WS | Special
1 | +1 | +2 | +2 | +2 | Scent, +2 Constitution, Tireless
2 | +2 | +3 | +3 | +3 | Track, Low-Light Vision, Tempered Rage
3 | +3 | +3 | +3 | +3 | +2 Strength, Metal, Trapsense +3
4 | +4 | +4 | +4 | +4 | Darkvision +30', Greater Rage
5 | +5 | +4 | +4 | +4 | +2 Constitution, Danger Sense
6 | +6 | +5 | +5 | +5 | Hardened Skin, Primal Rage
7 | +7 | +5 | +5 | +5 | +2 Strength, Trapsense +4
8 | +8 | +6 | +6 | +6 | Darkvision +60', Unending Rage
9 | +9 | +6 | +6 | +6 | +2 Constitution, Indomitable
10 | +10 | +7 | +7 | +7 | Undying Rage, Improved Metal[/table]
Legendary Barbarian Abilities:
Scent: The Legendary Barbarian's nose is keen as a wolves. At first level, the Barbarian gains the Scent ability. In addition to the standard benefits the barbarian gains a +10 to sense motive, as it is able to distinguish an individuals mood, and their emotions from their smell. It also grants the Barbarian a +5 to Survival.
Stat Bonuses: The Legendary Barbarians' life styles do not lend themselves easily to the weak, but for those capable of surviving the harshest conditions the rewards are great.
Tireless: The Legendary Barbarian Does not weary easily. Whenever an effect would cause him to become exhausted, he is instead fatigued, when an effect would cause him to become fatigued, that effect is negated.
Track: As the ranger ability. Note that the barbarian is granted a +5 bonus from the Scent ability.
Low-Light Vision: Low-Light Vision.
Tempered Rage: The Legendary Barbarian runs cold instead of hot. His rage still grants him the same bonuses, but he does not lose control over himself. For the purposes of negative mind effects that would control him, such as dominate person, consider the Legendary Barbarian immune during rage.
Metal (Not Mettle, as it differs somewhat): Whenever the Legendary Barbarian is subject to a fortitude save, if he succeeds his save, he suffers no ill effects. If a spell that does not grant a save effects the Legendary Barbarian, the Legendary Barbarian is entitled to a Will Save.
Trapsense: The Legendary Barbarian continues to gain an improved Trapsense as he gains levels.
Darkvision: The barbarian's Darkvision improved by 30'. If the Barbarian does not already have Darkvision, he gains Darkvision out to 30'. This improved another 30' at level 8.
Greater Rage: As the Barbarian ability.
Danger Sense: The Barbarian cannot be surprised, in addition, the legendary barbarian gains a +2 to all initiative rolls.
Hardened Skin: The Legendary Barbarians skin has hardened, and provides a Natural Armor bonus and damage reduction equal to his Constitution Modifier. This may improved through the use of feats. This damage reduction stacks with the damage Reduction granted by the Core barbarian Class, and may be improved with feats.
Primal Rage: When the barbarian enters a rage, he gains one of the following effects each round during his rage, at the players discretion.
1 addition attack.
+30' movement.
4 Extra Strength
or the effects of enlarge person.
Unending Rage: The Legendary Barbarian may remain in his rage state for a number of minutes equal to the total number of rounds it would be able to without this ability. This time need not be used all at once, but may be divided over multiple uses each day, even as individual rounds.
Indomitable: The Legendary Barbarian is considered to be under the effects of Freedom while in a rage, and cannot be restrained by any means.
Undying Rage: The Legendary Barbarian heals a number of hit points equal to its constitution modifier while raging, each round.
Improved Metal: The Legendary barbarian's Metal now applies to will saves as well as fortitude saves, in addition, even if the barbarian fails his save, he takes the lesser effect. If there is no lesser effect, he takes the standard effect of the spell. If it is a damaging spell, the damage the Legendary Barbarian takes is reduced by its damage reduction.
The Legendary Bard:
Skills Per level: 8+Int Mod per level. Class Skills: As Bard
{table] Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | My Name's Jack
2 | +1 | +3 | +3 | +3 | Multi-Song, Inspire Courage +2
3 | +2 | +3 | +3 | +3 | Inspire Greatness, Battle Chant
4 | +3 | +4 | +4 | +4 | Inspire Terror, +2 Charisma
5 | +3 | +4 | +4 | +4 | The Sky Is the Limit
6 | +4 | +5 | +5 | +5 | Song of Freedom, Mass Suggestion
7 | +5 | +5 | +5 | +5 | Inspire Courage +3, Inspire Heroics
8 | +6 | +6 | +6 | +6 | The Sun, Moon, and Stars, +2 Charisma
9 | +6 | +6 | +6 | +6 | The Heavens Themselves
10 | +7 | +7 | +7 | +7 | The Sword, the Song, and Silence[/table]
Legendary Bard Abilities:
Spells: The Legendary bard continues to gain spells per day, and spells known as though it had continued taking levels in the Bard Class.
My Name's Jack: The Legendary Bard may use any skills, trained or untrained, as though it had training in those skills.
Multi-Song: The Legendary Bard is capable of playing a number of songs equal to it's Dexterity score simultaneously.
Inspire Courage: The Legendary Bard Continues to advance in it's normal abilities, if at a slightly accelerated rate.
Inspire Greatness: As the Bard Ability.
Battle Chant: The Legendary Bard may use bardic music, even when fighting, or performing other tasks. But not while sleeping, or unconscious.
Inspire Terror: Detrimental effects on enemies equal to the benefits granted by inspire greatness.
Ability Boosts: The Legendary Bard is rather well known, reactions improve accordingly.
The Sky Is the Limit: The Legendary Bard does not have a Maximum Rank for its Perform Skill.
Song of Freedom: As the Bardic Song.
Mass Suggestion: As the Bardic Ability.
Inspire Heroics: As the Bard Ability.
The Sun, The Moon, and Stars: The Bard gains a competence bonus to perform equal to its Legendary Bard Levels. In addition, when using Bardic Music, for each 5 above a 10 on the check, every ally gains a +1 temporary hit point. For each 10 above a DC of 10 each ally gains a +1 dodge bonus to AC and a +1 miscellaneous bonus to Hit.
The Heavens Themselves: The Legendary Bard is capable of effecting even creatures normally immune to the effects of its bardic music, with its bardic music. So, many a Legendary Bard has said "The Heavens Themselves must love my music." Enemies effected by Inspire terror now suffer negative effects equal to the benefits of Inspire Heroics.
The Sword, The Song, and Silence: A Legendary Bard may being inspiration even to the deaf, or blind. In addition, even under the effects of a Silence Spell, a bards music will ring free. Nothing can keep a Legendary Bards audience from hearing its music.
The Legendary Cleric:
{table] Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Greater Turning
2 | +1 | +3 | +3 | +3 | Extra Spontaneous Domain
3 | +2 | +3 | +3 | +3 | Wisdom +2
4 | +3 | +4 | +4 | +4 | Empowered Touch
5 | +3 | +4 | +4 | +4 | Divine Vestments
6 | +4 | +5 | +5 | +5 | Font of Energy, Charisma +2
7 | +5 | +5 | +5 | +5 | Extra Spontaneous Domain
8 | +6 | +6 | +6 | +6 | Wisdom +2, Charisma +2
9 | +6 | +6 | +6 | +6 | Font of Glory
10 | +7 | +7 | +7 | +7 | (Un)Hallowed Presence[/table]
Legendary Cleric Abilities:
Spells: The Legendary Cleric continues to gain spells, and caster level as though it had continued taking levels in the Cleric Core Class.
Greater Turning: The Legendary Cleric adds its Legendary Cleric levels to any turn or rebuke attempts it makes. In addition, a Good aligned cleric may choose to deal damage to all undead within range, the damage dealt individually and is equal to its turn check. The range increases by 15' at level 5, and 15' at level 10, for a total improvement of 30'.
Extra Spontaneous Domain: The Legendary Cleric may choose one domain to which it already has access, it may cast these spells spontaneously as though they were cure, or inflict spells respectively.
Ability Bonuses: The Legendary Cleric gains attribute bonuses as according to the above table.
Empowered Touch: The Legendary Cleric now adds its Legendary Cleric Level to each die of its healing type spells if good, or inflict type spells if evil. If the spell does not deal variable healing, the character instead adds his caster level. Such as in the case of the Heal Spell, or the Harm Spell.
Divine Vestments: The Legendary Cleric's clothes themselves are blessed by their god(s), and deal damage equal to the Legendary Cleric's Cha Mod to any attacker that deals damage to the cleric. If the cleric could turn it, it must survive a turn check as well.
Font of Energy: The Cleric adds it's wisdom modifier to the number of times per day it may attempt to rebuke undead.
Font of Glory: The Legendary Cleric may now use its domain abilities an additional number of times per day equal to its Charisma Modifier. If the number of uses are not limited, then the Legendary Cleric adds its Charisma modifier as a bonus to that ability. Such as the Ability to turn outsiders, or constructs. This secondary ability is in addition to its normally being added. (Thus a Cleric with the destruction domain would turn constructs with double the charisma bonus.)
(Un)hallowed Presence: A Good Aligned Legendary Cleric may now use turning attempts in order to heal allies an amount equal to the turning check. This healing effects all allies within the radius of the cleric's turning area. Alternatively, an Evil Aligned Legendary Cleric may use a rebuke attempt to deal damage to its enemies, or to heal the undead within the radius of effect. The amount healed/done is equal to the the cleric's rebuke check.
The Legendary Druid:
{table]Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Wild Shape (Large), Natural Warform
2 | +1 | +3 | +3 | +3 | Venom Immunity, Legendary Companion
3 | +2 | +3 | +3 | +3 | Wild Shape (Tiny)
4 | +3 | +4 | +4 | +4 | Wild Shape (Plant)
5 | +3 | +4 | +4 | +4 | A Thousand Faces
6 | +4 | +5 | +5 | +5 | Wild Shape (Magical Beast)
7 | +5 | +5 | +5 | +5 | Wild Shape (Huge), Timeless Body
8 | +6 | +6 | +6 | +6 | Nature's Pride, Wild Shape (Dragon)
9 | +6 | +6 | +6 | +6 | Natural Lore
10 | +7 | +7 | +7 | +7 | Multiform[/table]
The Legendary Druid's Abilities:
Spells: The Legendary Druid continues to gain new spells known and per day, and caster levels as though it had continued taking levels in Druid.
Wild Shape: Large, Tiny, Plant, and Huge, as standard abilities.
Natural Warform: Whenever a Druid takes on another form using Wild Shape, it gains all of the benefits of that form. Including Special Abilities, Special Qualities, Defenses and Special Attacks. It does not lose any of the benefits of its armor, or equipment. It deals damage with either its new natural weapons or its own weapons, whichever is better.
Venom Immunity: As the Druid Ability
Legendary Companion: The Druid's Animal Companion transforms into its Legendary equivalent. It's number of Hit Dice remain the same. It gains all of the benefits of its new form. (A Gorilla becomes a Legendary Gorilla, including gaining the Rend ability).
A Thousand Faces: As the Druid Ability.
Wild Shape (Magical Beast): The Legendary Druid is capable of taking on the forms of magical beasts, and legendary animals.
Timeless Body: As the Druid Ability with the following exception: The Legendary Druid's life expectancy is now equivalent to an Elves if human, a Dragon's is an Elf, or a Dwarf, or a Human's if an Orc, or Half-Orc. A Halfling ages like a Dwarf. etc. The aging process has actually slowed down dramatically.
Nature's Pride: The Druid's steps do not harm, instead, even walking across age worn floorboards, they will begin to sprout, as the Druid is so in tune with nature, that nature itself will rise to greet it. The Druid need not fear falling any distance, so long as there is life growing in the area, be they plants on the surface, or fungi in the Underdark, it will grow to catch the druid, negating all falling damage otherwise received. The Druid may also speak with plants, and animals, as though speaking a language perfectly normal to its kind.
Wild Shape (Dragon): The Legendary Druid may take the form of a Dragon equal to its self in hit dice. It gains all of the Special Abilities, Attacks and Qualities of its new form. Including the increase in Hit Die Size for the duration of its wild shape.
Nature's Lore: The Legendary Druid may use the Wild Shape ability any number of times per day. In addition, harsh weather no longer effects the Legendary Druid, acid rain itself will move to go around. Reducing the damage otherwise taken to half of half. Cold weather does not effect the druid. Animals are always considered Friendly (with the Druid), and even sharpened stones will dull their bite against the soles of a Legendary Druid's feet.
Multiform: The Legendary Druid may use all or only part of a wild shape. Different forms may be mixed and matched to the druids liking. Each different creature used in this way uses one wild shape. Thus a druid could recreate a Griffin, by combining the elements of an eagle, or hawk, with a lion. Or could appear to be a werewolf, by combining elements of a Wolf with its own natural form. Any Combination the druid is capable of conceiving is possible.
The Legendary Fighter:
HD: 10+other modifiers. Not D10. The legendary fighter gains HP as though it had rolled a 10 at every level for levels of Legendary Fighter.
{table]Level | BAB | FS | RS | WS | Special
1 | +2 | +2 | +2 | +2 | Armor Mastery I, Bonus Feats
2 | +3 | +3 | +3 | +3 | +2 Strength, Weapon Mastery I
3 | +5 | +3 | +3 | +3 | +2 Constitution, Shield Mastery I
4 | +6 | +4 | +4 | +4 | +2 Dexterity, Armor Mastery II
5 | +7 | +4 | +4 | +4 | Weapon Mastery II
6 | +9 | +5 | +5 | +5 | Shield Mastery II
7 | +10 | +5 | +5 | +5 | +2 Strength, Battle Mastery
8 | +11 | +6 | +6 | +6 | +2 Constitution, Armor Supremacy
9 | +13 | +6 | +6 | +6 | +2 Dexterity, Weapon Supremacy
10 | +14 | +7 | +7 | +7 | Shield Supremacy[/table]
Legendary Fighter Class Abilities:
Fighter: For meeting the prerequisites for feats and Prestige Classes, the Legendary Fighter counts as levels in the Fighter Base Class.
Bonus Feats: The Legendary Fighter gains a Fighter Bonus Feat at every level.
Armor Mastery: Each time the Legendary Fighter gains the Armor Mastery class feature it gains a +1 to AC, and a -1 to Armor Check Penalties. It also gains a +1 to Max Dex with Armor Mastery I, a +2 with Armor Mastery II.
Weapon Mastery: Each time the Legendary Fighter gain the Weapon Mastery class feature it gains a +1 to attack and damage with any melee weapons with which it is proficient.
Shield Mastery: Each time the Legendary Fighter gains the Shield Mastery class feature, any shield the Legendary Fighter has equipped is considered to have one additional point of AC, and one point less of armor Check Penalty. In addition, when the fighter uses and takes a full defensive stance he gains cover. 5% per rank of Shield Mastery with a buckler, or heavy shield. 10% with an extreme steel shield, and 5% extra with a towershield. Per Rank.
Battle Mastery: The fighter cannot be flanked so long as it has a shield or buckler equipped.
Armor Supremacy: The Legendary Fighter may move normally while wearing any armor, and may sleep in any armor without penalty.
Weapon Supremacy: The Legendary Fighter cannot be disarmed, may use any melee weapon while in a grapple, and may use reach weapons as though they were weapons without reach. He may also extend the distance of a reach weapon by 5'. The fighter always uses whichever is higher between his Strength or Dexterity when determining his attack bonus, and damage. This includes ranged weapons.
Shield Supremacy: The Legendary Fighter has mastered use of the shield. He deals damage with it as though it were a weapon of 1 size category larger, and may use it as a thrown, returning weapon.
The Legendary Sorcerer:
{table] Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Spontaneous Metacasting
2 | +1 | +3 | +3 | +3 | Slotted Metamagic
3 | +2 | +3 | +3 | +3 | +2 Charisma
4 | +3 | +4 | +4 | +4 | Improved Repertoire
5 | +3 | +4 | +4 | +4 | Spell-Like Casting
6 | +4 | +5 | +5 | +5 | +2 Charisma
7 | +5 | +5 | +5 | +5 | Force of Personality
8 | +6 | +6 | +6 | +6 | Enhanced Aptitude
9 | +6 | +6 | +6 | +6 | +2 Charisma
10 | +7 | +7 | +7 | +7 | Magic Incarnate[/table]
The Legendary Sorcerer's Abilities:
Spells: The Legendary Sorcerer continues to gain spells and improved casterlevel as though it had continued gaining levels in the Sorcerer Base Class.
Spontaneous Metacasting: The Legendary Sorcerer is almost never without it's mightiest spells. It may choose to cast it's spells using up lower level spell slots. This meets one of the two following conditions:
1: It uses 1 lower level spell slot, to a maximum of half of the spell level (rounded up), This spell is cast as though the Legendary Sorcerer were half it's level for the spells variable numeric effects based on caster level.
2: It uses a number of lower level spells totaling the spells original level. Thus a 9th level spell can be cast using three 3rd level spell slots, or one sixth, and one third level spell slot.
Note: Saves and other numeric effects based on spell level, for this ability, are based upon the lowest level spell slot used, and do not count as though cast at that spell level. Spells that require Experience may not be cast in this manner. The sorcerer may not use this ability to cast spells of a level for which it has no available spell slots.
Slotted Metamagic: The Sorcerer may attach a metamagic feat to any spell slot it currently has. This is permanent, and allows the Sorcerer to cast any spells equal to Slot Level - Metamagic level, with this metamagic feat spontaneously, without taking extra time to cast it. Thus a 9th level slot dedicated to empower would allow the Legendary Sorcerer to cast any 7th or lower level spells as Empowered. Alternatively, a 9th level spell slot dedicated to Still Spell would allow the Sorcerer to cast any applicable 8th level or lower spells as Still Spells. Metamagic Feats may be slotted at any level, and with any feats the Sorcerer currently has access to.
Improved Repertoire: The Sorcerer learns an additional number of spells known each time he gains a level in Legendary Sorcerer. Four At 4th level. And 1 at each level after fourth.
Spell-Like Casting: The Legendary Sorcerer may make a number of spells it currently has access to, equal to its base charisma bonus, into spell-like abilities. These Abilities are each usable a number of times per day equal to its Legendary Sorcerer level. This includes Spells with Metamagic Enhancements. These spells can be decided upon up to, and including Legendary Sorcerer Level 10.
Force of Personality: The Legendary Sorcerers personality is so strong, that it is capable of overpowering many spells. The Legendary Sorcerer now uses its Charisma Modifier in place of its Constitution Modifier for Fortitude Saves, and in place of its Wisdom Modifier for Will Saves.
Enhanced Aptitude: The Sorcerer gains an additional number of spell slots, in total, equal to its Base Charisma Bonus, these slots may be moved according to the sorcerers will, but must be moved at the beginning of each day, when spell preparation would normally take place.
Magic Incarnate: The Legendary Sorcerer is a being of magic itself. The powers it holds are unfathomable to almost any mortal, and some that are not mortal at all. The Legendary Sorcerer may choose to use a number of HP equal to the level of the spell it wishes to cast. This is not limited to 9th level spells, but any HP above 9 must be used entirely to fuel metamagic. In addition, the sorcerer may choose to sacrifice a spell slot for the day, at any time, in order to be healed an amount of HP equal to the level of the spell slot sacrificed. This may be done a number of times per day equal to the Legendary Sorcerers levels in this class.
Quick Note: The wizard, due to complexity, will have two PrC's, one for specialists, and one for generalists. Done.
The Legendary Wizard (Generalist):
Requirement: Able to cast wizard/sorcerer spells from any school.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Improved Quantitude
2 | +1 | +3 | +3 | +3 | Uninterruptable
3 | +1 | +3 | +3 | +3 | Morphic Metamagic
4 | +2 | +4 | +4 | +4 | Improved Versatility
5 | +2 | +4 | +4 | +4 | Greater Quantitude
6 | +3 | +5 | +5 | +5 | Greater Arcane Sight
7 | +3 | +5 | +5 | +5 | Knowledge is Power
8 | +4 | +6 | +6 | +6 | Versatile Casting
9 | +4 | +6 | +6 | +6 | Greater Versatility
10 | +5 | +7 | +7 | +7 | Legendary Archarc[/table]
The Legendary Wizard: Generalist
Spells: The Legendary Wizard continues to gain spell slots, and caster levels, and spells known as normal. (except as noted below)
Improved Quantitude: The Legendary Generalist, as it shall henceforth be called in this section, gains a number of spells known equal to 4, per level in this class, this is in addition to any bonus spells normally gained.
Uninteruptable: The Legendary Generalist cannot be interrupted while casting spells.
Morphic Metamagic: Whenever the Legendary Generalist casts a spell such as fireball, and uses a metamagic enhancement, it may choose not to effect certain creatures or people within its area, the number of creatures or people unaffected must be equal to 1/2 is Legendary Generalist levels, or less. Thus a level 10 Legendary Generalist could cast an Expanded Fireball, and choose to ignore up to 5 allies within its area of affect.
Improved Versatility: The Legendary Generalist may learn spells from other arcane classes, and add them to its spellbook, it may then cast those spells as if they were wizard spells. These spells take up spell slots 2 higher than normal.
Greater Quanititude: The Legendary Generalist gains a number of additional bonus spell slots equal to its Legendary Generalist level. These slots locations must be chosen at each level, and cannot be changed until the character has gained another level in Legendary Generalist.
Greater Arcane Sight: The Legendary Generalist is permanently under the effects of a Greater Arcane Sight spell. This is a supernatural effect, and does cannot be dispelled, disenchanted, or suppressed unless the Legendary Generalist wishes it. It must still follow the rules for Su abilities when within an anti-magic field.
Knowledge is Power: True Strength in the Arcane Arts comes from adaptability, and versatility. The Legendary Generalist knows this. After all, that is why it chose not to specialize. For every school the Legendary Generalist has at least one spell of its maximum castable spell level, the Legendary Generalist gains a +1 to Caster Level. (To a maximum of +8.)
Versatile Casting: The Legendary Generalist may choose a number of spells equal to its levels in this class. It may cast those spells in place of other spells it had already prepared. These must be non-damaging spells.
Greater Versatility: The Legendary Generalist may now cast Arcane spells from other classes at the same spell level those classes cast them. Rather than with the penalty of +2 to Spell Level.
Legendary Archarc: The Legendary Generalist is master of all Arcane Lore. It may take a 20 on Caster Level Checks, even under duress, strain, or while being distracted. In addition, it may cast one spell per round as a free action on its turn, or as an immediate action in order to counter another mages spell. The Legendary Generalist may also use spells from its spell book, which it has not prepared, granted that it is willing to use those spells from its spellbook as though they were scrolls. Doing so means the Legendary Generalist must replace that spell in its spellbook before it can be prepared or used again.
The Legendary Wizard (Specialist):
Requirement: School Specialization class feature.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Improved Specialization
2 | +1 | +3 | +3 | +3 | Spell Swap
3 | +1 | +3 | +3 | +3 | Impromptu Arcanist
4 | +2 | +4 | +4 | +4 | Gifted
5 | +2 | +4 | +4 | +4 | Greater Specialization
6 | +3 | +5 | +5 | +5 | The Dismissive Archarc
7 | +3 | +5 | +5 | +5 | Uninterruptable
8 | +4 | +6 | +6 | +6 | Superior Casting
9 | +4 | +6 | +6 | +6 | Wonderous
10 | +5 | +7 | +7 | +7 | Legendary Specialization[/table]
The Legendary Wizard: Specialist
Spells: The Legendary Wizard continues to gain spell slots, and caster levels, and spells as normal. (except as noted below)
Legendary Specialization: The Legendary Specialist, as it shall henceforth be called in this section, gain access to all wizard/sorcerer spells of the school in which it has specialized, of each level, as it gains the ability to cast spells of that level. This ability is retroactive.
Spell Swap: The Legendary Specialist may swap out spells it has already prepared for spells to which it has access from its school of specialization as a good cleric may choose to cast a healing spell spontaneously in exchange for another. However, The Legendary Specialist may only do so a number of times per day equal to its levels in Legendary Wizard (Specialist).
Impromptu Arcanist: The Legendary Specialist may cast an additional number of spells from its chosen school equal to its Legendary Specialist level, per day, as though it were a sorcerer. This requires unfilled spell slots.
Gifted: The Legendary Specialist immediately notices magical auras of its chosen school of specialization. It does not require detect magic in order to notice auras from this school, nor does it require a Spellcraft check in order to identify spells from its school of specialization.
Greater Specialization: A Legendary Specialist gains bonus spell slots. Like a Cleric's bonus spell slots for domain spells. These spell slots may be reserved, in order to cast spells from its school of specialization spontaneously at any time. These Spell Slots otherwise act like ordinary spell slots.
The Dismissive Archarc: A Legendary Specialist may now attempt to counter any spells from its chosen school with a spellcraft check. This does not use up a spell, or spell slot.
Uninterruptable: The Legendary Specialist cannot be interrupted while casting spells from its chosen school.
Superior Casting: The Legendary Specialist may cast a number of spells equal to its levels in this class as immediate actions, per day.
Wonderous: The Legendary Specialist automatically identifies any spells of its chosen school of specialization within its line of sight, as an immediate action, this includes the properties of magical items, and auras.
Legendary Specialist: The Legendary Specialist may cast spells even from other classes spell lists, that are not included in the wizard/sorcerer spell lists, so long as they belong to the Legendary Specialists chosen school. It may prepare a number of spells from other classes' lists equal to its levels in this class. It must prepare these spells in order to cast them. These spells take up a spell slot 2 levels higher than normal.
Other things in the works: Improved Racial Paragon classes. (http://www.giantitp.com/forums/showthread.php?p=10153242#post10153242)
A note to DMs.
In a standard D&D campaign setting, hero classed characters are 1 in a thousand? These paragons would be far rarer than that. You could for instance, give attribute minimums, feat prerequisites, etc. Currently, the melee and bard are just intended to put them on par with tier one classes like the Wizard. The Legendary Wizard is intended for NPC use, such as with people like... Mordenkainen, Halaster, Bigby, Elminster, etc.
Background:
Every few generations, a true testament to the abilities of these rare individuals comes forth, and lends itself to the names told of for ages to come.
No one knows where they come from, or what makes them so special, perhaps it is personal drive, perhaps it is in their blood. Perhaps it is divine intervention. One thing can be said, as others of their kind may be. These few are like bonfires compared to candles.
Hit Dice: As Base Class, unless otherwise noted.
Requirements:
Core Class Level: 5. (The Legendary Classes apply only to their core versions.)
Class abilities: If you have more than one class to which the Legendary classes may apply, you must pick one.
Works in progress:
-Monks will gain more base attack bonus, and a higher level granted AC, and movement.
-Fighters will gain a bonus to attack and damage with weapons in addition to reduced armor check penalties, increased AC bonuses from armors, and the ability to sleep in armor, and reduced movement penalties.
-Barbarians will gain animalistic senses, better rage and improved damage reduction.
-Rogues will gain better Sneak Attack, the ability to take 10's an eventually 20's with certain, player selected skills.
-Wizards will gain the ability to cast certain player selected spells without preparation, similar to a cleric casting healing spells in exchange for others.
-Sorcerers will gain better metamagic based abilities.
-Clerics will gain improved turning abilities, and spontaneous casting of other domain spells.
-Paladins will gain turning like a cleric, and lay on hands per encounter.
-Rangers will gain animal better two weapon fighting abilities, and a better animal companion.
-Bards will gain better music based abilities, and improved skills.
-Druids will gain legendary animal companions, and better wild shaping abilities.
The Legendary Barbarian:
{table] Level | BAB | FS | RS | WS | Special
1 | +1 | +2 | +2 | +2 | Scent, +2 Constitution, Tireless
2 | +2 | +3 | +3 | +3 | Track, Low-Light Vision, Tempered Rage
3 | +3 | +3 | +3 | +3 | +2 Strength, Metal, Trapsense +3
4 | +4 | +4 | +4 | +4 | Darkvision +30', Greater Rage
5 | +5 | +4 | +4 | +4 | +2 Constitution, Danger Sense
6 | +6 | +5 | +5 | +5 | Hardened Skin, Primal Rage
7 | +7 | +5 | +5 | +5 | +2 Strength, Trapsense +4
8 | +8 | +6 | +6 | +6 | Darkvision +60', Unending Rage
9 | +9 | +6 | +6 | +6 | +2 Constitution, Indomitable
10 | +10 | +7 | +7 | +7 | Undying Rage, Improved Metal[/table]
Legendary Barbarian Abilities:
Scent: The Legendary Barbarian's nose is keen as a wolves. At first level, the Barbarian gains the Scent ability. In addition to the standard benefits the barbarian gains a +10 to sense motive, as it is able to distinguish an individuals mood, and their emotions from their smell. It also grants the Barbarian a +5 to Survival.
Stat Bonuses: The Legendary Barbarians' life styles do not lend themselves easily to the weak, but for those capable of surviving the harshest conditions the rewards are great.
Tireless: The Legendary Barbarian Does not weary easily. Whenever an effect would cause him to become exhausted, he is instead fatigued, when an effect would cause him to become fatigued, that effect is negated.
Track: As the ranger ability. Note that the barbarian is granted a +5 bonus from the Scent ability.
Low-Light Vision: Low-Light Vision.
Tempered Rage: The Legendary Barbarian runs cold instead of hot. His rage still grants him the same bonuses, but he does not lose control over himself. For the purposes of negative mind effects that would control him, such as dominate person, consider the Legendary Barbarian immune during rage.
Metal (Not Mettle, as it differs somewhat): Whenever the Legendary Barbarian is subject to a fortitude save, if he succeeds his save, he suffers no ill effects. If a spell that does not grant a save effects the Legendary Barbarian, the Legendary Barbarian is entitled to a Will Save.
Trapsense: The Legendary Barbarian continues to gain an improved Trapsense as he gains levels.
Darkvision: The barbarian's Darkvision improved by 30'. If the Barbarian does not already have Darkvision, he gains Darkvision out to 30'. This improved another 30' at level 8.
Greater Rage: As the Barbarian ability.
Danger Sense: The Barbarian cannot be surprised, in addition, the legendary barbarian gains a +2 to all initiative rolls.
Hardened Skin: The Legendary Barbarians skin has hardened, and provides a Natural Armor bonus and damage reduction equal to his Constitution Modifier. This may improved through the use of feats. This damage reduction stacks with the damage Reduction granted by the Core barbarian Class, and may be improved with feats.
Primal Rage: When the barbarian enters a rage, he gains one of the following effects each round during his rage, at the players discretion.
1 addition attack.
+30' movement.
4 Extra Strength
or the effects of enlarge person.
Unending Rage: The Legendary Barbarian may remain in his rage state for a number of minutes equal to the total number of rounds it would be able to without this ability. This time need not be used all at once, but may be divided over multiple uses each day, even as individual rounds.
Indomitable: The Legendary Barbarian is considered to be under the effects of Freedom while in a rage, and cannot be restrained by any means.
Undying Rage: The Legendary Barbarian heals a number of hit points equal to its constitution modifier while raging, each round.
Improved Metal: The Legendary barbarian's Metal now applies to will saves as well as fortitude saves, in addition, even if the barbarian fails his save, he takes the lesser effect. If there is no lesser effect, he takes the standard effect of the spell. If it is a damaging spell, the damage the Legendary Barbarian takes is reduced by its damage reduction.
The Legendary Bard:
Skills Per level: 8+Int Mod per level. Class Skills: As Bard
{table] Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | My Name's Jack
2 | +1 | +3 | +3 | +3 | Multi-Song, Inspire Courage +2
3 | +2 | +3 | +3 | +3 | Inspire Greatness, Battle Chant
4 | +3 | +4 | +4 | +4 | Inspire Terror, +2 Charisma
5 | +3 | +4 | +4 | +4 | The Sky Is the Limit
6 | +4 | +5 | +5 | +5 | Song of Freedom, Mass Suggestion
7 | +5 | +5 | +5 | +5 | Inspire Courage +3, Inspire Heroics
8 | +6 | +6 | +6 | +6 | The Sun, Moon, and Stars, +2 Charisma
9 | +6 | +6 | +6 | +6 | The Heavens Themselves
10 | +7 | +7 | +7 | +7 | The Sword, the Song, and Silence[/table]
Legendary Bard Abilities:
Spells: The Legendary bard continues to gain spells per day, and spells known as though it had continued taking levels in the Bard Class.
My Name's Jack: The Legendary Bard may use any skills, trained or untrained, as though it had training in those skills.
Multi-Song: The Legendary Bard is capable of playing a number of songs equal to it's Dexterity score simultaneously.
Inspire Courage: The Legendary Bard Continues to advance in it's normal abilities, if at a slightly accelerated rate.
Inspire Greatness: As the Bard Ability.
Battle Chant: The Legendary Bard may use bardic music, even when fighting, or performing other tasks. But not while sleeping, or unconscious.
Inspire Terror: Detrimental effects on enemies equal to the benefits granted by inspire greatness.
Ability Boosts: The Legendary Bard is rather well known, reactions improve accordingly.
The Sky Is the Limit: The Legendary Bard does not have a Maximum Rank for its Perform Skill.
Song of Freedom: As the Bardic Song.
Mass Suggestion: As the Bardic Ability.
Inspire Heroics: As the Bard Ability.
The Sun, The Moon, and Stars: The Bard gains a competence bonus to perform equal to its Legendary Bard Levels. In addition, when using Bardic Music, for each 5 above a 10 on the check, every ally gains a +1 temporary hit point. For each 10 above a DC of 10 each ally gains a +1 dodge bonus to AC and a +1 miscellaneous bonus to Hit.
The Heavens Themselves: The Legendary Bard is capable of effecting even creatures normally immune to the effects of its bardic music, with its bardic music. So, many a Legendary Bard has said "The Heavens Themselves must love my music." Enemies effected by Inspire terror now suffer negative effects equal to the benefits of Inspire Heroics.
The Sword, The Song, and Silence: A Legendary Bard may being inspiration even to the deaf, or blind. In addition, even under the effects of a Silence Spell, a bards music will ring free. Nothing can keep a Legendary Bards audience from hearing its music.
The Legendary Cleric:
{table] Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Greater Turning
2 | +1 | +3 | +3 | +3 | Extra Spontaneous Domain
3 | +2 | +3 | +3 | +3 | Wisdom +2
4 | +3 | +4 | +4 | +4 | Empowered Touch
5 | +3 | +4 | +4 | +4 | Divine Vestments
6 | +4 | +5 | +5 | +5 | Font of Energy, Charisma +2
7 | +5 | +5 | +5 | +5 | Extra Spontaneous Domain
8 | +6 | +6 | +6 | +6 | Wisdom +2, Charisma +2
9 | +6 | +6 | +6 | +6 | Font of Glory
10 | +7 | +7 | +7 | +7 | (Un)Hallowed Presence[/table]
Legendary Cleric Abilities:
Spells: The Legendary Cleric continues to gain spells, and caster level as though it had continued taking levels in the Cleric Core Class.
Greater Turning: The Legendary Cleric adds its Legendary Cleric levels to any turn or rebuke attempts it makes. In addition, a Good aligned cleric may choose to deal damage to all undead within range, the damage dealt individually and is equal to its turn check. The range increases by 15' at level 5, and 15' at level 10, for a total improvement of 30'.
Extra Spontaneous Domain: The Legendary Cleric may choose one domain to which it already has access, it may cast these spells spontaneously as though they were cure, or inflict spells respectively.
Ability Bonuses: The Legendary Cleric gains attribute bonuses as according to the above table.
Empowered Touch: The Legendary Cleric now adds its Legendary Cleric Level to each die of its healing type spells if good, or inflict type spells if evil. If the spell does not deal variable healing, the character instead adds his caster level. Such as in the case of the Heal Spell, or the Harm Spell.
Divine Vestments: The Legendary Cleric's clothes themselves are blessed by their god(s), and deal damage equal to the Legendary Cleric's Cha Mod to any attacker that deals damage to the cleric. If the cleric could turn it, it must survive a turn check as well.
Font of Energy: The Cleric adds it's wisdom modifier to the number of times per day it may attempt to rebuke undead.
Font of Glory: The Legendary Cleric may now use its domain abilities an additional number of times per day equal to its Charisma Modifier. If the number of uses are not limited, then the Legendary Cleric adds its Charisma modifier as a bonus to that ability. Such as the Ability to turn outsiders, or constructs. This secondary ability is in addition to its normally being added. (Thus a Cleric with the destruction domain would turn constructs with double the charisma bonus.)
(Un)hallowed Presence: A Good Aligned Legendary Cleric may now use turning attempts in order to heal allies an amount equal to the turning check. This healing effects all allies within the radius of the cleric's turning area. Alternatively, an Evil Aligned Legendary Cleric may use a rebuke attempt to deal damage to its enemies, or to heal the undead within the radius of effect. The amount healed/done is equal to the the cleric's rebuke check.
The Legendary Druid:
{table]Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Wild Shape (Large), Natural Warform
2 | +1 | +3 | +3 | +3 | Venom Immunity, Legendary Companion
3 | +2 | +3 | +3 | +3 | Wild Shape (Tiny)
4 | +3 | +4 | +4 | +4 | Wild Shape (Plant)
5 | +3 | +4 | +4 | +4 | A Thousand Faces
6 | +4 | +5 | +5 | +5 | Wild Shape (Magical Beast)
7 | +5 | +5 | +5 | +5 | Wild Shape (Huge), Timeless Body
8 | +6 | +6 | +6 | +6 | Nature's Pride, Wild Shape (Dragon)
9 | +6 | +6 | +6 | +6 | Natural Lore
10 | +7 | +7 | +7 | +7 | Multiform[/table]
The Legendary Druid's Abilities:
Spells: The Legendary Druid continues to gain new spells known and per day, and caster levels as though it had continued taking levels in Druid.
Wild Shape: Large, Tiny, Plant, and Huge, as standard abilities.
Natural Warform: Whenever a Druid takes on another form using Wild Shape, it gains all of the benefits of that form. Including Special Abilities, Special Qualities, Defenses and Special Attacks. It does not lose any of the benefits of its armor, or equipment. It deals damage with either its new natural weapons or its own weapons, whichever is better.
Venom Immunity: As the Druid Ability
Legendary Companion: The Druid's Animal Companion transforms into its Legendary equivalent. It's number of Hit Dice remain the same. It gains all of the benefits of its new form. (A Gorilla becomes a Legendary Gorilla, including gaining the Rend ability).
A Thousand Faces: As the Druid Ability.
Wild Shape (Magical Beast): The Legendary Druid is capable of taking on the forms of magical beasts, and legendary animals.
Timeless Body: As the Druid Ability with the following exception: The Legendary Druid's life expectancy is now equivalent to an Elves if human, a Dragon's is an Elf, or a Dwarf, or a Human's if an Orc, or Half-Orc. A Halfling ages like a Dwarf. etc. The aging process has actually slowed down dramatically.
Nature's Pride: The Druid's steps do not harm, instead, even walking across age worn floorboards, they will begin to sprout, as the Druid is so in tune with nature, that nature itself will rise to greet it. The Druid need not fear falling any distance, so long as there is life growing in the area, be they plants on the surface, or fungi in the Underdark, it will grow to catch the druid, negating all falling damage otherwise received. The Druid may also speak with plants, and animals, as though speaking a language perfectly normal to its kind.
Wild Shape (Dragon): The Legendary Druid may take the form of a Dragon equal to its self in hit dice. It gains all of the Special Abilities, Attacks and Qualities of its new form. Including the increase in Hit Die Size for the duration of its wild shape.
Nature's Lore: The Legendary Druid may use the Wild Shape ability any number of times per day. In addition, harsh weather no longer effects the Legendary Druid, acid rain itself will move to go around. Reducing the damage otherwise taken to half of half. Cold weather does not effect the druid. Animals are always considered Friendly (with the Druid), and even sharpened stones will dull their bite against the soles of a Legendary Druid's feet.
Multiform: The Legendary Druid may use all or only part of a wild shape. Different forms may be mixed and matched to the druids liking. Each different creature used in this way uses one wild shape. Thus a druid could recreate a Griffin, by combining the elements of an eagle, or hawk, with a lion. Or could appear to be a werewolf, by combining elements of a Wolf with its own natural form. Any Combination the druid is capable of conceiving is possible.
The Legendary Fighter:
HD: 10+other modifiers. Not D10. The legendary fighter gains HP as though it had rolled a 10 at every level for levels of Legendary Fighter.
{table]Level | BAB | FS | RS | WS | Special
1 | +2 | +2 | +2 | +2 | Armor Mastery I, Bonus Feats
2 | +3 | +3 | +3 | +3 | +2 Strength, Weapon Mastery I
3 | +5 | +3 | +3 | +3 | +2 Constitution, Shield Mastery I
4 | +6 | +4 | +4 | +4 | +2 Dexterity, Armor Mastery II
5 | +7 | +4 | +4 | +4 | Weapon Mastery II
6 | +9 | +5 | +5 | +5 | Shield Mastery II
7 | +10 | +5 | +5 | +5 | +2 Strength, Battle Mastery
8 | +11 | +6 | +6 | +6 | +2 Constitution, Armor Supremacy
9 | +13 | +6 | +6 | +6 | +2 Dexterity, Weapon Supremacy
10 | +14 | +7 | +7 | +7 | Shield Supremacy[/table]
Legendary Fighter Class Abilities:
Fighter: For meeting the prerequisites for feats and Prestige Classes, the Legendary Fighter counts as levels in the Fighter Base Class.
Bonus Feats: The Legendary Fighter gains a Fighter Bonus Feat at every level.
Armor Mastery: Each time the Legendary Fighter gains the Armor Mastery class feature it gains a +1 to AC, and a -1 to Armor Check Penalties. It also gains a +1 to Max Dex with Armor Mastery I, a +2 with Armor Mastery II.
Weapon Mastery: Each time the Legendary Fighter gain the Weapon Mastery class feature it gains a +1 to attack and damage with any melee weapons with which it is proficient.
Shield Mastery: Each time the Legendary Fighter gains the Shield Mastery class feature, any shield the Legendary Fighter has equipped is considered to have one additional point of AC, and one point less of armor Check Penalty. In addition, when the fighter uses and takes a full defensive stance he gains cover. 5% per rank of Shield Mastery with a buckler, or heavy shield. 10% with an extreme steel shield, and 5% extra with a towershield. Per Rank.
Battle Mastery: The fighter cannot be flanked so long as it has a shield or buckler equipped.
Armor Supremacy: The Legendary Fighter may move normally while wearing any armor, and may sleep in any armor without penalty.
Weapon Supremacy: The Legendary Fighter cannot be disarmed, may use any melee weapon while in a grapple, and may use reach weapons as though they were weapons without reach. He may also extend the distance of a reach weapon by 5'. The fighter always uses whichever is higher between his Strength or Dexterity when determining his attack bonus, and damage. This includes ranged weapons.
Shield Supremacy: The Legendary Fighter has mastered use of the shield. He deals damage with it as though it were a weapon of 1 size category larger, and may use it as a thrown, returning weapon.
The Legendary Sorcerer:
{table] Level | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Spontaneous Metacasting
2 | +1 | +3 | +3 | +3 | Slotted Metamagic
3 | +2 | +3 | +3 | +3 | +2 Charisma
4 | +3 | +4 | +4 | +4 | Improved Repertoire
5 | +3 | +4 | +4 | +4 | Spell-Like Casting
6 | +4 | +5 | +5 | +5 | +2 Charisma
7 | +5 | +5 | +5 | +5 | Force of Personality
8 | +6 | +6 | +6 | +6 | Enhanced Aptitude
9 | +6 | +6 | +6 | +6 | +2 Charisma
10 | +7 | +7 | +7 | +7 | Magic Incarnate[/table]
The Legendary Sorcerer's Abilities:
Spells: The Legendary Sorcerer continues to gain spells and improved casterlevel as though it had continued gaining levels in the Sorcerer Base Class.
Spontaneous Metacasting: The Legendary Sorcerer is almost never without it's mightiest spells. It may choose to cast it's spells using up lower level spell slots. This meets one of the two following conditions:
1: It uses 1 lower level spell slot, to a maximum of half of the spell level (rounded up), This spell is cast as though the Legendary Sorcerer were half it's level for the spells variable numeric effects based on caster level.
2: It uses a number of lower level spells totaling the spells original level. Thus a 9th level spell can be cast using three 3rd level spell slots, or one sixth, and one third level spell slot.
Note: Saves and other numeric effects based on spell level, for this ability, are based upon the lowest level spell slot used, and do not count as though cast at that spell level. Spells that require Experience may not be cast in this manner. The sorcerer may not use this ability to cast spells of a level for which it has no available spell slots.
Slotted Metamagic: The Sorcerer may attach a metamagic feat to any spell slot it currently has. This is permanent, and allows the Sorcerer to cast any spells equal to Slot Level - Metamagic level, with this metamagic feat spontaneously, without taking extra time to cast it. Thus a 9th level slot dedicated to empower would allow the Legendary Sorcerer to cast any 7th or lower level spells as Empowered. Alternatively, a 9th level spell slot dedicated to Still Spell would allow the Sorcerer to cast any applicable 8th level or lower spells as Still Spells. Metamagic Feats may be slotted at any level, and with any feats the Sorcerer currently has access to.
Improved Repertoire: The Sorcerer learns an additional number of spells known each time he gains a level in Legendary Sorcerer. Four At 4th level. And 1 at each level after fourth.
Spell-Like Casting: The Legendary Sorcerer may make a number of spells it currently has access to, equal to its base charisma bonus, into spell-like abilities. These Abilities are each usable a number of times per day equal to its Legendary Sorcerer level. This includes Spells with Metamagic Enhancements. These spells can be decided upon up to, and including Legendary Sorcerer Level 10.
Force of Personality: The Legendary Sorcerers personality is so strong, that it is capable of overpowering many spells. The Legendary Sorcerer now uses its Charisma Modifier in place of its Constitution Modifier for Fortitude Saves, and in place of its Wisdom Modifier for Will Saves.
Enhanced Aptitude: The Sorcerer gains an additional number of spell slots, in total, equal to its Base Charisma Bonus, these slots may be moved according to the sorcerers will, but must be moved at the beginning of each day, when spell preparation would normally take place.
Magic Incarnate: The Legendary Sorcerer is a being of magic itself. The powers it holds are unfathomable to almost any mortal, and some that are not mortal at all. The Legendary Sorcerer may choose to use a number of HP equal to the level of the spell it wishes to cast. This is not limited to 9th level spells, but any HP above 9 must be used entirely to fuel metamagic. In addition, the sorcerer may choose to sacrifice a spell slot for the day, at any time, in order to be healed an amount of HP equal to the level of the spell slot sacrificed. This may be done a number of times per day equal to the Legendary Sorcerers levels in this class.
Quick Note: The wizard, due to complexity, will have two PrC's, one for specialists, and one for generalists. Done.
The Legendary Wizard (Generalist):
Requirement: Able to cast wizard/sorcerer spells from any school.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Improved Quantitude
2 | +1 | +3 | +3 | +3 | Uninterruptable
3 | +1 | +3 | +3 | +3 | Morphic Metamagic
4 | +2 | +4 | +4 | +4 | Improved Versatility
5 | +2 | +4 | +4 | +4 | Greater Quantitude
6 | +3 | +5 | +5 | +5 | Greater Arcane Sight
7 | +3 | +5 | +5 | +5 | Knowledge is Power
8 | +4 | +6 | +6 | +6 | Versatile Casting
9 | +4 | +6 | +6 | +6 | Greater Versatility
10 | +5 | +7 | +7 | +7 | Legendary Archarc[/table]
The Legendary Wizard: Generalist
Spells: The Legendary Wizard continues to gain spell slots, and caster levels, and spells known as normal. (except as noted below)
Improved Quantitude: The Legendary Generalist, as it shall henceforth be called in this section, gains a number of spells known equal to 4, per level in this class, this is in addition to any bonus spells normally gained.
Uninteruptable: The Legendary Generalist cannot be interrupted while casting spells.
Morphic Metamagic: Whenever the Legendary Generalist casts a spell such as fireball, and uses a metamagic enhancement, it may choose not to effect certain creatures or people within its area, the number of creatures or people unaffected must be equal to 1/2 is Legendary Generalist levels, or less. Thus a level 10 Legendary Generalist could cast an Expanded Fireball, and choose to ignore up to 5 allies within its area of affect.
Improved Versatility: The Legendary Generalist may learn spells from other arcane classes, and add them to its spellbook, it may then cast those spells as if they were wizard spells. These spells take up spell slots 2 higher than normal.
Greater Quanititude: The Legendary Generalist gains a number of additional bonus spell slots equal to its Legendary Generalist level. These slots locations must be chosen at each level, and cannot be changed until the character has gained another level in Legendary Generalist.
Greater Arcane Sight: The Legendary Generalist is permanently under the effects of a Greater Arcane Sight spell. This is a supernatural effect, and does cannot be dispelled, disenchanted, or suppressed unless the Legendary Generalist wishes it. It must still follow the rules for Su abilities when within an anti-magic field.
Knowledge is Power: True Strength in the Arcane Arts comes from adaptability, and versatility. The Legendary Generalist knows this. After all, that is why it chose not to specialize. For every school the Legendary Generalist has at least one spell of its maximum castable spell level, the Legendary Generalist gains a +1 to Caster Level. (To a maximum of +8.)
Versatile Casting: The Legendary Generalist may choose a number of spells equal to its levels in this class. It may cast those spells in place of other spells it had already prepared. These must be non-damaging spells.
Greater Versatility: The Legendary Generalist may now cast Arcane spells from other classes at the same spell level those classes cast them. Rather than with the penalty of +2 to Spell Level.
Legendary Archarc: The Legendary Generalist is master of all Arcane Lore. It may take a 20 on Caster Level Checks, even under duress, strain, or while being distracted. In addition, it may cast one spell per round as a free action on its turn, or as an immediate action in order to counter another mages spell. The Legendary Generalist may also use spells from its spell book, which it has not prepared, granted that it is willing to use those spells from its spellbook as though they were scrolls. Doing so means the Legendary Generalist must replace that spell in its spellbook before it can be prepared or used again.
The Legendary Wizard (Specialist):
Requirement: School Specialization class feature.
{table]Lvl | BAB | FS | RS | WS | Special
1 | +0 | +2 | +2 | +2 | Improved Specialization
2 | +1 | +3 | +3 | +3 | Spell Swap
3 | +1 | +3 | +3 | +3 | Impromptu Arcanist
4 | +2 | +4 | +4 | +4 | Gifted
5 | +2 | +4 | +4 | +4 | Greater Specialization
6 | +3 | +5 | +5 | +5 | The Dismissive Archarc
7 | +3 | +5 | +5 | +5 | Uninterruptable
8 | +4 | +6 | +6 | +6 | Superior Casting
9 | +4 | +6 | +6 | +6 | Wonderous
10 | +5 | +7 | +7 | +7 | Legendary Specialization[/table]
The Legendary Wizard: Specialist
Spells: The Legendary Wizard continues to gain spell slots, and caster levels, and spells as normal. (except as noted below)
Legendary Specialization: The Legendary Specialist, as it shall henceforth be called in this section, gain access to all wizard/sorcerer spells of the school in which it has specialized, of each level, as it gains the ability to cast spells of that level. This ability is retroactive.
Spell Swap: The Legendary Specialist may swap out spells it has already prepared for spells to which it has access from its school of specialization as a good cleric may choose to cast a healing spell spontaneously in exchange for another. However, The Legendary Specialist may only do so a number of times per day equal to its levels in Legendary Wizard (Specialist).
Impromptu Arcanist: The Legendary Specialist may cast an additional number of spells from its chosen school equal to its Legendary Specialist level, per day, as though it were a sorcerer. This requires unfilled spell slots.
Gifted: The Legendary Specialist immediately notices magical auras of its chosen school of specialization. It does not require detect magic in order to notice auras from this school, nor does it require a Spellcraft check in order to identify spells from its school of specialization.
Greater Specialization: A Legendary Specialist gains bonus spell slots. Like a Cleric's bonus spell slots for domain spells. These spell slots may be reserved, in order to cast spells from its school of specialization spontaneously at any time. These Spell Slots otherwise act like ordinary spell slots.
The Dismissive Archarc: A Legendary Specialist may now attempt to counter any spells from its chosen school with a spellcraft check. This does not use up a spell, or spell slot.
Uninterruptable: The Legendary Specialist cannot be interrupted while casting spells from its chosen school.
Superior Casting: The Legendary Specialist may cast a number of spells equal to its levels in this class as immediate actions, per day.
Wonderous: The Legendary Specialist automatically identifies any spells of its chosen school of specialization within its line of sight, as an immediate action, this includes the properties of magical items, and auras.
Legendary Specialist: The Legendary Specialist may cast spells even from other classes spell lists, that are not included in the wizard/sorcerer spell lists, so long as they belong to the Legendary Specialists chosen school. It may prepare a number of spells from other classes' lists equal to its levels in this class. It must prepare these spells in order to cast them. These spells take up a spell slot 2 levels higher than normal.
Other things in the works: Improved Racial Paragon classes. (http://www.giantitp.com/forums/showthread.php?p=10153242#post10153242)