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  1. - Top - End - #1
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Last edited by EdroGrimshell; 2020-06-05 at 12:49 AM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  2. - Top - End - #2
    Firbolg in the Playground
     
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    Default Re: EdroGrimshell's PrC Compendium

    Acolyte

    Entry Requirements
    Skills:
    Knowledge (Religion) 6 Ranks
    Feats: Any Domain Feat other than Knowledge Devotion

    Hit Die: d6

    Level BAB Fort Ref Will Special Spellcasting
    1st +0 +0 +0 +2 Devotion +1 Divine Spellcasting
    2nd +1 +0 +0 +3 Faith ---
    3rd +2 +1 +1 +3 Conviction +1 Divine Spellcasting
    Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (Religion), Profession, Sense Motive. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: An acolyte gains proficiency with their deity's Favored Weapon, if they worship a deity.

    Devotion (Su): At 1st level, the acolyte selects one Domain feat they possess. At 1st and 3rd level they gain an additional use of the chosen Domain feat. At 2nd level they gain two additional uses of the chosen Domain feat.

    Additionally, the acolyte gains the True Believer feat and an additional use of any other Domain feats they may obtain or possess.

    Motes (Su): At 1st level, the acolyte gains some power from their devotion, represented by a number of motes equal to 3 + their Wis or Cha bonus plus an additional mote for every 6 ranks in Knowledge (Religion) they possess. Motes can be spent as if they were Turn/Rebuke Undead attempts, though they do not grant the ability to turn or rebuke undead. An acolyte to a good aligned deity spends these as Turn Undead while an acolyte to an evil aligned deity spends them as Rebuke Undead instead. An acolyte to a neutral aligned deity may choose either, but cannot change this once chosen.

    All spent motes are regained each hour.

    At 2nd level, the acolyte increases their maximum number of motes by 4 and at 3rd level they increase their maximum number of motes by an additional 5.

    Faith (Su): Starting at 2nd level, the acolyte gains a +1 sacred (if their motes count as Turn attempts) or profane (if their motes count as Rebuke attempts) bonus to their saving throws as long as they have not expended their daily use of True Believer. This bonus increases to +2 at 3rd level.

    The bonus from this ability stacks with similar bonuses.

    Additionally, the acolyte may use True Believer once per encounter without expending its daily use. Once the daily use is expended, they lose the use of this ability until they regain their daily use of True Believer.

    Conviction (Su): Starting at 3rd level, the acolyte may, at the start of each day, roll two d20s and record the results. At any time, they can swap the results of one of their recorded d20s with any other d20 they, an ally, or an enemy rolls. If they roll a 20, they may roll an additional die and record its results. This both rolls are 20s, the acolyte instead may roll three additional die and record their results. This additional rolls may be used in the same way as the original two.

    By spending five motes, the Acolyte may reroll an expended die and record the results anew.
    Last edited by EdroGrimshell; 2023-06-10 at 11:54 PM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  3. - Top - End - #3
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Oct 2008

    Default Re: EdroGrimshell's PrC Compendium

    Anima Priest

    Entry Requirements
    Skills:
    Knowledge (Religion) 12 Ranks
    Feats: Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will
    Class Features: 2 Persistent Blessings (Stigmatist), Vigor (Unyielding Soul)

    Hit Die: d10

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +0 +2 Divine Resilience 1
    2nd +1 +3 +0 +3 Unyielding Blessing 2
    3rd +2 +3 +1 +3 Penance's Gift 3
    4th +3 +4 +1 +4 Anointed Soul 4
    5th +3 +4 +1 +4 Ardent Conviction 5
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana/Religion/The Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Anima Priest does not gain any new weapon or armor proficiencies.

    Divine Resilience (Su): When a Anima Priest invests essentia into the Azure Toughness feat, they gain a pool of points equal to the invested essentia multiplied by twice their class level. As a move action that does not provoke attacks of opportunity, the Anima Priest can spend any number of these points to gain a number of temporary hit points equal to the spent points.

    Additionally, while damaged by Penance, the Anima Priest may use Vigor (Unyielding Soul) to gain Temporary Hit Points as a Full-Round Action.

    Unyielding Blessing (Su): The first time the Anima Priest meditates to use the Vigor ability, they may select a number of Blessings equal to their class level. The Anima Priest gains the benefits of these blessings so long as they possess Temporary Hit Points. Additionally, the Anima Priest adds the following blessings to the list of blessings they may obtain:
    Spoiler
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    Holy/Unholy Dodge: This blessing grants the Anima Priest the benefits of the Uncanny Dodge ability, as a Barbarian, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Uncanny Dodge ability.

    Holy/Unholy Evasion: This blessing grants the Anima Priest the benefits of the Evasion ability, as a Monk, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Evasion ability.

    Holy/Unholy Mettle: This blessing grants the Anima Priest the benefits of the Mettle ability, as a Hexblade, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Mettle ability.

    Seraphic Barrier: While the Anima Priest possesses this blessing, if an attack only damages temporary hit points, any secondary effects the attack may have had do not affect them. This blessing may only be selected once.

    Soul Growth: This blessing allows the Anima Priest to increase the essentia capacity of any one essentia receptacle by 1. When the Anima Priest uses a swift action to reinvest their essentia, they can choose to change what essentia receptacle benefits from this blessing. The effects of this blessing stack.

    Penance's Gift (Su): At 3rd level, the Anima Priest gains the ability to share their blessings and resilience with their allies. As a standard action, the Anima Priest may take nonlethal damage up to the amount of temporary hit points they possess to grant all allies within 30ft an equal number of Temporary Hit Points. While both the Anima Priest and any ally possesses Temporary Hit Points while within 60ft of the Anima Priest, they gain the blessings the Anima Priest selected for Unyielding Blessing (see above) as well as their Persistent Blessings.

    Additionally, if the Anima Priest possesses the Vitality or Hardened ability (Unyielding Soul), the Anima Priest's allies temporarily gain the benefits of these abilities when the Anima Priest grants them Temporary Hit Points so long as they possess Temporary Hit Points. Once they no longer have temporary hit points, they lose these benefits until they benefit from this class feature again.

    Anointed Soul (Su): At 4th level, when the Anima Priest uses Penance to gain a Blessing, they add the damage taken from the use of Penance to the pool of points granted by Divine Resilience. Additionally, in place of taking damage when using Penance, the Anima Priest may take one point of essentia damage that lasts until the Anima Priest recovers their hit points lost to Penance.

    Ardent Conviction (Su): At 5th level, the Anima Priest gains greater depths of spiritual strength born from their own resilience. As long as the Anima Priest possesses Temporary Hit Points, they gain Temporary Essentia equal to the essentia invested in the Azure Toughness feat. Additionally, the Anima Priest may invest their essentia into others, as if they were an essentia receptacle, with a touch, granting them two blessing for each point of essentia invested. If the essentia invested was Temporary Essentia, then the blessing is lost when the Anima Priest would otherwise lose the essentia. Essentia used in this way is automatically uninvested after 24 hours, but may be uninvested as a swift action if the Anima Priest is touching the individual.
    Last edited by EdroGrimshell; 2018-09-20 at 01:45 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  4. - Top - End - #4
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Bane-Blooded

    Entry Requirements
    Skills:
    Autohypnosis 6 Ranks
    Feats: Poison Healer

    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +0 Tainted Health
    2nd +1 +3 +0 +0 Bleakblood
    3rd +2 +3 +1 +1 Blighted Health
    Class Skills: Autohypnosis, Climb, Craft, Heal, Intimidate, Jump, Profession, Ride, Survival. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Bane-Blooded does not gain any new weapon or armor proficiencies.

    Tainted Health (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they heal a number of hit points equal to their Con score - 10 instead of their Con modifier. Whenever the Bane-Blooded uses Autohypnosis in place of a Fortitude save to tolerate poison, they gain the benefit of Poison Healer if they succeed on the skill check.

    Additionally, each time the Bane-Blooded is exposed to a poison, they gain a permanent +1 circumstance bonus against that poison. This bonus stacks up to +10. This includes Alcohol of any kind.

    Bleakblood (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they gain a number of temporary hit points equal to their Con score - 10 multiplied by their class level. Temporary hit points gained from this ability last for one minute.

    Additionally, whenever the Bane-Blooded is exposed to poison, whether they make the save or not or are immune, the poison is stored in their blood for 24 hours. This automatically affects any creature that bites the Bane-Blooded or otherwise drinks the Bane-Blooded's blood. The Bane-Blooded may consume this poison by making an Autohypnosis check equal to the DC of the poison to activate the Poison Healer feat. A Bane-Blooded may only have one poison stored in their blood in this way.

    Blighted Health (Ex): The Bane-Blooded counts as rolling a natural 20 on Fort saves against Poison (effectively gaining immunity to poison). Additionally, when the Bane-Blooded gains hit points from Poison Healer, the number of hit points healed is increased to Xd3, where X is equal to the Bane-Blooded's Con score - 10.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  5. - Top - End - #5
    Firbolg in the Playground
     
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    Default Re: EdroGrimshell's PrC Compendium

    Bloodstained

    Entry Requirements
    Base Attack Bonus:
    +3
    Feats: Power Attack

    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +0 Bloodlust
    2nd +2 +3 +0 +0 Crimson Fury
    3rd +3 +3 +1 +1 Berserker
    Class Skills: Climb, Intimidate, Listen, Jump, Spot, Swim. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Bloodstained does not gain any new weapon or armor proficiencies.

    Bloodlust (Ex): Once per encounter, the Bloodstained may enter a state of supreme bloodlust that lasts for a number of rounds equal to 2 + the Bloodstained's class level. While in this state, each time the Bloodstained deals 10 or more damage with a melee weapon, they gain 5 temporary hit points. Temporary hit points gained from this ability stack with other forms of temporary hit points and last until the end of the encounter.

    While in this state, the Bloodstained cannot fight defensively or take the total defense action, and each round theymust attack the nearest enemy creature if able.

    Crimson Fury (Ex): While a second level or higher Bloodstained is in a state of Bloodlust, whenever the Bloodstained deals 15 or more damage with a melee weapon, they gain a bloodstain. For each bloodstain the Bloodstained has, they gain a +1 morale bonus to attack rolls. Bloodstains last for one minute, and each time the Bloodstained gains a bloodstain, the duration is reset to one minute.

    Any time the Bloodstained gains temporary hit points from Bloodlust, they may make a special Intimidate check against the damaged target's Will save. If the Bloodstained beats the target's Will save, the target takes takes a stacking -1 morale penalty to their AC and Attack rolls for one minute, to a maximum penalty of the number of Bloodstains the Bloodstained possesses. Multiple successful uses of this ability reset the duration to one minute. This is a mind-affecting fear effect.

    Berserker (Ex): At 3rd level, whenever the Bloodstained deals 20 or more damage with a melee weapon while in a state of Bloodlust, they increase the duration of their Bloodlust by one round.

    Additionally, any time the Bloodstained deals enough damage to activate bloodlust, crimson fury, or berserker more than once (multiples of 10 for Bloodlust, multiples of 15 for Crimson Fury, and multiples of 20 for Berserker) they may activate the benefits of that class features once for each multiple.
    Spoiler: Example
    Show
    A bloodstained deals 64 damage with a single unarmed strike. They activate Bloodlust's secondary ability six times, gaining 30 temporary hit points and may make six intimidate checks with Crimson Fury, activate Crimson Fury four times, gaining four bloodstains, and activates Berserker thre times, increasing the duration of their Bloodlust by 3 rounds.



    NOTE: The damage to activate Bloodstained class features must be Bludgeon, Slashing, or Piercing damage. Any other type of damage does not count towards these class features.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  6. - Top - End - #6
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    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Capacitor

    Entry Requirements
    Skills:
    Psicraft 6 Ranks
    Feats: Psionic Body
    Special: Must Possess a Power Point Pool.

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Manifesting
    1st +0 +0 +0 +2 Psychic Reserve 1 ---
    2nd +1 +0 +0 +3 Psychic Body 3 +1 Manifester Level
    3rd +1 +1 +1 +3 Psychic Capacitor 6 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 4 + Int Modifier Skill Points

    Wpn/Arm Prof: A capacitor gains no new weapon or armor proficiencies.

    Manifesting: At 2nd and 3rd level, the capacitor increases their manifester level by one. The capacitor does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the capacitor does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Psychic Reserve (Ex): At 1st level, the capacitor gains the ability to store power points internally, gaining a Psychic Reserve that can store a number of power points equal to the capacitor's ranks in Psicraft - 3. To use power points stored in their Psychic Reserve, the capacitor must expend their psionic focus. Unlike a cognizance crystal, a capacitor can spend power points from their Psychic Reserve at the same time they spend power points from another source.

    Psychic Body (Su): At 2nd level, the capacitor heals one additional hit point from natural healing for every power point stored in their Psychic Reserve. The capacitor gains a +1 bonus on Autohypnosis and Concentration checks for every two power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Ability Checks for every three power points stored in their Psychic Reserve. The capacitor heals one additional point of Ability Damage or Ability Burn from natural healing for every five power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Fort and Ref saves for every six power points stored in their Psychic Reserve.

    Additionally, when spending power points from their Psychic Reserve, the capacitor heals hit points equal to the power point spent x the capacitor's class level.

    Psychic Capacitor (Ex): Starting at 3rd level, the capacitor no longer needs to expend their psionic focus to use the power points from their Psychic Reserve.

    Additionally, the when spending power points from their Psychic Reserve, the capacitor gains temporary power points equal to half the power points (rounded down) spent that last until the end of the capacitor's next turn.
    Last edited by EdroGrimshell; 2018-09-07 at 10:02 PM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  7. - Top - End - #7
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Cenobite

    Entry Requirements
    Skills:
    Concentration 6 Ranks
    Feats: Psychic Meditation, Deep Psychic Meditation

    Hit Die: d4

    Level BAB Fort Ref Will Special Manifesting
    1st +0 +0 +0 +2 Charged Meditation ---
    2nd +1 +0 +0 +3 Deep Psychic Meditation +1 Manifester Level
    3rd +2 +1 +1 +3 Focused Meditation +1 Manifester Level
    4th +3 +1 +1 +4 Deep Psychic Meditation +1 Manifester Level
    5th +3 +1 +1 +4 Focused Discharge +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Diplomacy, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Sense Motive. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A cenobite gains no new weapon or armor proficiencies.

    Manifesting: At every level except first, the cenobite increases their manifester level by one. The cenobite does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the cenobite does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Charged Meditation (Su): Starting at first level, the cenobite may meditate for one hour to gain a Psychic Charge. They may have a number of Psychic Charges equal to twice their class level at any one time. Psychic Charges persist until spent. At any time, the cenobite may spend a Psychic Charge as a Standard Action to activate an awakened energy center. An energy center activated in this way only lasts for one minutes per manifester level (minimum 1 minute), rather than one hour. The cenobite may still activate their energy center normally without impeding their ability to activate it with their Psychic Charges.

    As these are quick surges, activating an energy center in this way does not increase the cost of activating the energy centers normally.

    Deep Psychic Meditation: At 2nd and 4th level, the cenobite gains Deep Psionic Meditation as a bonus feat. If the cenobite already has three instances of Deep Psychic Meditation, they may instead choose another psionic feat as a bonus feat.

    Focused Meditation (Ex): Starting at 3rd level, the cenobite may spend a psychic charge as a move or standard action. Spending it as a move action activates a single energy center. Spending it as a standard action activates two energy centers.

    Additionally, the cenobite only needs half an hour of meditation to gain a psychic charge.

    Focused Discharge (Ex): Starting at 5th level, the cenobite may spend a psychic charge as a swift, move, or standard action. Spending it as a swift action activates a single energy center. Spending it as a move action activates two energy centers. Spending it as a standard action activates three energy centers.

    Additionally, the cenobite only needs fifteen minutes of meditation to gain a psychic charge.

    This ability supersedes the Focused Meditation ability.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  8. - Top - End - #8
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    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Cursed

    Entry Requirements
    Base Attack Bonus:
    +2
    Skills: Intimidate 6 Ranks
    Feats: Daunting Presence

    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Feed the Fear
    2nd +1 +0 +0 +3 Ominous Presence
    3rd +2 +1 +1 +3 Feed on Fear
    Class Skills: Bluff, Climb, Hide, Intimidate, Jump, Move Silently, Profession, Ride, Sense Motive, Swim. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Cursed does not gain any new weapon or armor proficiencies.

    Feed the Fear (Ex): The Cursed may use Daunting Presence on a target that is already Shaken, Frightened, or Panicked (including if they're Cowering), however, instead of the normal effect, if the target fails the save, the target must roll twice on attack rolls, saving throws, skill checks, and ability checks and take the lesser result. Using this ability resets the duration of Daunting Presence.

    Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.

    Ominous Presence (Ex): Starting at 2nd level, the Cursed may use Daunting Presence against a single target as a Swift Action. Additionally, the Cursed may use Daunting Presence as a Standard Action to affect up to 2 targets or as a Full-Round Action to affect up to 5 targets.

    Additionally, the Cursed doubles the range of Daunting Presence (out to 60ft instead of 30ft) and gains damage reduction against any attack made by a creature that is Shaken, Frightened, or Panicked equal to their class level.

    Feed on Fear (Ex): At 3rd level, whenever the Cursed uses Daunting Presence successfully on a target, the target takes 1d6 points of nonlethal damage for every four ranks in Intimidate the Cursed possesses. If a target is knocked unconscious by this effect, the Cursed gains temporary hit points equal to the damage dealt and gains a +1 bonus to attack and damage rolls, saving throws, and armor class for one minute or increases the bonus by one and resets the time on this effect (to a maximum of +5).

    Additionally, non-mindless creatures that are immune to fear effects or mind-affecting effects are affected by the Cursed's Daunting Presence as if they weren't immune, though they gain a +4 bonus on the saving throw to resist the effect.
    Last edited by EdroGrimshell; 2020-01-10 at 08:52 PM.
    Quotes
    Spoiler
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  9. - Top - End - #9
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    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Dauntless

    Entry Requirements
    Skills:
    Craft (Armorsmithing) 4 Ranks
    Feats: Toughness, Improved Toughness
    Proficiencies: Must be proficient with at least one type of armor.

    Hit Die: d10

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +0 Armor Dampening, Tough
    2nd +1 +3 +0 +0 Ablative Armor
    3rd +2 +3 +1 +1 Hardened Armor
    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Dauntless gains proficiency with Light, Medium, and Heavy Armor as well as with Shields (except tower shields).

    Armor Dampening (Ex): Starting at 1st level, the Dauntless converts an amount of lethal damage they take from an attack to nonlethal damage equal to their armor and shield bonus combined. The Dauntless reduces the Armor Check Penalty and increases the Maximum Dexterity Modifier of armor they are currently wearing by their class level.

    Additionally, the Dauntless gains a bonus on Craft (Armorsmithing) checks made to repair armor and shields equal to 1 + three times their class level (max +10 at 3rd level).

    Tough (Ex): At each level, the Dauntless gains Toughness as a bonus feat. The Dauntless gains additional hit points equal to their class level and +1 to Fortitude saves for each instance of Toughness they possess. Every two instances of Toughness increases the Dauntless's Natural Armor by 1.

    Ablative Armor (Ex): A Dauntless of at least 2nd level may, when successfully hit by an attack, transfer the damage from themselves to their armor or shield. Hardness does not apply against damage inflicted to the armor or shield in this way.

    Additionally, the Dauntless may, over the course of an hour, reinforce a suit of armor or shield, granting it temporary hit points equal to half its current hit point total. While the armor possesses temporary hit points from this ability, it's hardness is increased by 2.

    Hardened Armor (Ex): At 3rd level, any suit of armor the Dauntless wears provides them Damage Reduction equal to half the armor bonus of the armor. Damage reduction gained in this way is overcome by adamantine unless the armor has a hardness of 20 or greater. This damage reduction stacks with similar damage reduction the Dauntless may possess.

    Additionally, the Dauntless may, over the course of a week, strengthen a suit of armor or shield, permanently increasing its maximum hit point total by 5 and hardness by 1. Any suit of armor or shield may only benefit from this once per class level the Dauntless possesses.
    Last edited by EdroGrimshell; 2019-06-29 at 08:03 PM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  10. - Top - End - #10
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    Default Re: EdroGrimshell's PrC Compendium

    Dreamer

    Entry Requirements
    Skills:
    Concentration 6 Ranks, Lucid Dreaming or Autohypnosis 3 Ranks
    Feats: Mind Over Body
    Special: Must possess the ability to dream OR possess the Dream Scion feat (Secrets of Sarlona).

    Hit Die: d6

    Level BAB Fort Ref Will Special PP
    1st +0 +0 +0 +2 Dream Trance, Dream Points 1
    2nd +1 +0 +0 +3 Dreamtouched 3
    3rd +1 +1 +1 +3 Dreamtouched 6
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Lucid Dreaming, Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A dreamer gains no new weapon or armor proficiencies.

    Manifesting: At 2nd and 3rd level, the dreamer increases their manifester level by one. The dreamer does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the dreamer does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Dream Trance (Su): As a standard action, a dreamer may spend one power point and expend their psionic focus to enter a Dream Trance. While in a Dream Trance the dreamer gains 1 dream point at the end of every round (see below). A Dream Trance lasts 2 + the dreamer's class level rounds. When a Dream Trance would end the dreamer may spend one power point (they cannot use a dream point in place of a power point for this ability) as a swift action to refresh the duration of the Dream Trance.

    This ability counts as the Dream Scion for meeting prerequisites. A Dream Trance counts as a Dreamtouched State for the purposes of Dreamtouched feats (such feats do not extend the duration of the Dream Trance).

    Dream Points: At the end of every round in which the dreamer maintains their Dream Trance, they gain 1 Dream Point, up to a maximum of the number of ranks in Lucid Dreaming the dreamer possesses. A dreamer in a Dream Trance may expend Dream Points in place of power points for any effect. However, they are not power points and thus she may not transfer them to others (ex: by the bestow power power) or store them in items (such as cognizance crystals).

    Dream Points are not lost when a Dream Trance ends, but cannot be spent unless the dreamer is in a Dream Trance.

    At 1st level, a dreamer may only spend one dream point at a time. At 2nd and 3rd level, the number of dream points they may spend at once increases by 2.

    Dreamtouched: At 2nd and 3rd level, the dreamer gains a bonus Dreamtouched feat (Secrets of Sarlona). Additionally, if a Dreamtouched feat requires the dreamer to sacrifice a use of their Dreamtouched State, they may instead spend three power points.

    Each time a dreamer gains a Dreamtouched Feat, they gain a single 1st or 2nd level psionic power that can only be used while the dreamer is in a Dream Trance.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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    Default Re: EdroGrimshell's PrC Compendium

    Dreamtouched Adept

    Entry Requirements
    Skills:
    Knowledge (Arcana, The Planes, or Psionics) 8 Ranks and one of Lucid Dreaming, Autohypnosis, or Concentration 4 Ranks
    Feats: Dream Scion and One Other Dreamtouched Feat

    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Shallows Immersion
    2nd +1 +0 +0 +3 Dreamtouched Feat
    3rd +2 +1 +1 +3 Dream Immersion
    4th +3 +1 +1 +4 Dreamtouched Feat
    5th +3 +1 +1 +4 Nightmare Immersion
    Class Skills: Autohypnosis, Concentration, Intimidate, Knowledge (Arcana/Psionics/The Planes), Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: A dreamtouched adept gains no new weapon or armor proficiencies.

    Shallows Immersion (Ex): At 1st level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
    Spoiler: Shallows Immersion
    Show
    Dream of Contact: This feat may be used without expending a use of your dreamtouched state.

    Dream of Insight: This feat may be used without expending a use of your dreamtouched state.

    Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

    Dream of Perception: The dreamtouched adept gains Superior Low-Light Vision, Darkvision out to 120ft, and Blindsense out to 60ft. These overwrite the Low-Light Vision, Darkvision, and Blindsense granted by Dream of Perception.

    Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

    Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

    Dreamtouched Feats: At 2nd and 4th level, the dreamtouched adept gains a bonus Dreamtouched feat. They must still meet any prerequisites for the feat.

    Dream Immersion (Ex): At 3rd level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
    Spoiler: Dream Immersion
    Show
    Dream of Contact: The dreamtouched adept gains Telepathy out to 60ft while in a dreamtouched state.

    Dream of Insight: The bonus to Knowledge checks is increased to +15 and the dreamtouched adept may make one additional Knowledge check when using this ability.

    Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

    Dream of Perception: The dreamtouched adept gains blindsight out to 30ft while in a dreamtouched state.

    Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

    Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

    Nightmare Immersion (Ex): At 5th level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
    Spoiler: Nightmare Immersion
    Show
    Dream of Contact: The dreamtouched adept may extend the benefits of the following feats to their allies within range of the dreamtouched adept's telepathy: Dream of Instinct, Dream of Perception, Dream of Strength, and Dream of the Moment. Allies do not gain the benefits of Shallows Immersion, Dream Immersion, or Nightmare Immersion for those feats.

    Dream of Insight: The bonus to Knowledge checks is increased to +20 and the dreamtouched adept may make one additional Knowledge check when using this ability.

    Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

    Dream of Perception: The dreamtouched adept may use the Augury effect without ending their dreamtouched state. The dreamtouched adept may still only use Augury once per dreamtouched state.

    Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

    Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  12. - Top - End - #12
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    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Echoed Mind

    Entry Requirements
    Skills:
    Concentration 9 Ranks
    Feats: Subconscious Containment, Psionic Meditation

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Manifesting
    1st +0 +0 +0 +2 Echoed Focus 2 ---
    2nd +1 +0 +0 +3 Focused Mind 6 +1 Manifester Level
    3rd +1 +1 +1 +3 Psychic Echo 12 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: An echoed mind gains no new weapon or armor proficiencies.

    Manifesting: At 2nd and 3rd level, the echoed mind increases their manifester level by one. The echoed mind does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the echoed mind does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Echoed Focus (Ex): The echoed mind may gain a number of additional psionic foci equal to their class level. These additional foci are gained as if with Subconscious Containment except the DC is increased by 5 for each additional Foci gained (20 for Subconscious, 25 for first Echoed Focus, 30 for second Echoed Focus, and 35 for their third Echoed Focus).

    Focused Mind (Ex): Starting at 2nd level, the echoed mind may gain psionic focus as a Swift Action, Move Action, or Standard Action and may attempt to gain multiple psionic foci in a single round.

    Psychic Echo (Ex): The echoed mind gains the benefits of psionic feats that require maintaining psionic focus a number of times equal to the number of psionic foci they are currently maintaining (so Speed of thought would grant +20ft to move speed if the echoed mind had two psionic foci and +50ft if they had five psionic foci).

    If a feat has a conditional bonus that is only active under certain conditions, such as the Duck and Weave feat, you must meet those conditions for each instance of the bonus (Ex: with Duck and Weave you'd need to move 20ft for a +4 bonus, 30ft for a +6 bonus, etc.).

    NOTE: Yes, it is possible to expend multiple psionic foci on the same psionic feat to boost its effect, but the burst effect for that requires expending all five psionic foci, which you can gain a maximum of three of in a turn with this class (unless you break action economy in which case you have worse things to worry about) and even then would take a full round action and some decent rolling. I think it balances, personally.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  13. - Top - End - #13
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    Default Re: EdroGrimshell's PrC Compendium

    Feral

    Entry Requirements
    Skills:
    Survival 6 Ranks
    Special: One of the following conditions must be met;
    • Survived in the wild on their own for at least a year
    • Trained with a Mutator class or Druid that has experienced Drift (Complete Divine)
    • Been chosen by a deity or spirit of nature (includes several types of fey and magical beasts).


    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +0 Dire Form, Survivor
    2nd +1 +0 +0 +0 Adaptation
    3rd +1 +1 +1 +1 Wild Child
    4th +2 +1 +1 +1 Mythic Form
    5th +2 +1 +1 +1 Feral Ascendancy
    Class Skills: Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

    Wpn/Arm Prof: The Feral gains no new weapon or armor proficiencies.

    Dire Form (Ex): At first level, the Feral gains a mutator level equal to their class level as well as two mutations. At 2nd and 4th level, the Feral gains one additional mutation. At 3rd and 5th level, the Feral gains two additional mutations. The Feral may only select Basic, Innate, and Extraordinaire Mutations for this ability.

    Survivor (Ex): The Feral gains Track as a bonus feat and gains a bonus on Survival checks equal to their class level.

    Additionally, the Feral gains a +1 bonus to all Feral class skills (except Survival). This bonus increases by 1 at 3rd and 5th level. This does not apply to skills added to the class skills list by Mutations.

    Adaptation (Ex): Starting at 2nd level, the Feral may, over the course of a week, replace one mutation with another. On making the decision to do so, the Feral loses access to the chosen mutation until the week is over when it is replaced by the new mutation.

    Additionally, the Feral gains a bonus Mutator feat.

    Wild Child (Ex): Starting at 3rd level, the Feral may substitute half their ranks in Survival for their ranks in any other Feral class skill and adds their Wisdom bonus (if any) to any checks made in this way.

    Mythic Form (Ex): At 4th level, the Feral gains a single Teratomorph as the Evolutionist class feature. They may only choose a Teratomorph from the Teratomorph I list.

    Additionally, the Feral gains a bonus Mutator feat.

    Feral Ascendancy (Ex): When it would be beneficial, the Feral is treated as both an animal and their original type. Additionally, the Feral adds half of the non-mutator class levels they possess to their mutator level.
    Last edited by EdroGrimshell; 2018-12-21 at 07:51 AM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  14. - Top - End - #14
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    Default Re: EdroGrimshell's PrC Compendium

    Heckler

    Entry Requirements
    Ability Score:
    Cha 13
    Skills: Bluff 6 Ranks, Intimidate or Diplomacy 3 Ranks

    Hit Die: d6

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Mockery, Taunting Smirk
    2nd +1 +0 +0 +3 Vicious Insult
    3rd +2 +1 +1 +3 Searing Retort
    Class Skills: Bluff, Craft, Diplomacy, Gather Information, Intimidate, Listen, Perform, Profession, Sense Motive, Sleight of Hand, Spot. 6 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Heckler gains no new weapon or armor proficiencies.

    Mockery (Ex): A Heckler is capable of using cutting words and insults as a way to injure the fighting spirit and focus of their foes. As a standard action, the Heckler may target a single creature within 30ft that can both hear and understand them to make a special Bluff check. The target must succeed on a Will save against the Heckler's Bluff check or become Slighted for a number of rounds equal to the Heckler's ranks in Bluff - 3. While Slighted, the target takes a morale penalty to Will saves equal to the Heckler's Class level. Additional uses of this ability reset the duration.

    This is a language-dependent, mind-affecting ability.

    If the Heckler possesses Improved Feint, they may instead use Mockery as a move action.

    Taunting Smirk (Ex): While a creature is Slighted, they take a morale penalty on attack rolls and saving throw DCs of attacks and abilities targeting the Heckler equal to their Cha bonus. The Heckler adds their Cha bonus on opposed skill checks made against creatures that are slighted.

    Additionally, instead of resetting the duration of Mockery, the Heckler may deny the target their Dex mod to AC as if they had made a successful feint attempt.

    Vicious Insult (Ex): Starting at 2nd level, when a slighted creature attacks the Heckler, they must make two attack rolls and take the worst of the two.

    By sacrificing an attack of opportunity for the round, the Heckler may cause a slighted creature to take a penalty on attack rolls made against the Heckler equal to the Heckler's Cha bonus for 1 round.

    Additionally, the Heckler may use Mockery as a move action instead of a standard action. If the Heckler possesses Improved Feint, they may instead use Mockery as a swift action.

    Searing Retort (Ex): Any time a creature attacks a 3rd level Heckler and misses, the Heckler may sacrifice an attack of opportunity for the round to use Mockery as an immediate action. If the target is slighted, the Heckler may instead make them demoralized for as long as they are slighted.

    Additionally, creatures normally immune to mind-affecting effects are not immune to Mockery or Vicious Insult, but instead gain a +4 bonus to their Will Save against the effect. Mockery loses its language dependence.
    Last edited by EdroGrimshell; 2018-12-21 at 07:34 AM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  15. - Top - End - #15
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    Default Re: EdroGrimshell's PrC Compendium

    Hero

    Entry Requirements
    Base Attack Bonus:
    +5
    Base Fortitude: +4
    Base Will: +4
    Special: Must be able to take Nonlethal Damage
    Special: Must have survived an encounter with a creature of a higher CR than their own.

    Hit Die: d10

    Level BAB Fort Ref Will Special
    1st +1 +2 +0 +2 Tireless
    2nd +2 +3 +0 +3 Tenacity
    3rd +3 +3 +1 +3 Determination
    Class Skills: Any ten skills as class skills, chosen on taking their first level of this class. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Hero gains proficiency with three martial weapons (or one exotic weapon) of their choice, with light and medium armor, and with shields (excluding tower shields).

    Tireless (Ex): Whenever the Hero is subject to a negative status condition, they may take nonlethal damage to negate the effect. The Hero may do so at any time, even if they normally cannot take an action.

    Additionally, the Hero heals nonlethal damage every ten minutes instead of every hour.

    Spoiler: Tireless
    Show
    Status Condition Nonlethal Damage
    Ability Damage 5/Point
    Ability Drain/Burn 15/Point
    Blinded 15
    Confused 10
    Cowering 20
    Dazed 5
    Dazzled 2
    Dead* 20
    Deafened 15
    Diseased 15
    Energy Drain 20/Level
    Entangled 15
    Exhausted 10
    Fascinated 7
    Fatigued 5
    Frightened 10
    Nauseated 10
    Panicked 15
    Paralyzed 15
    Petrified 20
    Poisoned 10
    Shaken 5
    Sickened 5
    Stunned 10

    *This condition prevents instant death effects, it does not allow you to live when reduced below -10 hit points (unless you can go below this number normally) or when your Con is reduced to 0 or lower.


    Tenacity (Ex): At 2nd level, the Hero gains the action points as described here. If your campaign already uses Action Points, instead grant the Hero the Heroic Spirit feat as a bonus feat.

    Additionally, the Hero is immune to the Fatigued and Exhausted conditions.

    Determination (Ex): At 3rd level, the Hero gains the ability to take 10 points of nonlethal damage in place of spending an action point.

    Additionally, the Hero heals nonlethal damage every minute instead of every hour.
    Last edited by EdroGrimshell; 2023-06-11 at 03:40 AM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

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    Default Re: EdroGrimshell's PrC Compendium

    Infusionist

    Entry Requirements
    Skills:
    Concentration 6
    Feats: Psycarnum Infusion
    Special: Must possess an essentia pool.

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Essentia Manifesting
    1st +0 +0 +0 +2 Extended Infusion 1 1 ---
    2nd +1 +0 +0 +3 Expanded Infusion 3 2 +1 Manifester Level
    3rd +1 +1 +1 +3 Invested Infusion 6 3 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession. Psicraft, Spot. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The infusionist does not gain any new weapon or armor proficiencies.

    Manifesting: At 2nd and 3rd level, the infusionist increases their manifester level by one. The infusionist does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the infusionist does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Int score).

    Extended Infusion (Ex): At 1st level, the duration of the infusionist's Psycarnum Infusion feat extends by a number of rounds equal to the infusionist's class level. At 2nd level, the infusionist increases the number of rounds by an additional one.

    When the infusionist uses the Psycarnum Infusion feat, he may spend one or more power points (up to 5 or half the infusionist's manifester level, whichever is higher) to increase the duration by an equal number of rounds.

    Expanded Infusion (Ex): At 2nd level, the infusionist can select two incarnum receptacles when they use the Psycarnum Infusion feat. At 3rd level, the infusionist can select three incarnum receptacles.

    Alternatively, the infusionist may reduce the number of essentia receptacles affected from Psycarnum Infusion by 1 to increase the capacity of the essentia receptacles affected from Psycarnum Infusion by 1. At 3rd level they may reduce the number of affected essentia receptacles by 2 and increase the capacity of the affected essentia receptacles by 2.

    Invested Infusion (Ex): When Infusionist uses the Psycarnum Infusion feat, they may spend three power points to retain their psionic focus.

    Additionally, as an immediate action, the Infusionist may spend six power points to use Psycarnum Infusion as part of the same action. Using Psycarnum Infusion in this way does not benefit from Expanded Infusion or Extended Infusion.
    Last edited by EdroGrimshell; 2020-06-05 at 12:45 AM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

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    Default Re: EdroGrimshell's PrC Compendium

    Instructor

    Entry Requirements
    Skills:
    Martial Lore 6 Ranks, Associated Skill of the Discipline selected for Martial Study 6 Ranks
    Feats: Martial Study, Martial Stance

    Hit Die: d8

    Level BAB Fort Ref Will Special MK MR SK
    1st +1 +2 +0 +2 Training, Discipline 1 1 0
    2nd +2 +3 +0 +3 Stance Correction 0 0 0
    3rd +3 +3 +1 +3 Simplified Instruction 1 0 1
    4th +4 +4 +1 +4 Self Instruction 0 1 0
    5th +5 +4 +1 +4 Teacher's Pride, Trained Strike 1 0 0
    Class Skills: Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (History), Martial Lore, Profession, Ride, Swim.* 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The instructor is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

    Training (Ex): An instructor does not fight alone, but cannot always expect to fight with those as skilled as themselves, as such, they learn how to train those they work with to fight alongside them. Over the course of an hour, the instructor may train a number of individuals up to their Int score - 10 and multiplied by their class level (Ex: A level 3 instructor with Int 13 would be able to train 9 individuals). Those trained by the instructor in this way gain an Instruction Point. This Instruction Point lasts for one day per class level the instructor possesses.

    The maximum number of Instruction Points a creature may benefit from is equal to the Instructor's class level. A creature may not possess more than 5 Instruction Points. Instruction Points can only be granted to intelligent creatures.

    Additionally, the instructor may take Martial Stance and Martial Study as many times as they wish. If the instructor has ranks in a discipline's associated skill of 9 or higher, they may take maneuvers from that discipline as well when taking Martial Study or Martial Stance.

    Discipline (Ex): Anyone that possesses an Instruction Point gains Advantage on their attack and damage rolls, rolling twice for any attack or damage rolls and taking the better result. Additionally, once per encounter per Instruction Point they possess, they may take a swift action to gain a +1 circumstance bonus to their Attack Rolls and Armor Class and a +2 circumstance bonus to their damage rolls until the start of their next round. These benefits may be doubled by spending an instruction point.

    Additionally, the Instructor may choose a number of weapons equal to their class level + their Intelligence bonus, any penalty for not being proficient with the chosen weapons is reduced by one for each instruction point the target creature possesses.

    Stance Correction (Ex): Instructors know that a good foundation enhances the ability to fight. Starting at second level, the Instructor may designate a stance they know when using Training, whenever anyone benefiting from an Instruction Point the instructor granted them takes a swift action to use Discipline, they gain the benefits of the chosen Stance for one round. The instructor may designate a different stance every time they use Training and those benefiting from the Instruction Points may choose which stance to gain the benefits of when using Discipline, they may only gain the benefits of one stance at a time. They don't actually know the stance, simply gaining the benefits of it.

    Additionally, a creature with at least two instruction points may spend a swift action to gain the benefits of a stance without using Discipline.

    When a creature loses an Instruction Point, for any reason, they remove one of the stances they may gain the benefits of with this ability.

    Simplified Instruction (Ex): An instructor can give their students a chance to use some of their own techniques by simplifying the technique for them to use. At 3rd level, the instructor gains the ability to impart a small amount of their skill when training others. When using Training, the instructor may choose one of their feats to impart to those they use Training on. Whenever a creature benefiting from Instruction Points spends a swift action to use Discipline, they gain the benefits of the chosen feat until the start of their next turn. The instructor may designate a different feat every time they use Training and those benefiting from the Instruction Points may choose which feat to gain the benefits of when using Discipline, they may only gain the benefits of one feat at a time. They don't actually have the feat, simply gaining the benefits of it.

    Additionally, a creature with at least three instruction points may spend a swift action to gain the benefits of a feat without using Discipline. A creature with at least three instruction points gains an additional swift action each round that may only be used for abilities granted by Instruction Points.

    When a creature loses an Instruction Point, for any reason, they remove one of the feats they may gain the benefits of with this ability.

    Self Instruction (Ex): When an instructor of 4th level or higher uses Training to grant Instruction Points, the Instructor may gain an Instruction Point themselves. The Instructor may choose a single Boost when using Training. Any creature benefiting from Instruction points may use the chosen Boost when spending a swift action to use Discipline. The instructor may designate a different boost every time they use Training and those benefiting from the Instruction Points may choose which Boost to gain the benefits of when using Discipline, they may only gain the benefits of one Boost at a time. They don't actually know the Boost, simply gaining the benefits of it.

    Additionally, a creature with at least four instruction points may gain the benefits of the chosen Boost once per encounter as a swift action without using Discipline.

    When a creature loses an Instruction Point, for any reason, they remove one of the Boosts they may gain the benefits of with this ability.

    Trained Strike (Ex): A 5th level Instructor may choose a single Strike when using Training. Any creature benefiting from Instruction points may use the chosen Strike in place of their next attack after spending a swift action to use Discipline. The instructor may designate a different Strike every time they use Training and those benefiting from the Instruction Points may choose which Strike to gain the benefits of when using Discipline, they may only gain the benefits of one Strike at a time. They don't actually know the Boost, simply gaining the benefits of it.

    Additionally, a creature with at least five instruction points may use the chosen Strike once per encounter as if they knew it without using Discipline.

    When a creature loses an Instruction Point, for any reason, they remove one of the Strikes they may gain the benefits of with this ability.

    Teacher's Pride (Ex): An instructor's pride is to pass on their knowledge to their students so they may pass it on to their own students. Any individual trained consistently by the instructor for a month that never has less than one Instruction Point gains Martial Weapon Proficiency, Exotic Weapon Proficiency, Martial Study, or Martial Stance as a bonus feat, but may only select a weapon, maneuver, or stance that the instructor is able to use.

    Additionally, the instructor may spend a month learning a new weapon proficiency, maneuver, or stance, gaining the appropriate feat to gain the selected option. The instructor must spend at least an hour a day, possess a means of studying what they wish to gain, and must possess an Instruction Point the entire time to gain the feat. If any of these requirements is skipped at any time, the instructor must restart from the beginning once more.


    *Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  18. - Top - End - #18
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    Ironclad

    Entry Requirements
    Skills:
    Craft (Armorsmithing) 9 Ranks
    Feats: Heavy Armor Optimization

    Hit Die: d10

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +0 Ironbound, Tough as Nails
    2nd +1 +3 +0 +0 Metallicize
    3rd +2 +3 +1 +1 Barricade
    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Ironclad gains proficiency with Simple and Martial Weapons as well as with Shields (including tower shields). (Note: They do not gain armor proficiency because the feat Heavy Armor Optimization requires Heavy Armor Proficiency)

    Ironbound (Ex): While wearing medium or heavy armor, the Ironclad reduces the armor check penalty and increases the Max Dex Bonus of their armor by their Str bonus (if any).

    Additionally, the Ironclad is able to move at full speed in medium and heavy armor, as if it were light armor, and may sleep in medium or heavy armor without penalty.

    Tough as Nails (Ex): At each level, the Ironclad gains Toughness as a bonus feat. Additionally, while wearing medium or heavy armor, the Ironclad increases the Armor bonus of their armor by 1 for every two instances of Toughness they possess.

    Metallicize (Ex): Starting at 2nd level, at the start of each turn while wearing medium or heavy armor, the Ironclad gains temporary hit points equal to the Armor bonus of their Armor + 1 for each instance of Toughness the Ironclad possesses. These temporary hit points last until the start of the Ironclad's next turn.

    Barricade (Ex): Whenever a 3rd level Ironclad fights defensively, uses the total defense action, or uses combat expertise to gain at least +2 to their Armor Class, they increase the duration of any Temporary Hit Points they possess by one round and may stack Temporary Hit Points they gain for that round.
    Last edited by EdroGrimshell; 2023-06-23 at 07:48 AM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  19. - Top - End - #19
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    Default Re: EdroGrimshell's PrC Compendium

    Mentat

    Entry Requirements
    Skills:
    Autohypnosis 6 Ranks
    Feats: Psionic Talent

    Hit Die: d4

    Level BAB Fort Ref Will Special TPP Manifesting
    1st +0 +0 +0 +2 Psionic Reservoir 1 ---
    2nd +1 +0 +0 +3 Enhanced Cognition 4 +1 Manifesting Class
    3rd +1 +1 +1 +3 Patterned Mind 9 ---
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Mentat does not gain any new weapon or armor proficiencies.

    Psionic Reservoir (Su): At the start of each hour, the Mentat gains Temporary Power Points as shown on the table above. Temporary Power Points do not stack. Temporary Power Points gained from this ability last until they are spent.

    Additionally, while the mentat possesses temporary power points, they gain a bonus on saves against psionic powers equal to their class level.

    Enhanced Cognition (Ex): At 2nd level, the Mentat treats their primary manifesting stat (Intelligence for Psions, Charisma for Wilder, Etc.) as 4 higher for the purposes of bonus power points. At 3rd level, their primary manifesting stat is treated as 6 higher instead.

    If the Mentat does not possess a manifester level, then they count as having a manifester level of one and may choose either their Intelligence, Wisdom, or Charisma as their primary manifesting stat for this ability.

    Patterned Mind (Ex): At 3rd level, the Mentat adds half their levels in non-manifesting classes to their manifester level for the purposes of bonus power points only.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  20. - Top - End - #20
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    Militiaman

    Entry Requirements
    BAB:
    +2
    Skills: Any Skill 6 Ranks, Martial Lore 3 Ranks
    Feats: Martial Study

    Hit Die: d8

    Level BAB Fort Ref Will Special MK MR SK
    1st +1 +2 +0 +0 Limit Reserve 1 1 0
    2nd +2 +3 +0 +0 Fighting Spirit 0 0 0
    3rd +3 +3 +1 +1 Martial Clarity 1 0 1
    Class Skills: Climb, Craft, Intimidate, Jump, Martial Lore, Profession, Ride, Swim.* 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The militiaman is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

    Limit Reserve (Ex): At first level, the militiaman gains a Limit Reserve. The militiaman may, once per day, spend 15 minutes in exercise to roll a d20 and record the result, this is their Limit Reserve (these new rolls overwrite the old results). Any time the militiaman makes an attack roll, after seeing the result but before learning if the attack hit, they may swap their Limit Reserve with the attack roll (not including any modifiers). The militiaman may also swap a critical confirmation roll as if it were an attack roll.

    At 2nd and 3rd level, the militiaman rolls an additional d20 when rolling for their Limit Reserve, recorded separately.

    Additionally, the militiaman may take the Martial Study feat any number of times.

    Fighting Spirit (Ex): At 2nd level, the militiaman gains the ability to, once per encounter, roll a d4 and add the result to each recorded d20 in their limit reserve, to a maximum of 20. If any recorded d20 in their limit reserve increases above 20, the militiaman regains one of their maneuvers for the encounter for each point above 20 it would be.

    Additionally, the militiaman may now use their Limit Reserve on their Saving Throws in addition to their attack rolls.

    At 3rd level, this may be used an additional time per encounter.

    Martial Clarity (Ex): At 3rd level, the militiaman gains the ability to, when making an attack, reduce one of the numbers in their limit reserve by 10 to make the attack an automatic hit, removing the need to make an attack roll.

    Additionally, the militiaman may now use their Limit Reserve on opposed Skill Checks in addition to their attack rolls and saving throws.


    *Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.
    Last edited by EdroGrimshell; 2018-09-29 at 06:59 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  21. - Top - End - #21
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    Default Re: EdroGrimshell's PrC Compendium

    Scholar

    Entry Requirements
    Skills:
    18 Ranks Split Between at Least Three Knowledge Skills.
    Feats: Knowledge Devotion, Master of Knowledge (Heroes of Horror)

    Hit Die: d6

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Knowledge Correlation
    2nd +1 +0 +0 +3 Scholastic Study
    3rd +1 +1 +1 +3 Scholastic Advantage
    Class Skills: Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Forgery, Gather Information, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Search, Spellcraft, Use Magic Device, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A scholar gains no new weapon or armor proficiencies.

    Knowledge Correlation (Ex): For every 6 ranks the scholar possesses in Knowledge skills, they gain a +1 Synergy Bonus to all Knowledge checks and may use all Knowledge skills as if they had a number of skill ranks equal to the Synergy Bonus. These virtual ranks do not count towards increasing the synergy bonus.

    Sage Lore (Ex): At each class level, the scholar gains 6 additional skill points that can only be spent on Knowledge skills.

    Scholastic Study (Ex): By spending fifteen minutes studying or otherwise gathering information, a Scholar of at least 2nd level may gain a bonus as if he had rolled a 10 on the appropriate Knowledge check against that specific creature for the next hour. This may be extended to the next 8 hours if the scholar takes an hour to perform the research instead.

    Additionally, the scholar may impart some of his knowledge to his allies. The scholar may spend a move action to grant all allies within 30ft the same insight bonus the scholar gained from a single use of knowledge devotion for two rounds.

    Scholastic Advantage (Ex): Starting at 3rd level, the scholar applies the bonus from Knowledge Devotion to Bluff, Listen, Sense Motive, Spot, and Survival checks made against the target creature and doubles the bonus to damage from Knowledge Devotion.

    Additionally, if the scholar used Scholastic Study on a creature and later used Knowledge Devotion in combat against the creature, the insight bonus granted stacks.
    Last edited by EdroGrimshell; 2018-09-03 at 04:27 PM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  22. - Top - End - #22
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    Soulfused

    Entry Requirements
    Skills:
    Knowledge (The Planes) 3 Ranks, Any other Skill 6
    Special: Must possess an Essentia Pool

    Hit Die: d6

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +0 +2 Incarnum Ability +1
    2nd +1 +3 +0 +3 Heightened Capacity (+1) +0
    3rd +2 +3 +1 +3 Incarnum Aura +1
    4th +3 +4 +1 +4 Heightened Capacity (+2) +0
    5th +3 +4 +1 +4 Incarnum Ability +1
    Class Skills: Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Spot. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: Soulfused are proficient with all simple weapons and with light armor, but not with shields.

    Incarnum Ability: The soulfused gains a bonus Incarnum Feat at 1st and 5th level.

    Incarnum Development: The soulfused gains a point of essentia at 1st, 3rd, and 5th level.

    Heightened Capacity: The essentia capacity of the soulfused's incarnum feats increases by 1 at 2nd and 4th level.

    Incarnum Aura: A soulfused of 3rd level has an aura of incarnum around them. As a standard action, the soulfused may compress this aura into a single soulmeld of the soulfused's choice. This shaped soulmeld lasts for one minute per class level before unshaping, at which time it becomes an aura once more. The soulfused may choose to unshape this soulmeld at any time.

    On shaping this soulmeld, the soulfused may bind it to a chakra it has open, if any.

    While the Aura is active, the soulfused gains two Aura Points. Aura points may be invested into an essentia receptacle as if they were essentia. An essentia receptacle with aura points invested in it has its essentia capacity increased by the number of aura points invested in it. At 5th level, the soulfused gains one additional aura point while the Aura is active.

    NOTE: Aura points invested into an ability where they can't be uninvested locks them in place. They can still be remove to shape a soulmeld but don't count towards the number of points in the ability until it unshapes.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  23. - Top - End - #23
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    Soul Seeker

    Entry Requirements
    Skills:
    Concentration 6 Ranks, Listen 6 Ranks, Spot 6 Ranks
    Feats: Soulsight

    Hit Die: d6

    Level BAB Fort Ref Will Special Essentia
    1st +0 +0 +2 +2 Improved Soulsight 1
    2nd +1 +0 +3 +3 Extended Soulsight 2
    3rd +1 +1 +3 +3 Superior Soulsight 3
    Class Skills: Concentration, Craft, Listen, Profession, Search, Sense Motive, Spot. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: A soul seeker gains no new weapon or armor proficiencies.

    Improved Soulsight (Ex): The soul seeker may activate Soulsight as a swift action instead of a move action. The duration of the Soulsight feat also increased to one round per point of essentia invested into it instead of only a single round. Additionally, the soul seeker gains a bonus on Search, Spot, and Listen checks equal to twice the essentia invested in the Soulsight feat.

    Extended Soulsight (Ex): The soul seeker's Soulsight reaches farther and more accurately than it otherwise would, the blindsense going out to 10ft per point of essentia invested into the feat instead of 5ft. The soul seeker may spend a swift action while they have blindsense from using the Soulsight feat to double its range for one round. They can repeat this with a move action to double it again so long as they have already used their swift action to do so.

    Additionally, the soul seeker gains a constant Deathwatch effect on all living creatures within their blindsense granted by Soulsight. This only functions while the blindsense from Soulsight is active.

    At 3rd level, the soul seeker gains the effects of the Status spell in addition to Deathwatch when their blindsense from Soulsight is active and may apply the effect to both living and nonliving creatures.

    Superior Soulsight (Ex): When the soul seeker uses Soulsight, he gains blindsight out to half of the range of his blindsense. Additionally, the soul seeker gains an insight bonus to their AC equal to the essentia invested in the Soulsight feat against creatures he can sense with the Soulsight feat.

    Additionally, the soul seeker gains the ability to detect both living and nonliving creatures as if they could bind a soulmeld to their Brow chakra.
    Last edited by EdroGrimshell; 2023-05-27 at 01:29 AM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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    Spirit Healer

    Entry Requirements
    Skills:
    Heal 6 Ranks
    Feats: Healing Soul

    Hit Die: d6

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +0 +2 Incarnum Healing 1
    2nd +1 +3 +0 +3 Incarnum Chirurgeon 2
    3rd +1 +3 +1 +3 Incarnum Vitality 3
    Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: A spirit healer gains no new weapon or armor proficiencies.

    Incarnum Healing (Su): When the spirit healer invests essentia into the Healing Soul feat, they gain a pool of healing that acts much like the paladin's lay on hands ability equal to their class level x their Con mod x the amount of essentia invested in the Healing Soul feat. The healing from this class feature is not positive energy and can be used to heal living, undead, and construct creatures equally.

    Additionally, the healing provided by Healing Soul is increased by the number of ranks the spirit healer has in the Heal Skill and may be expended to add to the pool of healing provided by the Incarnum Healing class feature or to heal a touched target.

    This class feature can be affected by the Azure Touch feat.

    Incarnum Chirurgeon (Su): The spirit healer may spend points of healing to convert a number of points of lethal damage into nonlethal damage equal to twice the number of spent points, this increases to three times the number of spent points at 3rd level.

    The spirit healer can expend five points of healing to cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. The spirit healer can expend ten points of healing to remove the exhausted, nauseated, poisoned, or stunned condition from one individual. The spirit healer can spend fifteen points of healing to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. The spirit healer can expend twenty points of healing to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

    The spirit healer can remove one or more conditions and heal damage with the same touch, so long as they expend the required number of points.

    Additionally, each point of essentia invested in Healing Soul provides two uses per day instead of one.

    Incarnum Vitality (Su): The spirit healer can spend healing from Incarnum Healing on an uninjured target. Should the target take damage afterwards, they begin to heal at a rate of 1 hit point per round until they've healed a number of hit points to bring them to their maximum or until they heal a number of hit points equal to the spent healing. This can apply to conditions that can be removed with Incarnum Chirurgeon, healing at a rate of one condition per round starting with the highest cost condition and continuing from there.

    Healing spent to this effect lasts until the spirit healer's essentia is uninvested from the Healing Soul feat.

    Additionally, the spirit healer may more easily heal others. The number of points spent to remove conditions with Incarnum Chirurgeon is reduced to 4, 8, 12, and 16 instead of 5, 10, 15, and 20 respectively.
    Last edited by EdroGrimshell; 2023-05-27 at 12:18 AM.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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    Stigmatist

    Entry Requirements
    Alignment:
    Cannot be True Neutral
    Skills: Knowledge (Religion) 6 Ranks
    Feats: True Believer

    Hit Die: d10

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +2 Penance, Blessings
    2nd +1 +3 +0 +3 Persistent Blessing
    3rd +1 +3 +1 +3 Persistent Blessing
    4th +2 +4 +1 +4 Persistent Blessing
    5th +2 +4 +1 +4 Persistent Blessing
    Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Knowledge (Religion/The Planes), Profession, Sense Motive. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The stigmatist does not gain any new weapon or armor proficiencies.

    Penance (Ex): In a minute long ritual, the stigmatist takes 1 point of damage and gains a Blessing (see below). For every blessing the stigmatist has, the damage taken from this ritual increases by 1. Damage inflicted by this ability bypasses temporary hit points and cannot be healed except by natural healing. The next time the stigmatist heals lethal damage through natural healing, they heal all the damage taken from Penance.

    Blessings (Su): When using the Penance ability (see above), the stigmatist gains a blessing from the list below. A blessing lasts as long as the stigmatist possesses damage from the Penance ability. This ability counts as the ability to turn/rebuke undead and cast spells of 1/4 their character level for the purposes of qualifying for feats.

    Spoiler: Blessings
    Show
    Blessed Armor: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their Armor Class. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

    Blessed Body: This blessing grants the stigmatist the benefits of the Endure Elements spell as long as they possess the blessing. This blessing can be selected more than once, each time the stigmatist selects one type of energy damage (fire, electricity, acid, cold, or sonic) granting energy resistance 5 against the chosen energy or increasing the resistance chosen by 5. If a type of energy resistance would exceed 30 through this blessing, the stigmatist instead gains immunity to that energy type.

    Blessed Skin: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the stigmatist damage reduction 2/the chosen alignment. This blessing can be selected more than once, increasing the damage reduction by 2 for each additional selection, to a maximum of 10.

    Ceremonial Blessing: On selecting this blessing, the stigmatist selects one Ceremony feat they possess. They may grant the benefits of that Ceremony by paying the cost as a Penance instead of the normal costs. Using a Ceremony feat in this way causes the benefits to last until the Penance damage is healed rather than their normal duration. This blessing may only be chosen as a Persistent Blessing.

    Detect Opposition: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the appropriate Detect spell for the chosen alignment (Detect Evil, Detect Good, Detect Law, Detect Chaos).

    Divine Blessing: This blessing grants the stigmatist two Divine Charges. Divine Charges can be used in place of Turn/Rebuke Undead attempts for Divine feats and Domain feats. This blessing can be selected more than once, increasing the number of Divine Charges gained by 2.

    Divine Insight: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Wis score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Divine Mind: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Int score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Divine Presence: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Cha score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Healing Hands: This blessing grants the stigmatist a pool of points equal to the hit points lost from the Penance ability. These points can be spent to heal an equal number of hit points of a touched target (including themselves). The stigmatist can choose to divide this healing among multiple recipients, and they don't have to use it all at once. Using this blessing is a standard action. Taking this blessing a second time allows the stigmatist to spend five points from this pool to heal one point of ability damage or remove one of the following conditions from a touched target: dazed, fatigued, or sickened. Taking this blessing a third time allows the stigmatist to spend ten points from this pool to remove one of the following conditions from a touched target: exhausted, nauseated, poisoned, or stunned. Taking this blessing a fourth time allows the stigmatist to spend fifteen points from this pool to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. Taking this blessing a fifth time allows the stigmatist to spend twenty points from this pool to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

    Minor Miracle: On selecting this blessing, the stigmatist selects one 1st level or lower cleric or druid spell, the level of spell that can be selected increases by 1 at 3rd and 5th level. The stigmatist gains the selected spell as a spell-like ability that can be used once while they possess this blessing with a caster level of half their character level. The stigmatist may choose to expend this use to use the spell Augury instead of the selected spell. These spells may be used to fuel Reserve Feats. This blessing can be selected more than once, selecting a new spell or increasing the number of times they may use a previously selected spell by 1.

    Miraculous Alacrity: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Dex score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Miraculous Endurance: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Con score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Miraculous Strength: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Str score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Sacred/Profane Resistance: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their saving throws. This blessing an be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

    Sacred/Profane Skill: On selecting this blessing, the stigmatist chooses one ability score. This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their skill checks with skills based on the chosen ability score. This blessing can be selected more than once, selecting a new ability score or increasing the bonus for an existing one by 1 for each additional selection, to a maximum bonus of +5.

    Seraphic Gift: On selecting this blessing, the stigmatist chooses one Domain feat or Divine feat. This blessing grants the selected feat as a bonus feat. If the stigmatist possesses the Minor Miracle blessing, they can instead select a Reserve feat that the spell from their Minor Miracle qualifies them for. Should the stigmatist no longer qualify for a selected Reserve feat selected with this blessing, such as using the spell from Minor Miracle, they lose the blessing that granted the reserve feat as well.

    Sublime Offense: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their damage rolls. This blessing can be selected more than once, increasing the bonus by 2 for each additional selection, to a maximum bonus of +20.

    Sublime Speed: This blessing grants the stigmatist a +10ft Sacred (if Good or Neutral) or Profane (if Evil) bonus to all movement modes. This blessing can be selected more than once, increasing the bonus by 5ft for each additional selection, to a maximum bonus of +30ft.

    Sublime Warrior: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their attack rolls. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5. The fifth time this blessing is selected, the stigmatist may make an additional attack at their highest base attack bonus at a -5 penalty during a full attack.


    Persistent Blessing (Ex): At every level except 1st, the stigmatist selects one blessing. They automatically gain that blessing whenever they gain at least one blessing. These blessings do not count towards the number of blessings they possess for the amount of damage they take from Penance. These blessings still count towards the limit on the number of times the blessing can be selected.
    Last edited by EdroGrimshell; 2018-09-20 at 01:43 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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  26. - Top - End - #26
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Oct 2008

    Default Re: EdroGrimshell's PrC Compendium

    Surger

    Entry Requirements
    Skills:
    Concentration 6 Ranks
    Feats: Overchannel
    Manifesting: Must know one or more first level powers

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Manifesting
    1st +0 +0 +0 +2 Surging Psyche 1 +1 Manifester Level
    2nd +1 +0 +0 +3 Channeled Insurgence 3 ---
    3rd +2 +1 +1 +3 Oversurge 6 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A surger gains no new weapon or armor proficiencies.

    Manifesting: At 1st and 3rd level, the surger increases their manifester level by one. The surger does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the surger does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Cha score).

    Surging Psyche (Ex): A surger possesses a measure of their psionic power separate from power points called a Surge Count. A surger's Surge Count defaults to 0. As a swift action, the surger may increase their Surge Count by 1. A surger may have a Surge Count of up to 1 + 3 x their class level.

    Whenever the surger uses the Overchannel feat, they may increase their Surge Count by the amount they increased their manifester level with the feat.

    While the surger's Surge Count is greater than 0, they suffer a penalty to Concentration checks equal to their Surge Count but gain a bonus on Will Saves of equal value. While the surger's Surge Count is 4 or higher, they increase their effective manifester level by one, this increases by an additional one at Surge Counts 7 and 10. While the surger's Surge Count is 7 or higher, the surger is treated as if they were psionically focused (they may not expend this psionic focus but may gain and expend their normal psionic focus). While the surger's Surge Count is 10, the surger may, as a swift action, gain psionic focus without needing to make a Concentration check.

    At the start of an encounter, the surger can choose to increase their Surge Count by their class level - 1, taking no action to do so.

    A surger may also choose to set their Surge Count to 0 as a swift action.

    Maintaining a Surge Count is draining when not in a high stress situation. A surger that maintains a surge count greater than 0 for one minute when not threatened by an enemy or in a stressful situation (any situation that would prevent the surger from taking 10 on a skill check) becomes fatigued. If the surger is already fatigued they become exhausted. If the surger is already exhausted they fall unconscious and their Surge Count is set to 0.

    Channeled Insurgence (Su): As long as a 2nd level or higher surger's Surge Count exceeds 0, they may spend a swift action each round to channel their unstable mental energies into a power, charging it. When first using this ability, the surger must choose a single power to Channel. While Channeled, the power may not be manifested and has a Power Count of 0. When the surger spends a swift action to charge the Channeled power, they increase its Power Count by their Surge Count, to a maximum of the surger's manifester level with the Channeled power. At any time, as long as the Power Count of the power exceeds the minimum power points needed to manifest it, the surger may discharge the Channeled power, manifesting the power as if they had spent a number of power points on it equal to the Power Count it possessed before being discharged.

    The surger may use Overchannel with the Channeled power, but must choose the manifester level increase when they first channel the power and take damage when they discharge the Channeled power.

    Oversurge (Su): As a free action, when discharging a Channeled power, a 3rd level or higher surger may lower their surge count to increase the effective manifester level and number of power points spent on the power by the amount their Surge Count was lowered.

    Using an Oversurge is a mentally draining endeavor. After using an Oversurge, the surger becomes exhausted and cannot increase their surge count until they rest for five minutes, at which point the exhausted condition is reduced to fatigued and the surger may increase their surge count again. The Fatigued condition persists for another 5 minutes, whether the surger rests or not.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  27. - Top - End - #27
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    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Undying

    Entry Requirements
    Feats:
    Diehard
    Special: Must have had a near death experience (been reduced to 0 or fewer hit points)

    Hit Die: d10

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +2 Walk the Razor's Edge
    2nd +1 +3 +0 +3 Knock on Death's Door
    3rd +2 +3 +1 +3 Walk with the Reaper
    4th +3 +4 +1 +4 Open the Black Gates
    5th +3 +4 +1 +4 Walk into Oblivion
    Class Skills: Autohypnosis, Balance, Concentration, Craft, Heal, Intimidate, Jump, Profession, Survival, Swim. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Undying does not gain any new weapon or armor proficiencies.

    Walk the Razor's Edge (Ex): While below 75% of their maximum hit point total, the Undying gains a +1 morale bonus to their Armor Class, Saving Throws, and Skill Checks. While below 50% of their maximum hit point total, the bonus increases by 1. While below 25% of their maximum hit point total, the bonus increases by an additional 1. While at or below 1 hit point per class level, the bonus increases by an additional 1. While at or below 1 hit point, the bonus increases by an additional 1.

    Additionally, while below 50% their maximum hit point total, the Undying gains a +10ft morale bonus to all movement modes.

    Knock on Death's Door (Ex): Starting at 2nd level, the Undying no longer dies at -10 hit points, instead dying at a number of negative hit points equal to 10 x their class level (-20 at 2nd level, -30 at 3rd level, etc). The Undying benefits from the Diehard feat until they would die, rather than up to -9 hit points. The Undying stabilizes automatically when reduced below 0 hit points and is immune to the disabled condition.

    Walk with the Reaper (Ex): Starting at 3rd level, the Undying does not fall unconscious from nonlethal damage unless they have a number of points equal to half their maximum hit point total + the Undying's current hit point total. The Undying no longer takes damage for taking a standard action while disabled or dying.

    Additionally, while below 25% their maximum hit point total, the Undying gains spell resistance equal to twice their class level + twice the morale bonus granted by Walk the Razor's Edge.

    Open the Black Gates (Ex): At 4th level, the Undying gains a Threshold Pool with points equal to 10 x their class level. Whenever the Undying would take damage, they may spend any number of points from their Threshold Pool to reduce damage they would take by an equal amount, taking nonlethal damage equal to half the damage prevented.

    A Undying's Threshold Pool refreshes at a rate of 1 point per minute.

    Walk into Oblivion (Ex): The bonus from Walk the Razor's Edge is doubled. The Undying adds half the bonus from Walk the Razor's Edge to Attack and Damage Rolls.

    Additionally, while the Undying is at or below 1 hit point per class level, they gain hardness equal to the morale bonus granted by Walk the Razor's Edge. Adamantine cannot overcome the hardness granted by this ability.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  28. - Top - End - #28
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    EdroGrimshell's Avatar

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    Default Re: EdroGrimshell's PrC Compendium

    Unyielding Soul

    Entry Requirements
    Skills:
    Any Skill 6 Ranks
    Feats: Azure Toughness, Incarnum-Fortified Body

    Hit Die: d8

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +2 +0 Vigor, Resilience 1
    2nd +1 +3 +3 +0 Vitality 2
    3rd +2 +3 +3 +1 Hardened 3
    Class Skills: Balance, Climb, Concentration, Craft, Jump, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

    Wpn/Arm Prof: an unyielding soul gains no new weapon or armor proficiencies.

    Vigor (Ex): The unyielding soul may spend one minute to regain the temporary hit points granted by the Azure Toughness feat.

    Additionally, the unyielding soul gains twice as many temporary hit points from the Azure Toughness feat.

    Resilience (Ex): At each level, the unyielding soul gains one of Cerulean Fortitude, Cerulean Reflexes, or Cerulean Will. If the unyielding soul already possesses these feats and cannot select another, they may select any other feat they qualify for instead.

    Additionally, while the unyielding soul possesses temporary hit points, they are treated as having a number of points of essentia invested in Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will equal to half the essentia invested in the Azure Toughness feat, rounded down. This stacks on top of any essentia invested into these feats.

    Vitality (Ex): While an unyielding soul of at least 2nd level possesses temporary hit points, they gain a bonus on Str, Dex, and Con checks and with all skill checks made with the following skills; Balance, Climb, Concentration, Jump, Ride, Swim, and Tumble equal to the essentia they have invested in the Azure Toughness feat.

    Additionally, the unyielding soul may choose to, as a move action, gain fast healing 1 as long as they possess temporary hit points. At the end of a round in which they benefited from this fast healing, they lose one temporary hit point and take one point of nonlethal damage*. The fast healing granted by this ability does not heal nonlethal damage, instead only healing lethal damage. The unyielding soul may end this effect as a move action.

    Hardened (Ex): While an unyielding soul of at least 3rd level possesses temporary hit points, they gain a bonus to their natural armor equal to the essentia they have invested in the Azure Toughness feat.

    Additionally, as long as they possess temporary hit points, the unyielding soul gains Damage Reduction equal to half the essentia they have invested in the Azure Toughness feat, rounded down. This damage reduction is not overcome by anything (DR/-) and stacks with other sources of similar damage reduction (such as that from a Barbarian).

    *Vitality's secondary effect essentially heals one hit point at the cost of one damage to your temp hp and one point of nonlethal damage. It is technically a net loss (2 damage for one point of healing), but allows the unyielding soul to heal over the course of hours rather than days without magical aid.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  29. - Top - End - #29
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Oct 2008

    Default Re: EdroGrimshell's PrC Compendium

    All set with the current classes, will add new ones over time and link them in the index on the first post.

    Currently working on a set based on the Dragonblood Subtype and the Dragonblooded Feat from the Dragon Magic book.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  30. - Top - End - #30
    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Jan 2017

    Default Re: EdroGrimshell's PrC Compendium

    I'm glad to see you back- you're one of my favorite homebrewers!
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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