Tamriel d20

An attempt to bring Tamriel and Dungeons and Dragons together.


Chapter 3: Prestige Classes

Chapter 3: Prestige Classes

 

Battlemage:

Hit Die: 1d6

Magicka Die: 1d10

 

Requirements:
To qualify to become a battlemage, a character must fulfill all the following criteria.
Basic attack bonus: +4

Spellcasting: Ability to cast 2nd-level spells.
Skills: An expert in any one magic skill.

Special: Must pass the test given by the Imperial council.

 

Class Skills: Alchemy, Alteration, Conjuration, Destruction, Mysticism, Illusion, Restoration

 

Table3-1: The Battlemage

Level   BAB    Fort     Ref      Will     Special

1          +1        +2        +0        +2        Overcome Armor 10%

2          +2        +3        +0        +3        +1 level of spellcasting class

3          +3        +3        +1        +3        Bonus Feat

4          +4        +4        +1        +4        +1 level of spellcasting class

5          +5        +4        +1        +4        Overcome Armor 20%

6          +6        +5        +2        +5        Bonus Feat

7          +7        +5        +2        +5        +1 level of spellcasting class

8          +8        +6        +2        +6        Bonus Feat

9          +9        +6        +3        +6        +1 level of spellcasting class

10        +10      +7        +3        +7        Overcome Armor 30%

Class Features
All of the following are class features of the battlemage prestige class.                  Weapon and Armor Proficiency: battlemages are proficient with blades, blunt weapons, and heavy armor

Overcome Armor: A battlemage can ignore the Arcane Spell Failure of all armor types according to the appropriate percentage.

Bonus Feat: battlemages can choose a bonus feat from the Warrior's bonus feat list.

 

Blades Spy:

Hit Die: 1d6

Magicka Die: 1d4

 

Requirements:
To qualify to become a Blades Spy, a character must fulfill all the following criteria.
Skills: 4 ranks in Diplomacy, Bluff, and Sneak.

Special: Must be part of the Blades organization.

 

Class Skills: Diplomacy, Bluff, Sneak, Restoration

 

Table3-2: The Blades Spy

Level   BAB    Fort     Ref      Will     Special

1          +0        +0        +2        +2        Emperor's knowledge, favored enemy, cover                                                                identity

2          +1        +0        +3        +3        Skill focus

3          +2        +1        +3        +3        Slippery mind

4          +3        +1        +4        +4        Favored enemy

5          +4        +1        +4        +4        Luck of Talos

Class Features
All of the following are class features of the Blades Spy prestige class.                 Weapon and Armor Proficiency: Blades Spies are proficient with blades, ranged weapons, and light armor

Emperor's Knowledge: A Blades Spy can pick up knowledge as per the Bard's Bardic Knowledge class ability.

Favored Enemy: A Blades Spy may select a favored enemy as a Scout can.

Skill Focus: A Blades Spy may take Skill Focus as a bonus feat.

Slippery Mind: A Blades Spy gains this extraordinary ability to wriggle free from mind influencing enchantments. Whenever the character must make a saving throw to throw off mind influencing spells, he may attempt another saving throw and use the result of the second one.

Luck of Talos: A Blades Spy gains a +2 luck bonus to all saving throws._____________

 

Buoyant Armiger:

Hit Die: 1d8

Magicka Die: 1d4

 

Requirements:
To qualify to become a Buoyant Armiger, a character must fulfill all the following criteria.
Skills: 4 ranks in Diplomacy, Knowledge (religion), and Survival.

Special: Must be part of the Tribunal Temple.

Alignment: Any nonevil

 

Class Skills: Diplomacy, Bluff, Sneak, Restoration

 

Table3-3: The Buoyant Armiger

Level   BAB    Fort     Ref      Will     Special

1          +0        +0        +2        +2        Favored Enemy, track

2          +1        +0        +3        +3        Smite favored enemy 1/day

3          +2        +1        +3        +3        Cure common disease 1/day

4          +3        +1        +4        +4        Ashland Affinity

5          +4        +1        +4        +4        Smite favored enemy 2/day

Class Features
All of the following are class features of the Buoyant Armiger prestige class.                 Weapon and Armor Proficiency: Buoyant Armigers are proficient with blades, ranged weapons, and light armor

Favored Enemy: A Buoyant Armiger may select any Ashland dwelling creature as a favored enemy.

Track: A Buoyant Armiger gains the Track feat as a bonus feat.

Smite Favored Enemy: As a Paladin's Smite ability, only it applies to a Buoyant Armiger's favored enemy.

Cure Common Disease: A Buoyant Armiger may use the Cure Common Disease spell as a spell-like ability.

Ashland Affinity: The Buoyant Armiger becomes so affiliated with the Ashy Wastes that he no longer suffers any penalty when traversing through this type of terrain.__________

 

Dark Brotherhood Assassin:

Hit Die: 1d6

Magicka Die: 1d4

 

Requirements:
To qualify to become a Dark Brotherhood Assassin, a character must fulfill all the following criteria.
Alignment: Any evil

Skills: 8 ranks in Disguise and Sneak.

Special: Must murder someone with a clean conscience and pass a test given by a Dark Brotherhood agent.

 

Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Listen, Open Lock, Search, Sense Motive, Sneak Spot, Swim, Tumble

 

Table3-4: The Dark Brotherhood Assassin

Level   BAB    Fort     Ref      Will     Special

1          +0        +0        +2        +0        Sneak attack +1d6, poison use

2          +1        +0        +3        +0        uncanny dodge(Dex bonus to ac)

3          +2        +1        +3        +1        Sneak attack +2d6, night mother dagger

4          +3        +1        +4        +1       

5          +3        +1        +4        +1        Sneak attack +3d6, uncanny dodge(cant be flanked)

6          +4        +2        +5        +2        improved night mother dagger

7          +5        +2        +5        +2        Sneak attack +4d6

8          +6        +2        +6        +2       

9          +6        +3        +6        +3        Sneak attack +5d6, superior night mother dagger

10        +8        +3        +7        +3        The Gift, uncanny dodge (+1 vs. traps)

Class Features
All of the following are class features of the Dark Brotherhood Assassin prestige class.                 Weapon and Armor Proficiency: Dark Brotherhood Assassins are proficient with blades, ranged weapons, and light armor

Sneak Attack: This ability is identical and stacks with a Rogue's sneak attack.

Poison use: A Dark Brotherhood Assassin is adept at applying poisons to his weapons and suffers no chance of self poisoning when applying it.

Uncanny Dodge: As the Rogue's Uncanny Dodge ability.

Night Mother Dagger: A Dark Brotherhood Assassin is given a special dagger by one of his superiors. As the character rises in level, so does his dagger. At 3rd level, the dagger functions as a Dagger of Venom. At 6th level, the dagger's DC rises to 16 and does an extra 1d6 damage from sneak attacks. At 9th level, the dagger is at its paragon; having a DC of 20 and dealing an extra 2d6 damage from sneak attacks. The dagger's magic only functions in the hands of a Dark Brotherhood Assassin.

The Gift: At 10th level the Dark Brotherhood Assassin's superior (a vampire) gives him the option to contract Polyphyric Hemophilia (Vampirism). The change is permanent.___

 

Hound of Hircine:

Hit Die: 1d8

Magicka Die: 1d6

 

Requirements:
To qualify to become a Hound of Hircine, a character must fulfill all the following criteria.
Race: Lycanthrope

Alignment: Any neutral

Skills: Knowledge (religion) 8 ranks

Patron Deity: Hircine

 

Class Skills: Animal Empathy, Concentration, Control Shape, Craft, Diplomacy, Handle Animal, Knowledge (nature) Profession, Swim, and Survival

 

Table3-5: The Hound of Hircine

Level   BAB    Fort     Ref      Will     Special

1          +1        +2        +0        +2        Howl of the beast

2          +2        +3        +0        +3        Rage 3/day

3          +3        +3        +1        +3        Fearless

4          +4        +4        +1        +4        Pounce of the beast

5          +5        +4        +1        +4       

6          +6        +5        +2        +5        Rage 4/day

7          +7        +5        +2        +5       

8          +8        +6        +2        +6        Greater rage

9          +9        +6        +3        +6        No longer winded after rage

10        +10      +7        +3        +7        Rage 5/day, voluntary change

Class Features
All of the following are class features of the Hound of Hircine prestige class.                 Weapon and Armor Proficiency: Hounds of Hircine are proficient with blunt weapons, ranged weapons, light armor, and medium armor.

Howl of the Beast: The Hound of Hircine can strike fear into his opponents with an deafening howl. Opponents must make a will save (DC= 8+Cha modifier) or be scared for a number of rounds equal to his charisma modifier. The Hound of Hircine may use this ability a number of times per day equal to his Charisma modifier plus 4.

Rage: As a Barbarian's rage ability; works only in hybrid or animal form.

Fearless: A Hound of Hircine is no longer subject to fear effects and receives a +4 bonus to will saves involving mind influencing effects.

Pounce of the Beast: A Hound of Hircine may make a full attack action after charging.

Voluntary Change: A Hound of Hircine is in full control of his shapechanging abilities.

 

Morag Tong Executioner:

Hit Die: 1d6

Magicka Die: 1d4

 

Requirements:
To qualify to become a Morag Tong Executioner, a character must fulfill all the following criteria.
Alignment: Any lawful

Skills: 8 ranks in Disguise and Sneak.

Patron Deity: Mephala

Special: Must be accepted into the Morag Tong.

 

Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Listen, Open Lock, Search, Sense Motive, Sneak Spot, Swim, Tumble

 

Table3-6: The Morag Tong Executioner

Level   BAB    Fort     Ref      Will     Special

1          +0        +0        +2        +0        Sneak attack +1d6, poison use, code of honor

2          +1        +0        +3        +0        Slow fall (20ft), uncanny dodge(dex bonus to ac)

3          +2        +1        +3        +1        Sneak attack +2d6

4          +3        +1        +4        +1        Slow fall (30ft)

5          +3        +1        +4        +1        Sneak attack +3d6, uncanny dodge(cant be flanked)

6          +4        +2        +5        +2        Slow fall (50ft)

7          +5        +2        +5        +2        Sneak attack +4d6

8          +6        +2        +6        +2        Poison immunity

9          +6        +3        +6        +3        Sneak attack +5d6

10        +8        +3        +7        +3        Uncanny dodge (+1 vs. traps), Mephala's blessing

Class Features
All of the following are class features of the Morag Tong Executioner prestige class.                 Weapon and Armor Proficiency: Morag Tong Executioners are proficient with blades, ranged weapons, and light armor

Sneak Attack: This ability is identical and stacks with a Rogue's sneak attack.

Poison use: A Dark Brotherhood Assassin is adept at applying poisons to his weapons and suffers no chance of self poisoning when applying it.

Code of Honor: All Morag Tong Executioners must abide from the laws and values of the Morag Tong faction.

Uncanny Dodge: As the Rogue's Uncanny Dodge ability.

Slow Fall: A Morag Tong Executioner may not take damage when falling the specified distance as long as there is a wall nearby to cling on to.

Poison Immunity: A Morag Tong Executioner is no longer subject to poison.

Mephala's Blessing: Once per day, a Morag Tong Executioner may simultaneously

turn invisible and gain a +3 to his attack modifier for 10 rounds.____________________

 

Ordinator:

Hit Die: 1d10

Magicka Die: 1d6

 

Requirements:
To qualify to become an Ordinator, a character must fulfill all the following criteria.
Alignment: Lawful good or lawful neutral

Basic Attack Bonus: +15

Skills: 15 ranks in Concentration and Knowledge(religion).

Feats: Weapon Focus (deity's favored weapon)

Patron Deity: The Tribunal

Special: Ability to smite.

 

Class Skills: Concentration, Craft, Knowledge (religion), Search, Heal, Listen, Sense Motive, Spot, Diplomacy, Gather In formation, and Intimidate.

 

Table3-7: The Ordinator

Level   BAB    Fort     Ref      Will     Special

1          +1        +2        +0        +2        Full Smite 1/day, smiting, Sacred Vestments

2          +2        +3        +0        +3        Gavel of the Ordinator

3          +3        +3        +1        +3       

4          +4        +4        +1        +4        Bonus divine feat

5          +5        +4        +1        +4        Warding hand

6          +6        +5        +2        +5        Full smite 2/day, bane of infidels 1/day

7          +7        +5        +2        +5       

8          +8        +6        +2        +6        Bonus divine feat

9          +9        +6        +3        +6        Bane of infidels 2/day

10        +10      +7        +3        +7        Warding hand

Class Features
All of the following are class features of the Ordinator prestige class.                    Weapon and Armor Proficiency: Ordinators are proficient with blades, blunt weapons, medium armor, heavy armor, and shields.

Smiting: Ordinator class levels stack with any other applicable class levels for purposes of determining bonuses to attack, damage, and frequency, if applicable, of the Ordinator's smite ability.

Full Smite: Such is the holy power of the Ordinator that his divinely charged blow falls, not like a star shot from the heavens, but like a meteor storm, a rain of holy strikes. Once per day, when making a full attack, an Ordinator may apply his smite ability to every attack made in the round, not including attacks of opportunity. This means every strike, including bonus strikes from haste spells and off-hand attacks, receives the smite bonus to hit and to damage. Using this ability counts as a single smite attempt, no matter how many blows are struck in a round. The Ordinator may use this ability one additional time per day for every five additional levels gained.

Sacred Vestments: Ordinators receive the highest quality armor their church can afford. These suits suits are distinctive, not only for their superb craftsmanship and heavy enhancements, but also in stile, to set them apart aesthetically from those of common guards. All Ordinators receive a full suit of Indoril Armor.

Gavel of the Ordinator: Ordinators receive a weapon of sacred significance; an instrument for delivering divine justice. The Ordinator receives an Ebony Mace.

Bonus Divine Feat: As a result of his continuing service and unwavering loyalty to church and god, the Ordinator continually gains blessings and insights on how to better use the power he is granted. Beginning at 4th level, and every four levels thereafter, the Ordinator may choose any feat that enhances one of his divine-related abilities.

Warding Hand: The Ordinator's body pulses with divine energy, and his growth toward the Tribunal comes to mean more than a close relationship. By 5th level, the Ordinator has taken a distinct step from mortality, developing supernatural resilience. He gains damage reduction of 1/-. Every five levels, the amount of damage increases, but it can never exceed the Ordinator's current Wisdom modifier.

Bane of Infidels: By 6th level, divine power is so thoroughly ingrained in the holy soldier that he can channel it as easily as he does his own inborn abilities. Once per day, should an Ordinator's smite attack score a critical hit, the bonus damage from smiting is added one additional time to the damage total. Figure the damage from the critical hit normally, and then simply add the bonus damage from the smite ability.______________

 

Psijiic:

Hit Die: 1d4

Magicka Die: 1d12

 

Requirements:
To qualify to become an Psijiic, a character must fulfill all the following criteria.
Spellcasting: Ability to cast 7th-level arcane spells.
Skills: A master in Mysticism

Special: Must be deemed suitable by the Psijiic Order.

Class Skills: Alchemy, Alteration, Conjuration, Destruction, Mysticism, Illusion, Restoration

 

Table3-8: The Psijiic

Level   BAB    Fort     Ref      Will     Special

1          +0        +0        +0        +2        High arcana

2          +1        +0        +0        +3        High arcana

3          +2        +1        +1        +3        High arcana

4          +3        +1        +1        +4        High arcana

5          +4        +1        +1        +4        High arcana

(Note the lack of a spellcasting progression. You still gain magicka, but you do not gain new spell slots.)

Class Features
All of the following are class features of the archmage prestige class.
    Weapon and Armor Proficiency: Archmages do not gain any proficiencies.
    High Arcana: Every level, an archmage gains a special ability of her choice among the following (in this version of the class, you don't have to pay for these abilities with spell slots):
        Metamagic Feat: The archmage may choose a metamagic feat.
        (All other High Arcana are identical to those presented in the Revised Dungeonmaster's Guide, except that you don't have to pay for them with spell slots, as I noted above.)_____________________________________________________________

Shadowscale:

Hit Die: 1d6

Magicka Die: 1d4

 

Requirements:
To qualify to become a Shadowscale, a character must fulfill all the following criteria.
Race: Argonian

Alignment: Any nongood

Skills: 8 ranks in Disguise and Sneak.

Feats: Dodge, Mobility, Combat Reflexes.

 

Class Skills: Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Jump, Listen, Profession, Search, Sneak, Spot, Tumble

 

Table3-9: The Shadowscale

Level   BAB    Fort     Ref      Will     Special

1          +0        +0        +2        +0        Sneak attack +1d6, hide in plain sight

2          +1        +0        +3        +0        uncanny dodge (dex bonus to ac), invisibility 1/day

3          +2        +1        +3        +1        Sneak attack +2d6, fast movement

4          +3        +1        +4        +1        Darkvision 120 ft., invisibility 1/round

5          +3        +1        +4        +1        Sneak attack +3d6, uncanny dodge(cant be flanked)

6          +4        +2        +5        +2       

7          +5        +2        +5        +2        Sneak attack +4d6

8          +6        +2        +6        +2       

9          +6        +3        +6        +3        Sneak attack +5d6

10        +8        +3        +7        +3        Uncanny dodge (+1 vs. traps), natural invisibility

Class Features
All of the following are class features of the Shadowscale prestige class.                 Weapon and Armor Proficiency: Shadowscales are proficient with blades, ranged weapons, and light armor

Sneak Attack: This ability is identical and stacks with a Rogue's sneak attack.

Hide in Plain Sight: Shadowscales can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, Shadowscales can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows.

Uncanny Dodge: As the Rogue's Uncanny Dodge ability.

Invisibility: As cast by a 3rd level sorcerer.

Natural Invisibility: At 10th level the Shadowscale is so in tune with the darkness, that he becomes a total shadow and becomes invisible at will.____________________________________________________________________

 

Sword singer:

Hit Die: 1d8

Magicka Die: 1d4

 

Requirements:
To qualify to become a Sword singer, a character must fulfill all the following criteria.

Basic Attack Bonus: +7

Skills: 12 ranks in Jump and Tumble.

Feats: Dodge, Mobility, Spring Attack

Special: Proficiency with any blade.

 

Class Skills: Balance, Climb, Craft, Escape Artist, Jump, Perform, Profession, Ride, and Tumble.

 

Table3-10: The Sword singer

Level   BAB    Fort     Ref      Will     Special

1          +1        +0        +2        +0        Acrobatics (+10), leap of the clouds, fast movement

2          +2        +0        +3        +0        Shehai I

3          +3        +1        +3        +1       

4          +4        +1        +4        +1        Fast movement

5          +5        +1        +4        +1        Acrobatics (+20), acrobatic attack

6          +6        +2        +5        +2        Shehai II

7          +7        +2        +5        +2        Fast movement

8          +8        +2        +6        +2       

9          +9        +3        +6        +3       

10        +10      +3        +7        +3        Acrobatics (+30), shehai III, fast movement

Class Features
All of the following are class features of the sword singer prestige class.                 Weapon and Armor Proficiency: Sword singers are proficient with blades, ranged weapons, and light armor

Acrobatics: A 1st level sword singer gains a +10 competence bonus on Balance, Jump, Tumble checks. At 5th level, this bonus increases to +20, and at 10th level it is +30. In addition, a sword singer can always choose to take 10 on a Balance, Jump, or Tumble check, even when circumstances would normally prevent him from doing so.

Leap of the Clouds: A sword singer's jumping distance is not limited according to his height.

Fast Movement: A sword singer moves faster than normal: as shown on this chart:

Level                20ft      30ft      40ft

1                      40ft      60ft      80ft

4                      45ft      70ft      95ft

7                      55ft      80ft      105ft

10                    60ft      90ft      120ft

Shehai I: At 2nd level, a sword singer can create a blade merely by thought. The effect lasts for 1 minute/level, and the sword singer can create the effect once per day. The blade functions as a brilliant energy weapon.

Acrobatic Attack: At 5th level, if the sword singer attacks by jumping at least 5 feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +2 bonus on attack and damage rolls. The sword singer must make a jump check, if the result is less than 5 feet, he cannot use this ability on that attack. IF the result is greater than the distance between the sword singer and the opponent, the sword singer can limit the distance to that between himself and the opponent as a free action.

Shehai II: At 6th level, a sword singer can choose from the following abilities to bestow on his blade (in addition to the brilliant energy enchantment): flaming, frost, shock, or ghost touch.

Shehai III: At 10th level, a sword singer can choose from the following abilities to bestow on his blade: bane, disruption, flaming burst, icy burst, shocking burst, thundering, wounding. Alternatively, he can add two Shehai I abilities to his blade, either simultaneously or separately.________________________________________________

 

Telvanni Archwizard(epic):

Hit Die: 1d4

Magicka Die: 1d12

 

Requirements:
To qualify to become a Telvanni Archizard, a character must fulfill all the following criteria.
Alignment: Any neutral

Spellcasting: Ability to cast 9th-level arcane spells.
Skills: A master in any two schools.

Feats: Five Metamagic feats.

Special: Must be a member of Great House Telvanni

Class Skills: Alchemy, Alteration, Conjuration, Destruction, Mysticism, Illusion, Restoration

 

Table3-11: The Telvanni Archwizard

Level   Special

1          Bonus Metamagic feat

2          New spell

3          New spell

4          Expanded spell power 1/day

5          New spell, bonus metamagic feat

Class Features
All of the following are class features of the archmage prestige class.
    Weapon and Armor Proficiency: Archmages do not gain any proficiencies.
    Bonus Metamagic Feat: A 1st level Telvanni Wizard gains a bonus metamagic feat, which can either be epic or nonepic.          

New Spell: At 2nd level and every other level thereafter, the Telvanni Archwizard may learn one new spell of any level she can cast.

Expanded Spell Power: Beginning at 4th level, the Telvanni Archwizard can double the damage rating of any Destruction spell. This can happen once per day._______________

 

Witch Hunter:

Hit Die: 1d8

Magicka Die: 1d6

 

Requirements:
To qualify to become a witch hunter, a character must fulfill all the following criteria.

Alignment: Any nonevil

Basic Attack Bonus: +5

Skills: 10 ranks in Knowledge(magicka) and Knowledge(undead)

Feats: Track

 

Class Skills: Climb, Concentration, Craft, Heal, Jump, Knowledge (magicka), Knowledge (local), Knowledge (religion), Knowledge (undead), Listen, Profession, Search, Sense Motive, Sneak, Spot, Survival, Swim

 

Table3-12: The Witch Hunter

Level   BAB    Fort     Ref      Will     Special

1          +1        +2        +0        +2        Detect life

2          +2        +3        +0        +3        Smite undead

3          +3        +3        +1        +3        Aura of Courage

4          +4        +4        +1        +4        Bonus feat: Power Attack

5          +5        +4        +1        +4       

6          +6        +5        +2        +5        Bonus feat: Cleave

7          +7        +5        +2        +5       

8          +8        +6        +2        +6        Resist disease

9          +9        +6        +3        +6       

10        +10      +7        +3        +7        Bonus feat: Great Cleave

Class Features
All of the following are class features of the Witch hunter prestige class.                 Weapon and Armor Proficiency: Witch hunters are proficient with blades, blunt weapons, spears, ranged weapons, and all armor

Detect Life: A 1st level witch hunter can use Detect Life at will.

Smite Undead: Once per day, a witch hunter of 2nd level or higher may attempt to smite an evil opponent with one normal melee attack. She adds a +4 bonus on her attack Rolland deals 2 extra points of damage per class level. If the witch hunter accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day.

Aura of Courage: Beginning at 3rd level, a witch hunter is immune to fear. Allies within 10 feet of the witch hunter gain a +4 morale bonus on saving throws against fear effects.

Resist disease: At 8th level, a witch hunter gains an immunity to all disease. (supernatural or otherwise.)_________________________________________________

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