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d20 D&D Prestige Classes from Dragon Magazine 274 to 299.pdf

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TABLE OF CONTENTS TABLE OF CONTENTS ______________________________ 1 44. MIGHTY CONTENDER OF KORD _____________________ 59 INTRODUCTION ___________________________________ 2 45. MONK OF THE ENABLED HAND _____________________ 60 1. ACOLYTE OF THE FIST _____________________________ 3 46. MYSTIC __________________________________________ 61 2. ANCESTRAL AVENGER_____________________________ 5 47. NIG
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  1 TABLE OF CONTENTS TABLE OF CONTENTS______________________________1INTRODUCTION___________________________________2  1. ACOLYTE OF THE FIST_____________________________3 2. ANCESTRAL AVENGER_____________________________5 3. ARCANOPATH MONK______________________________6 4. ATHAR___________________________________________8 5. BLESSED OF GRUUMSH____________________________9 6. BLOODSISTER___________________________________10 7. BRAWLER_______________________________________11 8. CAVE STALKER__________________________________12 9. CIPHER_________________________________________13 10. DANCER OF SHARESS____________________________14 11. DARKWOOD STALKER____________________________16 12. DEEP AVENGER__________________________________17 13. DRAGON MYSTIC_________________________________18 14. DRAGON WARRIOR_______________________________19 15. DRAGONKITH____________________________________20 16. DRAGONSCRIBE_________________________________21 17. DREADMASTER__________________________________23 18. DWARVEN THANE________________________________24 19. ELDER DRUID____________________________________25 20. ELDRITCH MASTER_______________________________27 21. FIEND BINDER___________________________________28 22. FIEND SLAYER___________________________________29 23. FIERCE GRAPPLER_______________________________30 24. FLAME STEWARD________________________________31 25. FLEET RUNNER OF ELHONNA______________________32 26. GHOST-FACED KILLER____________________________33 27. GLAIVE OF AZHARADIAN__________________________35 28. GLOOMBLADE___________________________________37 29. GNOME GIANT-KILLER____________________________38 30. GNOME TRICKSTER______________________________39 31. GRAY SAGE_____________________________________40 32. GREEN HUNTER__________________________________42 33. HEARTSEEKER__________________________________44 34. ILLITHIDKIN______________________________________45 35. ILLITHIDKIN (NON-PSIONIC VARIANT)_______________46 36. JUSTICAR_______________________________________47 37. KABUKI WARRIOR________________________________49 38. KNIGHT OF THE CHASE___________________________50 39. KNIGHT OF THE SCALE___________________________52 40. LIFEDRINKER____________________________________53 41. LIGHTBEARER___________________________________55 42. MASTER OF THE SECRET SOUND___________________56 43. MASTER SIEGE ENGINEER_________________________58 44. MIGHTY CONTENDER OF KORD_____________________59 45. MONK OF THE ENABLED HAND_____________________60 46. MYSTIC__________________________________________61 47. NIGHTCLOAK____________________________________62 48. NIGHTSHADE_____________________________________63 49. NIGHTSONG ENFORCER___________________________64 50. NIGHTSONG INFILTRATOR_________________________66 51. ORC BLADEMASTER______________________________68 52. POISON FIST_____________________________________69 53. PRAIRIE RUNNER_________________________________71 54. PSI-HUNTER_____________________________________72 55. PRIMAL RAGER___________________________________73 56. PURPLE DRAGON HIGHKNIGHT_____________________74 57. RADIANT SERVANT OF PELOR______________________75 58. RAGE MAGE_____________________________________76 59. REAPER’S CHILD_________________________________77 60. ROYAL HERALD__________________________________78 61. SENSATE________________________________________81 62. SHINING BLADE OF HEIRONEOUS___________________82 63. SILVERSTAR_____________________________________83 64. SINKER__________________________________________84 65. SNAKE SERVANT_________________________________85 66. SPHERE MINION__________________________________86 67. STONELORD_____________________________________87 68. TAKER__________________________________________88 69. TRUTH SEEKER__________________________________89 70. TRUTH SEEKER, ARCANE__________________________91 71. VENGEANCE SWORN______________________________92 72. WAKER OF THE BEAST____________________________93 73. WEIGHTLESS FOOT_______________________________94 74. WINDSINGER_____________________________________96 75. XAOSITECT______________________________________98 76. ZERTH CENOBITE_________________________________99 IF YOU DON'T HAVE THE EPIC LEVEL HANDBOOK____101 77. ARCANE LORD (EPIC)____________________________102 78. MASTER OF THE ORDER OF THE BOW (EPIC)________103 79. PERFECTED ONE (EPIC)__________________________104 80. SHADAR SENTINEL (EPIC)________________________105 81. SOULREAVER (EPIC)_____________________________106 82. STALWART WARDEN (EPIC)_______________________107 83. UNHOLY RAVAGER (EPIC)________________________108 84. WORLD GUARDIAN (EPIC)_________________________109 CLASSES BY MAGAZINE__________________________110   2 Introduction The following compilation was srcinally put together for my own home campaign. Basically, I got tired of having to search through Dragon Magazine to attempt to locate a specific prestige class that I wanted for an NPC, or having to wait for my players to sift through them to find an ability possessed by their characters. So I got it into my head to put together a compilation of all of the classes from dragon magazine. The current version has all of the classes from Dragon issues 274 to the version number, and includes the dragon annuals that contain prestige classes I have not included any other the side bars (For Your Campaign, For Your Character, etc), unless they were essential or I felt that they could add something to the compilation that would not otherwise be self-evident. Each class is given it’s own page set, so that they can be individually printed for reference by players, without clouding the page with irrelevant information or information that the Dungeon Master otherwise does not want them to have (progression information for a class possessed by the party’s nemesis for example.)  Also, since not every campaign includes Epic Characters or even Epic Rules, these classes were placed at the end of the compilation. If you enjoy this collection, I strongly encourage you to get ahold of the Dragon Magazines that the classes come from, as they are an invaluable resource for any gaming group and countless other gems exist within them to enhance your gaming experience. Hope this proves useful to you.  As a final note, as anyone who works with OCR scanners knows, they are not entirely accurate, and neither are editors. If you notice any errors within this file, be they spelling, grammar or anything, please e-mail me at tatsuki@shaw.ca, so that I can see that they are corrected for the next release, thank you. Tatsuki  Acolyte of the Fist From Dragon #296 (June 2002) Level Attack BonusFort Save Ref Save Will Save SpecialUnarmed DamageUnarmored Speed1 +0 + 2 + 2 +2 Fist of speed 2+1+3+3+3Leap of the clouds, Fist of Iron 3 +2 +3 +3 +3 Ki strike (+1) +10 ft. 4+3+4+4+4Fist of destruction +1 die type 5 +3 +4 +4 +4 fist of mercy 6+4+5+5+5Ki strike (+2), evasion/improved evasion+10 ft. 7+5 +5 +5 +5 Fist of fury, Improved Critical (unarmed strike)   8+6+6+6+6Ki strike (+3) +1 die type 9 +6 +6 +6 +6 Fist of power + 10 ft. 10+7+7+7+7Fist of energy While some monks focus inward in a contemplative life of seeking enlightenment, members of the order of the fist focus outward. The central premise of the order's philosophy is see what you want and take it. While that might seem selfish and greedy at first glance, that's because members of the order-who are called acolytes of the fist do not focus on the take, but on the want. Members of the order believe that to want something that you cannot or should not have is insane, and to want something that could bring harm (in having it or taking it) to yourself or others is foolish. Thus, the order preaches the importance of goal setting-but in doing so carefully. When an acolyte of the fist sets a goal, he does not allow himself to be deterred from achieving it. The order of the fist draws upon this single-minded resolve for its power. Members are able to channel their commitment and determination into their fists, granting them extraordinary and even supernatural powers. Most acolytes of the fist are monks-usually those without leanings toward evil or good. Occasionally, a rogue or fighter joins their ranks. Any who can pass the required entry tests (and therefore achieve that goal) are welcome.  Acolytes of the fist rarely work together. They often practice and tram in common monasteries, and they even live together in those spartanly appointed facilities, but their goals are individual and rarely coincide. Requirements To qualify to become an acolyte of the fist, a character must fulfill all the fol-lowing criteria. Alignment:  Any lawful. Tumble Ranks:  8. Jump Ranks:  8. Feats:  Improved Unarmed Strike, Iron Will, Stunning Fist. Special:  Once a character begins taking levels as an acolyte of the fist, he cannot go back to another class until he has gained all ten levels of the class. Once he does this, how ever, he can go back to his srcinal class—even if that class was monk. Class Skills The acolyte of the fist's class skills (and the key ability for each skill) are as follows: Balance (dex), Climb (str), Concentration (con), Craft (int), Escape  Artist (dex), Hide (dex), Intimidate (cha), Jump (str), Listen (wis), Move Silently (dex), Profession (wis), Swim (str), Tumble (dex). See Chapter 4: Skills in Core Rulebook I for skill descriptions. Skill Points at Each Level: 4 + INT modifier. Class Features  All of the following are class features of the acolyte of the fist prestige class. Hit Die:  d8 Weapon and Armor Proficiency:  Acolytes of the fist are proficient with all simple weapons. They do not gain proficiency with armor or shields. Unarmed Damage:  Acolytes of the fist are able to make unarmed attacks as a monk, gaining a second attack when their base attack bonus is +3, a third when it is +6, and so on (see the monk class description in the Player's Handbook for more details). Further, at 4th and 8th level, the type of die used for damage increases by one step. Thus, a character who makes unarmed strikes and inflicts 1d6 damage begins to inflict 1d8 damage upon reaching 4th level. Fast Movement (Ex):  Acolytes of the fist are faster than normal. At 3rd level, as long as he wears no armor and carries only a light load, the speed of an acolyte of the fist increases by 10 feet. His speed increases by another 10 feet at 6th level, and again at 9th level. This bonus to speed is inherent and is not affected by character size. Fist of Speed (Ex):  Once per day for each level of order of the fist he has achieved, an acolyte of the fist is able to take an extra partial action on his turn. He may take this partial action either before or after his regular action. Leap of the Clouds (Ex):  At 2nd level, an acolyte of the fist's jumping distance (vertical or horizontal) is not limited according to his height. If he already has the leap of the clouds ability from another class, he gains a +5 competence bonus to Jump checks instead. Fists of Iron (Su):  At 2nd-level, an acolyte of the fist gains the Fists of Iron feat (Sword and Fist) for free, regardless of whether or not he meets all of the prerequisites. (See the Fists of Iron sidebar for this feat's description.) Ki Strike (Su):  At 3rd level, an acolyte of the fist's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike improves as the acolyte of the fist gains experience, allowing his unarmed strike at 6th level to deal damage against creatures with damage reduction as if the blow were made with a weapon with a +2 enhancement bonus, and at 8th level to deal damage against creatures with damage reduction as if the blow were made with a weapon with a +3 enhancement bonus. If the character already has ki strike from a different class ability, the two bonuses stack. Fist of Destruction (Ex):  At 4th level. an acolyte of the fist gains the ability to destroy non-living objects with ease. When attacking an object, he subtracts his acolyte of the first class levels from the hardness of the object. Thus, if a 4th-level acolyte of the fist strikes an iron door (hardness 10), he treats that door as if it had hardness 6. Fist of Mercy (Su):  By focusing his ki, a 5th-level acolyte of the fist can heal rather than harm with his strikes. Once per day for every two acolyte of the fist class levels he has, he can strike a foe (or himself) and heal the amount of damage he would normally inflict, using his Wisdom modifier instead of his Strength modifier to determine the amount of damage healed. Fists of Iron and magical enhancements that normally add to damage cannot be used to modify this amount. Evasion/Improved Evasion (Ex): A 6th-level acolyte of the fist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can only be used if the acolyte of the fist is wearing light armor or no armor. If the character already has the evasion ability from another class feature, he gains improved evasion. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth he only takes half damage on a failed save. If the acolyte of the fist already has improved evasion from another class feature, he gains no benefit from this ability. Improved Critical (Ex):  At 7th level, an acolyte of the fist gains the Improved Critical (unarmed strike) feat for free, regardless of whether or not he meets all of the prerequisites. Fist of Fury (Su):  Beginning at 7th-level, an acolyte of the fist can injure creatures normally immune to blunt weapons. At the start of each turn, he must choose whether his unarmed strikes will deal piercing, slashing, or bludgeoning damage. Fist of Power (Su):  Three times per day, a 9th-level acolyte of the fist can summon supernatural energy to add to one of his unarmed attacks. He can choose from one of the following three effects (declared before he makes his attack roll):  Unconsciousness. The foe must make a Fortitude save (DC 10 + the acolyte of the fist's Wisdom modifier + class level) or fall unconscious for 1d10 rounds.  4  Forceblast. The foe suffers an additional 2d6 points of force damage.  Confusion. The foe must make a Will save (DC 10 + the acolyte of the fist's Charisma modifier + class level) or become confused (as per the spell) for 1d10 rounds. Fist of Energy (Su):  Upon command, a 10th-level acolyte of the fist can enshroud his fists with an energy type of his choosing (acid, cold, fire, elec-tricity, or sonic). He must choose the energy type before his attack roll. His blows then deal +1d6 bonus damage from the chosen type of energy on a successful hit. The acolyte of the fist is immune to his own fist of energy. New Feats Fists of Iron [General] You have learned the secrets of imbuing your unarmed attacks with extra force. Prerequisites:  Base attack bonus +2, Improved Unarmed Strike. Benefit:  Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins me attempt). You deal an extra 1d4 points of damage when you make 3 successful unarmed attack. You may use this feat a number of times per day equal to 3 + your Wisdom modifier.
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