PRESTIGE CLASSES
It will take a little while before characters have access to these classes, but players may wish to plan ahead, using the following prestige classes as goals. Players may only take a maximum of 2 prestige classes (and I’d prefer you only took one, thanks!).
The prestige classes allowed in this campaign for Player Characters are:
Dungeon Master’s Guide: Assassin, Arcane Archer, Archmage, Dwarven Defender, Loremaster, Mystic Theurge, Shadowdancer, Thaumaturgist
Heroes of Battle: Combat Medic, Dread Commando
Champions of Valor: Knight of the Weave, Moonsea Sentinel
Champions of Ruin: Justice of Weald and Woe
Libris Mortis: Master of Radiance, Sacred Purifier
Races of Stone: Deepwarden, Divine Prankster, Earth Dreamer
Races of the Wild: Champion of Corellon, Luckstealer, Whisperknife
Sword and Fist: Duelist, Ghostwalker, Knight Protector, Lasher, Master of Chains, Order of the Bow Initiate
Defenders of the Faith: Holy Liberator, Hunter of the Dead, Knight of the Chalice, Knight of the Middle Circle, Sacred Exorcist, Templar, Warpriest
Tome and Blood: Arcane Trickster, Bladesinger, Dragon Disciple, Elemental Savant, Mindbender, True Necromancer, Wayfarer Guide
Masters of the Wild: Animal Lord, Deepwood Sniper, Foe Hunter, King/Queen of the Wild, Shifter, Tamer of Beasts, Verdant Lord, Windrider
Song and Silence: Dread Pirate, Dungeon Delver, Thief-Acrobat, Virtuoso
Forgotten Realms Campaign: Divine Champion, Divine Disciple, Divine Seeker, Guild Thief, Hierophant, Purple Dragon Knight
Magic of Faerun: Gnome Artificer, Master Alchemist
Manual of the Planes: Divine Agent, Gatecrasher, Planar Champion, Planeshifter
Miniatures Handbook: Havoc Mage, Skullclan Hunter
Complete Arcane: Argent Savant, Elemental Savant, Initiate of the Sevenfold Veil, Seeker of the Song, Sublime Chord, Suel Arcanamach, Wayfarer Guide
Complete Adventurer: Animal Lord, Beastmaster, Bloodhound, Daggerspell Mage, Dungeon Delver, Exemplar, Fochlucan Lyrist, Highland Stalker, Master of Many Forms, Shadowbane Inquisitor, Shadowbane Stalker, Tempest, Virtuoso,
Complete Champion: Forest Reeve, Holt Warden, Ordained Champion, Shadowstriker,
Complete Divine: Contemplative, Divine Crusader, Divine Oracle, Holy Liberator, Pious Templar, Radiant Servant of Pelor, Shining Blade of Heironeous, Stormlord, Temple Raider of Olidammara, Warpriest
Complete Mage: Abjurant Champion, Holy Scourge, Lyric Thaumaturge, Master Specialist, Nightmare Spinner, Ultimate Magus, Unseen Seer
Complete Scoundrel: Combat Trapsmith, Gray Guard, Spellwarp Sniper
Complete Warrior: Dark Hunter, Darkwood Stalker, Hunter of the Dead, Knight of the Chalice, Knight Protector, Master Thrower, Master/Unseen Hand, Nature’s Warrior, Order/Bow Initiate, Stonelord,
Campaign Handbook Appendix: Arcane Warrior (detailed below)
Book of Exalted Deeds: Celestial Mystic, Defender of Sealtiel, Exalted Arcanist, Fist of Raziel, Lion of Talisid, Slayer of Domiel, Stalker of Kharash, Sword of Righteousness, Troubadour of Stars
Other prestige classes such as those found on the internet or in magazine articles, will be listed here when and if they are approved.
Arcane Warrior (Aw) Prestige Class
The Arcane Warrior grew from the elven fighting tradition. Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands against various invading forces of evil. Elite troops were trained in imbuing their weapons quickly and temporarily with magic in order to deal with foes with varying vulnerabilities. This became a way of using powerful magic weapons with numerous abilities instead of carrying many permanent magic weapons that slowed down travel speed. These elven secrets eventually spread, although generally to races friendly to the elves.
Hit Die: d8
Requirements
To qualify to become an Arcane Warrior a character must fulfill all of the following criteria.
Race: Any
Base Attack: +7 or better
Feats: Weapon Focus (any melee weapon), Power Attack, Combat Casting
Weapon and Armor Proficiency: All melee simple and martial weapons and light and medium armor.
Spells: Able to cast 1st-level arcane spells
Class Skills
The Arcane Warrior’s class skills are Concentration, Craft, Jump, Knowledge (arcana), Listen, Profession, Ride, Runecraft, Search, Spellcraft, Spot. Skill Points at Each Level: 2 + Int modifier
Level Attack Bonus Fort Ref Will Special Spells Per Day
1 +0 +2 +0 +2 Enchanted Weapon +1
2 +1 +3 +0 +3 Imbued Weapon +1 of existing class
3 +2 +3 +1 +3 Ignore Spell Failure 10%
4 +3 +4 +1 +4 Enchanted Weapon +2 +1 of existing class
5 +3 +4 +1 +4 Dancing Weapon
6 +4 +5 +2 +5 Ignore Spell Failure 15% +1 of existing class
7 +5 +5 +2 +5 Enchanted Weapon +3
8 +6 +6 +2 +6 Ghost Touch Weapon +1 of existing class
9 +6 +6 +3 +6 Ignore Spell Failure 20%
10 +7 +7 +3 +7 Death Blow +1 of existing class
Class Features
All of these abilities count as a standard action and the standard action includes the attack. The spells are cast through the weapon as the PC attacks.
Spells per Day: At every second level gained in the Arcane Warrior class, the character gains new spells per day as if she gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, hit points beyond those she already receives from the prestige class, and so on), except for an increased effective level of casting. If a character had more than one spellcasting class before becoming an Arcane Warrior, she must decide to which class she adds the new level for purposes of determining spells per day.
Enchanted Weapon: Any non-magical melee weapon that the PC is proficient with is automatically a +1 weapon in his hands. Unlike weapons enchanted by normal means, the Arcane Warrior need not spend experience points or money to accomplish this task. However, the enchanted weapon only functions for him. This ability improves to +2 at 4th level and +3 at 7th level. It stacks with other enhancement bonuses up to a total of +5.
Imbued Weapon (SA) (touch spells only): Any spell the Arcane Warrior can cast with a range of “Touch” or “Close” can be cast through any melee weapon the character uses as part of an attack. For example, an Arcane Warrior casts shocking grasp as she attacks her longsword. The sword deals its standard 1d8 damage plus 1d8+1/caster level of electrical damage from the shocking grasp.
Ignore Spell Failure (Ex): Beginning at 3rd level, the Arcane Warrior’s hard work and practice at merging spellplay and weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10% at 3rd level and increases to 15% at 6th level and 20% percent at 9th level. The Arcane Warrior subtracts the listed percentage value from his total spell failure chance, if any. Use of this ability requires proficiency with armor (whatever type is worn).
Dancing Weapon: Any weapon wielded by the Arcane Warrior can be loosed as a standard action to attack on its own 3 times per day. It fights for 4 rounds using the base attack bonus of the Arcane Warrior and then drops. It never leaves the side of the Arcane Warrior (never straying more than 5 feet) and fights on even if he falls. The Arcane Warrior who loosed it can grasp it while it is attacking on its own as a free action, but when so retrieved it can’t dance again (attack on its own) for 4 rounds.
Ghost Touch Weapon: Once per day the Arcane Warrior can enchant a weapon she is using as a ghost touch weapon which deals damage normally against incorporeal creatures, regardless of the weapon’s bonus. This enchantment lasts for as many rounds as the Arcane Warrior’s class level.
Death Blow: Once per day the Arcane Warrior can enchant a weapon he is using that forces the next creature it strikes, if damaged by the weapon, to make a Fortitude save (DC 20) or be slain immediately. This enchantment only works for the Arcane Warrior; he cannot enchant another person’s weapon with this ability, nor can he hand his own recently enchanted weapon to another and have this ability work.
Suggested Arcane Spells for the Imbued Weapon Ability
Spell Level - Touch Spells - Close Range Spells
0 Light - Disrupt Undead, Flare, Ray of Frost
1 Chill Touch Shocking Grasp - Cause Fear, Color Spray, Hypnotism, Lesser Acid/Cold/Electric/Fire/Sonic Orb*, Negative Energy Ray*, Ray of Enfeeblement, Reduce
2 Continual Flame Ghoul Touch - Choke*, Shatter,
Summon Swarm, Tasha’s Hideous Laughter
3 Vampiric Touch - Negative Energy Burst*, Slow, Suggestion
4 Bestow Curse Contagion - Acid/Cold/Electric/Fire/Sonic Orb*, Fear, Lesser Geas, Otiluke’s Resilient Sphere
5 Teleport - Cone Of Cold
6 Eyebite, Geas/Quest, Planar Binding
7 Plane Shift - Banishment, Finger of Death, Forcecage, Power Word, Stun, Prismatic Spray
8 Otto’s Irresistible Dance Symbol - Binding, Greater Planar Binding, Maze Otiluke’s Telekinetic Sphere, Polymorph Any Object Power Word, Blind, Trap the Soul
9 Imprisonment Temporal Stasis - Energy Drain, Mordenkainen’s Disjunction Power Word, Kill, Soul Bind
*spells from Tome & Blood