[Characters] Prestige Classes

A Complete 3.5E conversion of all things Mystara.

Moderators: Havard, Gawain_VIII

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

[Characters] Prestige Classes

Post by Gawain_VIII » Sun Jul 06, 2008 9:27 pm

Prestige Classes
The Known World is home to dozens of secret organizations and elite orders, hundreds of unique adventurers and anointed champions, and thousands of opportunities. A mage might begin his career as a straightforward wizard, but as he gains power and experience, choices confront him. Should he follow the path of the archmage, or plunge into the secret studies of the Secret Crafts of Glantri? Should the fighter serve the defense of his nation as an Aerial Knight, or embrace the natural society of the elves as a Forester?
Characters of any class face similar choices. Many of the most powerful and successful adventurers of the Known World eventually become embroiled in the struggle of order and anarchy, assuming the responsibility and privileges of these unique character classes.
Prestige classes that add to the character’s base class for determining the number of spells per day also add to the character’s caster level (such as for dispel checks and level checks to overcome spell resistance).
MDG Prestige Classes: Certain prestige classes from the DMG are exceptionally appropriate for a Mystaran campaign: The Arcane Archer, Archmage, Assassin, Duelist, and Dwarven Defender are all suitable for the Known World without modification. The Blackguard is also appropriate, but requires slight modification. In the Known World, there are some adventurers who have chosen to be the antithesis of the Paladin. This modified Blackguard is called the Avenger. Avengers act exactly like a Blackguard as described in the DMG except that their alignment may be either Chaotic or Evil, and they must associate themselves with a particular church or clerical order. As with any divine caster, the Avenger must select an Immortal Patron or Philosophy that is within one step of his alignment.
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

AKn

Post by Gawain_VIII » Sun Jul 06, 2008 9:30 pm

Aerial Knight
Aerial Knights are flying knights, characters that have flying mounts and that are trained to fight whilst flying upon these mounts.
Hit Die: 1d10
REQUIREMENTS
To qualify to become an Aerial Knight, a character must fulfill all of the following criteria.
Base Attack Bonus: +5
Mount: Must have access to a flying mount. Retebius Air Fleet supplies you with a mount but Knights of the Air require you to acquire one (buy, capture, etc.).
CLASS SKILLS
The Aerial Knight’s class skills (and the key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are features of the Aerial Knight prestige class.
Weapon and Armor Proficiency: Aerial Knights are proficient with simple and martial weapons and all armor and shields, including tower shields.
Flying Mount: At first level the Aerial Knight is expected to have a flying mount. If he is a member of the Retebius Air Fleet he will be assigned one. Otherwise he is expected to acquire one (buy, capture, etc.). This prestige class also assumes that the player has taken the time to train the mount to carry a rider. This class feature Grants you the Flying Combat feat even if you don’t meet the requirements.
Handle Animal: The Aerial Knight gains a bonus to his handle animal skill when dealing with flying mounts. At first level this is a +1 and it raises by +1 every level thereafter
Bonus Feat: the Aerial Knight gains a bonus feat at third and fifth level. These bonus feats are the same as the fighter bonus feats.
Table 1-X: Aerial Knight
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
Level | Special
  1. Flying Mount, +1 handle animal skill
  2. +2 handle animal skill
  3. Bonus Feat, +3 handle animal skill
  4. +4 handle animal skill
  5. Bonus Feat,+5 handle animal skill
Special: RAF members must take this prestige class and finish it completely before taking any levels in any other class. This represents military service and cannot be broken up.
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

DFr

Post by Gawain_VIII » Sun Jul 06, 2008 9:35 pm

Dogfighter
Needless to say, this PrC is incomplete. Any help would be invaluable. Reference: PC1 Top Ballista

Description
Hit Die: 1d4
REQUIREMENTS
To qualify to become a Dogfighter, a character must fulfill all of the following criteria.
Required: Description
CLASS SKILLS
The {}’s class skills (and the key ability for each) are Blah.
Skill Points at Each Level: X + Int modifier.
CLASS FEATURES
All of the following are features of the Dogfighter prestige class.
Feature: Description.
Table 1-X: Dogfighter
BAB: Moderate
Fort: Good
Ref: Good
Will: Poor
Level | Special
  1. Piloting +2
  2. +1 Attack Bonus with Missile Weapons
  3. Fantasy Physics, Piloting +3
  4. +2 Attack Bonus with Missile Weapons
  5. Piloting +4, +3 Attack Bonus with Missile Weapons
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

For

Post by Gawain_VIII » Sun Jul 06, 2008 9:38 pm

Forester

I've decided nothing about this one except that I want to include it. I might consider using the PHB2 Duskblade as inspiration.
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

Gla

Post by Gawain_VIII » Sun Jul 06, 2008 9:40 pm

Gladiator
Gladiators of the Arena in the empire of Thyatis learn to control their weapons as well as the crowd. They are often heroes within the Empire as long as they are good at what they do. Fighters and Barbarians make excellent Gladiators, but the elite skills of the class will aid anyone whose business is fighting for an audience, or just fighting with style and efficiency.

I haven't developed game stats for the Gla yet, but I was looking at the Pit Fighter (it's an OGL PrC from a 3rd party publisher. I don't know which one, VGeisz was working on this one for me.
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

GMr

Post by Gawain_VIII » Sun Jul 06, 2008 9:49 pm

Guild Merchant
This is for the Darokin Merchant class. The Merchant-prince is seperate. My notes don't say where I stole this from, but I belive it's on the Vaults.

There are some who make their way in the world through skill of their hand, some that make it through magical blessings, and then there are those that survive through the art of trade and interaction with others. The work of the merchant is a vital one to the growth and benefit of society as a whole. But merchants do much more than trade in goods. Sometimes they have to find those goods in the wild, and it is from this that they become powerful companions or foes.
In the ideal world, a merchant would have nothing more to do than open and keep a shop somewhere in the world. However, sometimes items and goods are hard to come by. Most times a merchant will take to adventuring because of the rumor of valuable treasure or a rare item that would command a hefty price in resale. The fact that they can learn and master new skills that help them above and beyond the mercantile world is icing on the proverbial cake - anything to give a merchant the edge over the competition is welcomed.
Merchants neither excel in combat nor spells, but their role is that of the information monger. Merchants have the knack of getting what they want when they want it how they want it. They can tell when someone is trying to lie to them from their experience with deals on a day to day business. They possess a handful of spells that are very strong utility spells, helping to augment the merchant's already impressive abilities in dealing with others.
Hit Die: 1d6

REQUIREMENTS
To qualify to become a Guild Merchant, a character must fulfill all of the following criteria.
Required: Profession (merchant) 8 ranks, Appraise or Craft 5 ranks.
Special: Must be a citizen of the Republic of Darokin. The character must also be a member in good standing of the Merchant’s Guild of Darokin.

CLASS SKILLS
The guild merchant’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Listen (Wis), Survival (Wis), Knowledge (Int), Profession (merchant) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), and Use Rope (Dex). See Chapter 4: Skills of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.

CLASS FEATURES
All of the following are class features of the merchant.
Weapon and Armor Proficiency: The guild merchant gains no proficiency in any weapon or armor.
Bonus Language: At 1st level and each odd-numbered level guild merchant level thereafter, the character gains one bonus language of choice.
Merchant Lore: A guild merchant has a chance to know almost anything, either from his own experience or from the tales of fellow merchants and customers. This ability functions exactly like bardic knowledge (see the Bard section in Chapter 3 of the Player’s Handbook), except that the check modifier equals the character’s guild merchant level + his Intelligence modifier. Bard levels stack with merchant levels for the purpose of determining this modifier.
Merchant Check: The guild merchant makes a Knowledge (geography) check (DC 15) once per month or whenever he travels to a new culture. Success means he can use his knowledge of the culture he is visiting to his advantage, gaining a +4 circumstance bonus on certain skill checks. At 2nd level this bonus applies only to Appraise checks. For every 2 guild merchant levels thereafter, the bonus also applies to one addition skill, as shown on the guild merchant table. He retains these circumstance bonuses until his next Knowledge (geography) check. For particularly isolated or far-off cultures, the DM can raise the DC of the Knowledge (geography) check to 20 or higher.
Spells: Beginning at 1st level, a guild merchant can cast arcane spells just as a sorceror does. To cast a particular spell, the guild merchant must have a Charisma score of at least 10 + the spell’s level. The character gains bonus spells based on his Charisma score, the DC for the saving throws against his spells is 10 + the spell’s level + the guild merchant’s Charisma modifier.
The guild merchant does not acquire spells in the same manner as other arcane spellcasters. The various spells, many of which are unique to the Merchant’s Guild, are learned from other guild merchants who already know the spell. In order to ensure control of these spells, they are never written in spellbooks. See the list below for the spells available to a guild merchant.
When a guild merchant wants to learn a new spell, he must seek out another guild member who already knows it and convince him or her to teach the spell. This is supposed to be free of charge, as per guild regulations, but fees are not unheard of. Learning a 1st level spell takes 1 week. Learning a 2nd level spell takes 2 weeks. A 3rd level spell takes 4 weeks, and a 4th level spell takes 8 weeks. Often this training is conducted during long caravan trips, when there is little else to pass the time.
These spells and the secrets of their casting are carefully guarded. Indeed, most people are not even aware that these spells exist, especially since they generally lack any discernable components compared to more conventional arcane or divine casting. As such, the DC of any Spellcraft check made to identify a merchant spell is increased by 10, and that’s only if there is reason to suspect a spell was cast in the first place. The secrecy surrounding these spells has given Darokin merchants a reputation for a “sixth sense.”

Guild Merchant Spell List
Merchants choose their spells from the following list.
1st level – calm animal*, clear sight (merchant only), count coins, detect chaos/evil/good/law, evaluate, ignore road, orientation, predict weather, resist climate, trust.
2nd level – check load, crown summoning, detect ambush, detect magic, hold animal*, quicken pace, savior faire, silver tongue.
3rd level – charm animal*, detect lie, find traps, darkvision, inventory, smuggling, weather eye.
4th level – accounting, charm person, check caravan, embezzle, resist magic.
Table 1-X: Guild Merchant
BAB: Moderate
Fort: Poor
Ref: Poor
Will: Good
Level | Special | Spells Per Day (1st, 2nd, 3rd, 4th)
  1. Bribe, detect lie | 0
  2. -- | 1
  3. Bonus language | 2, 0
  4. -- | 2, 1
  5. Detect lie 2/week | 3, 2, 0
  6. -- | 4, 2, 1
  7. Fast talk | 5, 3, 1
  8. -- | 6, 4, 2, 0
  9. Detect lie 2/week | 6, 4, 2, 1
  10. -- | 7, 5, 3, 1
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

HMr

Post by Gawain_VIII » Sun Jul 06, 2008 9:57 pm

Hin Master
Description to be deloped based on Gaz8
Hit Die: 1d4 (d6?)

REQUIREMENTS
To qualify to become a Hin Master, a character must fulfill all of the following criteria.
Race: Halfling. (Region: Shires?)
BAB: +5.
Feat: Denial.

CLASS SKILLS
The Hin Master’s class skills (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Nature (Int), Profession (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device(Cha).
Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES
All of the following are features of the Hin Master prestige class.
Weapon and Armor Proficiencies: Hin Master gains no new weapon or armor proficiencies.
Spells: A Hin Master has the ability to cast a small number of divine spells. To cast these spells the Hin Master must have a Wisdom score of at least 10 + the spell’s level, so a Hin Master with a Wisdom score of 10 or less cannot cast these spells. Hin Master’s bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell’s level + Hin Master’s Wisdom modifier. The Hin Master gains spells from the Hin Master spell list below. A Hin Master has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Hin Master prepares and casts spells just as a cleric does (though the Hin Master cannot spontaneously cast cure or inflict spells).
A Hin Master must spend 1 hour each night in quiet contemplation to regain his daily allotment of spells.
Darkvision: A Hin Master gains Darkvision out to 60 ft.
Tracking: At 3rd level a Hin Master gains Track as a bonus Feat if he doesn’t already have it.
Denial Bonus: Starting at 2nd level a Hin Master gains a +1 bonus to his Denial feat. This ability stacks with the hin bonus for every odd level.
Blackflame Item Creation: At 7th level a Hin Master with access to a source of Blackflame (Hin Relic) can create special magic weapons and items from it. See individual Blackflame item for information on creation.
Table 1-X: Hin Master
BAB: Moderate
Fort: Good
Ref: Poor
Will: Good
Spells per Day: as Drd
Level | Special
  1. Darkvision
  2. Denial bonus +1
  3. Tracking
  4. Denial Bonus +2
  5. Denial Bonus +3
  6. Denial bonus +4
  7. Blackflame Item creation
  8. Denial Bonus +5
  9. Denial Bonus +6
  10. Denial Bonus +7
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

KnH

Post by Gawain_VIII » Sun Jul 06, 2008 10:14 pm

Knight-Hero
Although they may wander far and wide, across, under and above MYSTARA, hin never forget their home in the Five Shires and while some may quest for glory, gold or adventure, the greatest of them do it for their people and the Five Shires and are known as the knight-heroes.
Whereas the great heroes of other races may be praised for their ability to confront their foes head-on, and hammer away at them until they both collapse into the mud, bloody and exhausted, that seems foolish to the hin, who prize cleverness and wisdom above raw brute strength. While a dwarven defender will bar a foe with his dying breath, a hin knight-hero would be more likely to slip around the foe's rear through stealth and cleverness, cut off their reinforcements and confront the enemy leader one-on-one.
Hit Die: 1d10

REQUIREMENTS
To qualify to become a Knight-Hero, a character must fulfill all of the following criteria.
Race: Halfling.
Alignment: Any non-Evil; The vast majority of Knight-Heroes are Lawful.
Base Attack Bonus: +6.
Knowledge (nobility and royalty): 3+ ranks.
Loyalty: A Knight-Hero must demonstrate loyalty to a particular cause, be it a clerical order, nation, a people, or a ruler. A Knight-Hero must show this devotion by not specializing in any other Prestige Class. Multiclassing in other base classes are still permitted, however. A Knight-Hero who either picks up a second Prestige Class or who goes against his chosen cause looses all class special abilities and cannot continue in the class unless he picks another cause to uphold.

CLASS SKILLS
The Knight-Hero’s class skills (and the key ability for each) are Diplomacy, Heal, Intimidate, Knowledge (History), Knowledge (local) (choose Region), Knowledge (Nobility and Royalty), Ride, Sense Motive, Spot, and Swim.
Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES
Weapon and armour proficiency: Knight-Heroes are proficient in the use of all simple and martial weapons and all armour (heavy, medium and light) and shields. Armour check penalties exist for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Also, Swim checks suffer a -1 penalty for every five pounds of armour and equipment carried.
Improved Throwing: A knight-hero's bonus with thrown weapons increases to +2, rather than the halfling-standard +1.
Heroic Luck: The High Heroes smile on the knight-hero, granting him a bonus to all saving throws equal to his Charisma modifier (if positive). This replaces the natural bonus to saving throws all halflings get by the grace of the High Heroes.
Inspire Courage: A knight-hero may sing or chant a traditional hin song ("Halfling High" and "Sing of a King" are favourites in these situations) and raise the courage of themselves and their companions. To be affected, an ally must hear the knight-hero sing for a full round. The effect lasts as long as the knight-hero sing and for 5 rounds afterwards (or for 5 rounds after the ally can no longer hear the knight-hero's song). While singing, the knight-hero can fight, but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). The knight-hero and his allies receive a morale bonus against charm and fear attacks equal to the knight-hero's Charisma modifier. This bonus stacks with the halfling's racial +2 morale bonus against fear.
Favoured Enemy: Similar to the ranger's favoured enemy class skill (page 45, Player's Handbook), a second level knight-hero chooses a traditional enemy of the Five Shires and trains in techniques to combat them. Additional favoured enemies are chosen at sixth and tenth levels, with the bonus against each previously selected favoured enemy going up by one. Possible favoured enemies include: Aberrations, Animals, Beasts, Dwarves, Goblinoids, Humans, Orcs, Plants, Shapechangers, Undead and Vermin. It is not politic for the hin to mention that they still keep a wary eye fixed on dwarves and humans, and thus knight-heroes only discuss their favoured enemies in those cases with other hin.
Throwing Specialisation: At fourth level, a knight-hero gains a +2 damage bonus with thrown weapons.
Evasion: The embodiment of the nimble halfling, an eighth level knight-hero can avoid even magical and unusual attacks by being light on his feat. If a knight-hero makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion may only be used if the knight-hero is wearing light armour or no armour. It is an extraordinary ability.
Code of Conduct: A knight-hero must be of lawful good alignment and lose all special class abilities if he ever willingly commits an act of evil. Additionally, a knight-hero's code requires that he respects legitimate authority, act with honour (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends) and punish those that harm or threaten innocents.
Associates: While he may adventure with characters of any good or neutral alignment, a knight-hero will never knowingly associate with evil characters. A knight-hero will not continue an association with someone who consistently offends his moral code. A knight-hero may only hire henchmen or accept followers who are lawful good.
Table 1-X: Knight Hero
BAB: Moderate
Fort: Good
Ref: Good
Will: Poor
Level | Special
  1. Improved Throwing, Heroic Luck
  2. Favored Enemy
  3. Inspire Courage
  4. Throwing Specialization
  5. Evasion
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

MrP

Post by Gawain_VIII » Sun Jul 06, 2008 10:18 pm

Merchant Prince
In the warm waters of the Sea of Dread lie a group of islands claimed by the Minrothad Guilds. These isles have attracted a rich assortment of peoples over the centuries - humans, dwarves, halflings and elves all live in Minrothad. The oldest residents of the islands are the Alfasser elves. Long ago, these sea-faring elves mastered the seas, both with their nautical prowess and their knowledge of magic.
Eventually, Minrothad found its niche in the world as traders, transporting exotic cargoes from one far port to another. Alfasser magic, combined with Alphatian sea spells learned in distant lands, proved quite useful in these ventures. Soon, a new breed of merchant was setting itself apart from those merchants of other nations.
Now, Minrothad’s Merchant Princes are known in every port of call in the Known World. Their formidable reputation alone is often enough to deter all but the most foolhardy pirates. These spellcasting sea captains are now synonymous with the Minrothad Guilds.
Hit Die: 1d6

REQUIREMENTS
To qualify to become a Merchant Prince, a character must fulfill all of the following criteria.
Race: Elf, half-elf or human
Skills: Bargain or Appraisal 5 ranks, Craft or Profession (relevant to your Guild) 10 ranks
Special: Must show a personal income from trading ventures of at least 20,000 gp per year over the last 4 years. Must be a member of one of Minrothad’s Guilds.

CLASS SKILLS
The Merchant Prince’s class skills (and the key ability for each) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Intuit Direction (Wis), Knowledge (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Swim (Str), Use Rope (Dex). See Chapter 4: Skills of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: X + Int modifier.

CLASS FEATURES
All of the following are features of the Merchant Prince prestige class.
Weapon and Armor Proficiency: Merchant princes gain no additional proficiency in any weapon or armor
Bonus Language: At 1st level and each odd-numbered level merchant prince level thereafter, the character gains one bonus language of choice.
Spells: Merchant princes receive training in arcane spellcasting as wizards or sorcerors. When a new merchant prince level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class (either wizard or sorceror). He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level in spellcasting. If the character had more than one spellcasting class before becoming a merchant prince, he must decide which class he adds the new level to for purposes of determining spells per day.
If the merchant prince did not previously belong to either the wizard or sorceror classes, he learns spells as a wizard equal to his merchant prince level.
Wind at Your Back: At 2nd level, the merchant prince has become a master of eking every bit of propulsion out of the prevailing winds. Any ship he captains moves 1 mile per hour faster than normal.
Shifting Deck: As a free action, a merchant prince of 6th level or higher can attempt a Balance check (DC 15). Success negates any penalties for uneven ground, such as a ship’s deck in rolling seas, and any higher-ground bonuses that opponents might otherwise have. The DM may set a higher DC for checks involving particularly uneven or dangerous ground.
Come About: The merchant prince’s ability to maneuver a vessel is legendary. At 8th level he gains a +4 insight bonus on Profession (sailor) checks.
Bonus Metamagic Feat: The merchant prince’s training in arcane arts allows him to select a bonus metamagic feat at 4th and 10th level.

Merchant-prince Spell List
Merchant-princes choose their spells from the following list.
0 Level – clear sight, douse flame, faerie fire, light*, locate sea life(EHM), oilskin, precipitation(EHM), read magic, resist cold, sea legs, tar, warp wood.
1st level – careen, entangle, nightwatch, obscure*(EHM), predict weather(EHM), purify food and water*, produce fire, rot, web .
2nd level – call lightning, dispel fog(EHM), fireball, lightningbolt, water breathing, watery form(EHM).
3rd level – ball lightning, protection from lightning, talk to sea creatures(EHM), transmute water to ice.
4th level – control winds, summon sea creatures, summon weather.
5th level – calm water, calm wind, weather control
6th level – summon air elemental, summon water elemental.

Table 1-X: Merchant Prince
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Spells per day: +1 arcane spellcaster level
Level | Special
  1. Bonus language
  2. Wind at your back
  3. Bonus language
  4. Bonus metamagic feat
  5. Bonus language
  6. Shifting deck
  7. Bonus language
  8. Come about
  9. Bonus language
  10. Bonus metamagic feat
*EHM Designates a spell only available to Merchant Princes with the Elven High Magic feat.
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

Other undeveloped PrCs

Post by Gawain_VIII » Sun Jul 06, 2008 10:20 pm

The list of PrCs below are all tagged for inclusion, but have not been developed.
Pirate (Pir)
Radiance Mage: Alchemist (Alc)
Radiance Mage: Cryptomancer (Crp)
Radiance Mage: Deathwatcher (Dth) -- This is Necromancy from the secret crafts of Glantri
Radiance Mage: Dracologist (Dra)
Radiance Mage: Dreamweaver (Drm)
Radiance Mage: Elementalist (Elm)
Radiance Mage: Witch (Wtc)
Radiance Shaman (RSh) -- This is reserved for the highest levels of Rafiel's clerics... the "normal" radiant shamans should be Clc (Rafiel)
Relic Keeper (Rlc) -- This should be a single class for each of the demihuman clans to share.

Roger
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Cthulhudrew
Green Dragon
Posts: 4132
Joined: Tue May 27, 2008 2:13 pm
Gender: male
Location: Long Beach, CA

Re: [Characters] Prestige Classes

Post by Cthulhudrew » Mon Jul 07, 2008 1:33 am

Here's a working list of Prestige Classes that I had earmarked for development:

Agent of the Darokin Diplomatic Corps (DDC)
Alchemist (Gaz3)
Blue Eel (Gaz9)
Bratak (Gaz12 - Possible. Might just make PrCs for certain Bratak organizations.)
Brother of the Grey Lady (DotE)
Brother of the Radiance (Gaz3)

Clan Blackflame Keeper (Cyclopedia)
Clan Forgekeeper (Cyclopedia)
Clan Treekeeper (Cyclopedia)

(Ideally, these three will all just be one uber-PrC, with abilities that might differ depending on what race they are from; that would also help with adding other Demihuman Keepers of the Relic, such as Gnomes).

Cryptologist (Gaz3)
Darokin Guild Merchant (Gaz11)

(This one is tough, because of the XP system. Ideally, a Merchant should gain exp. through Business Transactions, and not combat, IMO- like in the Gaz. The 3E system for bargaining/haggling also would need to be changed/expanded upon, IMO, as the current system doesn't allow much for exceptional skill- there's just a flat discount. Some kind of combination of a reworked Bargaining system plus a sort of "encounter xp" system would be great.)

Dracologist (Gaz3)
Elementalist (Gaz3)
Entropomancer (Gaz3- my name for the Necromancer. I don't like having the same name applied to Specialist Wizards as to the Prestige Class. Not quite sold on Entropomancer, though.)
Eye of Krondahar (Gaz8)
Eye of the Serpent (Gaz13)
Fist of Khan (Gaz3, 12)
Forester (DotE - Not sure if they should be a PrC or even a different base class. Perhaps just an organization consisting mainly of Rangers.)
Hattian Storm Soldier (DotE)
Hin Master (Gaz8)
Keshak Horse Warrior (Gaz12)
Knight of the Air (DotE)
Magian Fire-Worshipper (Gaz2 - Not sure if it should be a PrC, but I would like to do something different with these guys.)
Merchant Prince (Gaz9 - See Darokin Guild Merchant for more discussion.)
Minion of Atzanteotl (Gaz10 - Basically, a new PrC to cover Xilochtli; possibly he is just some kind of templated "Chosen", though.)
Order of the Arrow (Gaz2)
Order of the Griffon (Gaz1)
Order of the Lance (Gaz2)
Order of the Mace (Gaz2)
Order of the Pike (Gaz2)
Order of the Sands (DA 1 and 2)
Order of the Spell Skirmisher (Gaz2)
Phantasmer (Gaz3 - My version of the "Illusionist". See Entropomancer for my thoughts on double-naming, and I also want this PrC to be more based on the manipulation of Nightmare than just casting illusions, like the Gaz3 version.)
Ravenguard Berserker (Gaz7)
Retebius Skyrider (DotE)
Second Shadow Scout (Gaz13)
Sister of the Sword (DotE)
Witch (Gaz3)
Moderator of the Mystara and Greyhawk forums. My moderator voice is gray-green.
Image

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

Re: [Characters] Prestige Classes

Post by Gawain_VIII » Mon Jul 07, 2008 5:03 am

Cthulhudrew wrote:Here's a working list of Prestige Classes that I had earmarked for development:
Thats a long list... I'm all for customization, but DAMN! lol
Agent of the Darokin Diplomatic Corps (DDC)
DDC is an organization, no need for a PrC as well (besides, what class abilities would they get at each level?)
Alchemist (Gaz3)
It's already on the list, under Radiance Mage
Blue Eel (Gaz9)
Never heard of it, details?
Bratak (Gaz12 - Possible. Might just make PrCs for certain Bratak organizations.)
Now this is a distinct possibility... you want to write up a proposal PrC for review?
Brother of the Grey Lady (DotE)
An organization--membership provides it's own benefits and drawbacks--doesn't warrant a PrC, IMO.
Brother of the Radiance
The Radiance Mages cover this (in addition to being an organization)
Clan Blackflame Keeper (Cyclopedia)
Clan Forgekeeper (Cyclopedia)
Clan Treekeeper (Cyclopedia)

(Ideally, these three will all just be one uber-PrC, with abilities that might differ depending on what race they are from; that would also help with adding other Demihuman Keepers of the Relic, such as Gnomes).
Covered by the Relic Keeper PrC, already on tap.
Cryptologist (Gaz3)
Covered by Radiance Mage
Darokin Guild Merchant (Gaz11)
Done.
(This one is tough, because of the XP system. Ideally, a Merchant should gain exp. through Business Transactions, and not combat, IMO- like in the Gaz. The 3E system for bargaining/haggling also would need to be changed/expanded upon, IMO, as the current system doesn't allow much for exceptional skill- there's just a flat discount. Some kind of combination of a reworked Bargaining system plus a sort of "encounter xp" system would be great.)
I agree on principle... but at the same time, that system never really worked in the original system, in my experience. While I'm a big advocate of "if it ain't broke..." but the merchant's XP system was broke.
Dracologist (Gaz3)
Elementalist (Gaz3)
Entropomancer (Gaz3- my name for the Necromancer. I don't like having the same name applied to Specialist Wizards as to the Prestige Class. Not quite sold on Entropomancer, though.)
All Radiance Mages... the Necromancer, in my list was renamed Deathwatcher--based on someone else's PrC available on the Vaults.
Eye of Krondahar (Gaz8)
Never heard of it, got details?
Eye of the Serpent (Gaz13)
Why does this make me want to watch the first Conan movie? This is another one I'm not familiar with.
Fist of Khan (Gaz3, 12)
I'm not so sure this qualifies as either a PrC or an Organization, since it basically entails pretty much every fighting man native to Ethengar.
Forester (DotE - Not sure if they should be a PrC or even a different base class. Perhaps just an organization consisting mainly of Rangers.)
I've listed it under Organization. It's also in the PrC list above, but I've had the same thought.
Hattian Storm Soldier (DotE)
An Organization
Hin Master (Gaz8)
Done.
Keshak Horse Warrior (Gaz12)
Unfamiliar
Knight of the Air (DotE)
KotA is an organization, but I've included Aerial Knight PrC for members of KotA and RAF.
Magian Fire-Worshipper (Gaz2 - Not sure if it should be a PrC, but I would like to do something different with these
guys.)
Very good catch! I hadn't considered them. I'll see if I can't figure something out.
Merchant Prince (Gaz9 - See Darokin Guild Merchant for more discussion.)
Already done... my argument from Guild Merchant applies here as well.
Minion of Atzanteotl (Gaz10 - Basically, a new PrC to cover Xilochtli; possibly he is just some kind of templated "Chosen", though.)
Don't know about this one--seems like an excuse for an extra PrC where no viable excuse exists... still if you come up with a convincing argument for it, I'll reconsider.
Order of the Arrow (Gaz2)
Order of the Griffon (Gaz1)
Order of the Lance (Gaz2)
Order of the Mace (Gaz2)
Order of the Pike (Gaz2)
Order of the Sands (DA 1 and 2)
Order of the Spell Skirmisher (Gaz2)
All organizations... but I don't think they were on my list... if you want to do some sample write-ups and post them over on the Org thread, be my guest.
Phantasmer (Gaz3 - My version of the "Illusionist". See Entropomancer for my thoughts on double-naming, and I also want this PrC to be more based on the manipulation of Nightmare than just casting illusions, like the Gaz3 version.)
Radiance Mage... I'll consider the name, though. I share your thoughts on double-names.
Ravenguard Berserker (Gaz7)
Quite possible... good choice.
Retebius Skyrider (DotE)
See KotA, above
Second Shadow Scout (Gaz13)
Not familiar, what's this one all about?
Sister of the Sword (DotE)
Organization
Witch (Gaz3)
Radiance Mage
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Cthulhudrew
Green Dragon
Posts: 4132
Joined: Tue May 27, 2008 2:13 pm
Gender: male
Location: Long Beach, CA

Re: [Characters] Prestige Classes

Post by Cthulhudrew » Mon Jul 07, 2008 7:49 pm

Gawain_VIII wrote:
Agent of the Darokin Diplomatic Corps (DDC)
DDC is an organization, no need for a PrC as well (besides, what class abilities would they get at each level?)
This was one I had earmarked for a special functionary within the Corps; some type of special agent or something, and not just your run of the mill DDC agent. IIRC, I was going to use something similar to the Herald PrC from Dragon Annual 2000.
Blue Eel (Gaz9)
Never heard of it, details?
The Blue Eels are a highly secret guild in Minrothad, ostensibly part of the Thieve's Guild. They are master spies whose sole goal is to gain foreign intelligence, and are said to have agents stationed in almost every nation Minrothad trades with. Given their specialty and their elite nature, I figured a PrC wasn't out of line for them.
Bratak (Gaz12 - Possible. Might just make PrCs for certain Bratak organizations.)
Now this is a distinct possibility... you want to write up a proposal PrC for review?
I may have started something at one point; I'll double check. I know I had some thoughts along this line, though.
Brother of the Grey Lady (DotE)
An organization--membership provides it's own benefits and drawbacks--doesn't warrant a PrC, IMO.
Possibly not; I had it on the list mainly as an option; like the DDC (and several others here) I was considering some type of special version- something to benefit those who wished to really focus their character development with the organization.
I agree on principle... but at the same time, that system never really worked in the original system, in my experience. While I'm a big advocate of "if it ain't broke..." but the merchant's XP system was broke.
It was, to the extent it was easy to gain MXP, but considering the real lack of tangible benefits to the class (some minor spells and bargaining bonuses), I didn't find it that awful. I still dislike the notion of having merchants gain XP in the same manner as other characters though (ie, mostly through combat).

I'll let you know if I have any breakthroughs on things, though, to consider.
Eye of Krondahar (Gaz8)
Never heard of it, got details?
Come to think of it, I'm nearly certain this one is from Gaz3, not 8. IIRC, they are spies within the Ethengarian ranks on the behalf of the Prince of Krondahar (Jherek Virayana). Another one of those- this could be an interesting organization to give a special PrC to.
Eye of the Serpent (Gaz13)
Why does this make me want to watch the first Conan movie? This is another one I'm not familiar with.
Second Shadow Scout (Gaz13)
Not familiar, what's this one all about?
Both of these guys are Shadow Elf organizations, and are even presented therein as essentially prestige classes (they have minimum class scores, etc.). The Second Shadow are the scouts of the SE- they range ahead of armies, do exploratory work in tunnels, etc. The Eyes of the Serpent are a secret organization recruited from the Second Shadow who work for the Spymaster, Xatapechtli.

If you don't have your gaz handy, you can check them out in the online SE document, under "Second Shadow" (search term to make it easier; it's about midway down the page).
Fist of Khan (Gaz3, 12)
I'm not so sure this qualifies as either a PrC or an Organization, since it basically entails pretty much every fighting man native to Ethengar.
Does it? I was thinking it only applied to the Thousand Fists of Khan organization that operates in Glantri itself (I may be wrong, though). Again, one of those "possibly a good one to build a PrC around" ideas, though.
Keshak Horse Warrior (Gaz12)
Unfamiliar
I'll have to recheck Gaz12, but IIRC, the Keshak are the "elite" bodyguard of the Khan, and I figured as such could make for an interesting cavalry based PrC.
Minion of Atzanteotl (Gaz10 - Basically, a new PrC to cover Xilochtli; possibly he is just some kind of templated "Chosen", though.)
Don't know about this one--seems like an excuse for an extra PrC where no viable excuse exists... still if you come up with a convincing argument for it, I'll reconsider.
Was never 100% sold on it, myself, actually. :)
Order of the Griffon (Gaz1)
Order of the Lance (Gaz2)
Order of the Mace (Gaz2)
Order of the Pike (Gaz2)
Order of the Sands (DA 1 and 2)
Order of the Spell Skirmisher (Gaz2)
All organizations... but I don't think they were on my list... if you want to do some sample write-ups and post them over on the Org thread, be my guest.
I've got a work in progress on the Order of the Spell Skirmisher (mainly because I've never seen a PrC- or even any good rules- for a spellcasting cavalry, and thought it would be good); I'll dig those up and post them. Actually started a thread on the WotC boards at one point for it, IIRC.

Order of the Griffon- I envisioned these guys as some kind of Knight-Protector specialty class, as opposed to just an organization. Sort of a combination of the Maqar Crusader from Shining South and a bodyguard kind of PrC from somewhere else (can't recall the source offhand). As opposed to just being an organization of clerics and paladins and such, that is. Think I have a work in progress on them, too.

Order of the Sands- nothing in progress, but was thinking of either adapting the Gladiator PrC from Sword and Fist or something similar. Basically a way of specializing someone who has a gladiator-type build/theme to their character.

The others were Gaz2 organizations that I was considering, but wasn't completely sold on whether they should/could be PrCs or not.
Moderator of the Mystara and Greyhawk forums. My moderator voice is gray-green.
Image

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

Re: [Characters] Prestige Classes

Post by Gawain_VIII » Mon Jul 07, 2008 8:04 pm

Okay.... my thoughts...

It seems that there are many different organizations that have the same purpose. So... how about this: one PrC for each functionary with the prereq of "must be a member of sucn-n-such Guild or order".

Fighting orders like the OotG and such would all share a single "knight" PrC... DDC Agent, Blue Eel, Second Shadow, etc. would all share a single "Spy" PrC... (I think I'd call this one "Inconnu", meaning "unknown"... "spy" is jsut too bland!) OotSands would take the Gladiator PrC, already on tap.

Other unique items which you've mentioned could get their own (assuming there would be some class benefit that wouldn't be recieved just by joining an org).

Fair comprimise?
Roger
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Cthulhudrew
Green Dragon
Posts: 4132
Joined: Tue May 27, 2008 2:13 pm
Gender: male
Location: Long Beach, CA

Re: [Characters] Prestige Classes

Post by Cthulhudrew » Mon Jul 07, 2008 11:00 pm

My personal preference when it comes to Prestige Classes is to make them as campaign specific as possible- I don't really like "generic" PrCs (although there are individual "generic" ones I like, mechanics wise, to be fair.)

Also, not all of these (or any, really) need to make it into the "Mystara 3E" campaign guide; especially some of the more local ones (such as the Ylari orders, which could be used in a Ylari campaign guide instead).

I'm just tossing out ideas, here; hope you don't feel like I'm trying to push these onto you in any way.
Moderator of the Mystara and Greyhawk forums. My moderator voice is gray-green.
Image

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

Re: [Characters] Prestige Classes

Post by Gawain_VIII » Tue Jul 08, 2008 8:56 pm

Cthulhudrew wrote:My personal preference when it comes to Prestige Classes is to make them as campaign specific as possible- I don't really like "generic" PrCs
I agree in principle, but mechanically, there's no such thing as a Campaign Specific PrC (except maybe the Harpers)... "Champion of Pelor" is specific to Greyhawk, but if you change the proper noun to "Ixion" it fits perfectly. "Guild Thief" was specific to FR... but you didn't even have to change the name to fit it pretty much everywhere.
My take on it is: write the fluff for the campaign and the crunch for the game.
Cthulhudrew wrote:I'm just tossing out ideas, here; hope you don't feel like I'm trying to push these onto you in any way
Absolutely not! Part of the reason I stalled out on this project was that I wasn't getting any feedback--the more you talk, the more I'm motivated to write... (but if you wanted to write something on your own, I would NOT complain!)
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Cravensson
Orc
Posts: 35
Joined: Tue Aug 19, 2008 2:49 pm
Gender: male

Re: [Characters] Prestige Classes

Post by Cravensson » Tue Aug 19, 2008 3:14 pm

With the way Elves are portrayed in the original source material, I think Eldritch Knight from the DMG might also be a suitable prestige class for them, possibly modified for only allowing Elf or Half-Elf to take it.
"I smell bacon, I smell pork. Run, little orcses 'cause I got a fork."

User avatar
Gawain_VIII
Storm Giant
Posts: 1579
Joined: Thu May 22, 2008 9:36 pm
Gender: male
Location: Oklahoma, USA
Contact:

Re: [Characters] Prestige Classes

Post by Gawain_VIII » Tue Aug 19, 2008 3:53 pm

Cravensson wrote:With the way Elves are portrayed in the original source material, I think Eldritch Knight from the DMG might also be a suitable prestige class for them, possibly modified for only allowing Elf or Half-Elf to take it.
Very interesting suggestion. I've never played one, so I'll have to look them over, but you might be onto something here.

Roger
"Time does not heal all things--only swift and decisive action does." --Roger LaVern Girtman, II, 17 April 2010
My Articles at the Vaults of Pandius
Classic Campaigns, my Mystara fansite
Moderator of The Piazza's Mystara and M3e Project forums.

User avatar
Cravensson
Orc
Posts: 35
Joined: Tue Aug 19, 2008 2:49 pm
Gender: male

Re: [Characters] Prestige Classes

Post by Cravensson » Tue Aug 19, 2008 8:08 pm

It's not an overly powerful prestige class, but it is a capable blending of fighter/arcane caster.

http://www.systemreferencedocuments.org ... night.html
"I smell bacon, I smell pork. Run, little orcses 'cause I got a fork."

User avatar
CmdrCorsiken
Stone Giant
Posts: 671
Joined: Fri May 30, 2008 6:17 pm
Gender: male
Location: Nashville, Tennessee, USA

Re: [Characters] Prestige Classes

Post by CmdrCorsiken » Wed Aug 20, 2008 12:10 am

Cravensson wrote:With the way Elves are portrayed in the original source material, I think Eldritch Knight from the DMG might also be a suitable prestige class for them, possibly modified for only allowing Elf or Half-Elf to take it.
This is indeed a good suggestion. With OD&D essentially defining elves as fighter/magic-users, the Eldritch Knight is a very good fit for Mystara. I think that once you read it, you'll like how easily the concept works for Mystaran elves.
My hat's off to the 'freaks.' Whenever I see their post counts, I feel like a go-cart at the Indy 500.

User avatar
Cravensson
Orc
Posts: 35
Joined: Tue Aug 19, 2008 2:49 pm
Gender: male

Re: [Characters] Prestige Classes

Post by Cravensson » Mon Sep 15, 2008 7:01 pm

If we wanted to create a Mystaran Elves-only version of this, at what level would it be appropriate to give them the Armored Mage class feature, which the class as written doesn't have? Would it even be fair?
"I smell bacon, I smell pork. Run, little orcses 'cause I got a fork."

User avatar
CmdrCorsiken
Stone Giant
Posts: 671
Joined: Fri May 30, 2008 6:17 pm
Gender: male
Location: Nashville, Tennessee, USA

Re: [Characters] Prestige Classes

Post by CmdrCorsiken » Tue Sep 16, 2008 12:27 am

Cravensson wrote:If we wanted to create a Mystaran Elves-only version of this, at what level would it be appropriate to give them the Armored Mage class feature, which the class as written doesn't have? Would it even be fair?
Since many would say the class is somewhat weak as is, I would simply replace the bonus feat at 1st level with the Armored Mage class feature.
My hat's off to the 'freaks.' Whenever I see their post counts, I feel like a go-cart at the Indy 500.

User avatar
CmdrCorsiken
Stone Giant
Posts: 671
Joined: Fri May 30, 2008 6:17 pm
Gender: male
Location: Nashville, Tennessee, USA

Re: Gla

Post by CmdrCorsiken » Tue Sep 16, 2008 12:32 am

Gawain_VIII wrote:Gladiator
Gladiators of the Arena in the empire of Thyatis learn to control their weapons as well as the crowd. They are often heroes within the Empire as long as they are good at what they do. Fighters and Barbarians make excellent Gladiators, but the elite skills of the class will aid anyone whose business is fighting for an audience, or just fighting with style and efficiency.

I haven't developed game stats for the Gla yet, but I was looking at the Pit Fighter (it's an OGL PrC from a 3rd party publisher. I don't know which one, VGeisz was working on this one for me.
Have you looked at the Gladiator prestige class in Sword & Fist? Might be some useful class features there.
My hat's off to the 'freaks.' Whenever I see their post counts, I feel like a go-cart at the Indy 500.

User avatar
Cravensson
Orc
Posts: 35
Joined: Tue Aug 19, 2008 2:49 pm
Gender: male

Re: [Characters] Prestige Classes

Post by Cravensson » Tue Sep 16, 2008 12:52 pm

CmdrCorsiken wrote:
Cravensson wrote:If we wanted to create a Mystaran Elves-only version of this, at what level would it be appropriate to give them the Armored Mage class feature, which the class as written doesn't have? Would it even be fair?
Since many would say the class is somewhat weak as is, I would simply replace the bonus feat at 1st level with the Armored Mage class feature.
What's a good level to have that feature increase? Most of the prestige classes I have seen have it start out at light or perhaps light/medium armor, and then improve it for heavy armor later on.

Increasing BAB and caster level both and medium-sized hit dice for every class level gained is not that weak.
"I smell bacon, I smell pork. Run, little orcses 'cause I got a fork."

User avatar
CmdrCorsiken
Stone Giant
Posts: 671
Joined: Fri May 30, 2008 6:17 pm
Gender: male
Location: Nashville, Tennessee, USA

Re: [Characters] Prestige Classes

Post by CmdrCorsiken » Wed Sep 17, 2008 7:33 am

Cravensson wrote:What's a good level to have that feature increase? Most of the prestige classes I have seen have it start out at light or perhaps light/medium armor, and then improve it for heavy armor later on.
I really don't see the need to increase it beyond light armor -- at least when it comes to the class itself. I don't see very many elves who would want to give up their mobility. Medium and heavy armor reduces movement and allow less of the Dex bonus to apply to AC. Besides, there is a feat in Complete Arcane that raises the type of armor by a step. If a character wants to go that route, the feats can accomplish it without adding class features.
Cravensson wrote: Increasing BAB and caster level both and medium-sized hit dice for every class level gained is not that weak.
That is a valid point. I've read many debates on the relative 'power' of various classes, including this class. I don't presume to be able to argue either side. In many ways, the power of a given class is dependent on the knowledge of the player, the play style of the DM, and the campaign premise. So, when I consider making adjustments to class features, I essentially use a 'gut-feeling' judgement about how it could affect games that I run.

In this case, I think replacing the bonus feat at 1st level with the Armored Mage (light) class feature is fine. But, I think advancing Armored Mage, while getting the good attack progression, 9 of 10 caster levels, and a decent HD, might just push things too far. The feat is there if someone wants their elven fighter/wizard to wear medium armor.
My hat's off to the 'freaks.' Whenever I see their post counts, I feel like a go-cart at the Indy 500.

Post Reply

Return to “Mystara 3E Conversion Project”