Dmg 3.5 Prestige Classes
- Nov 20, 2008 Check out the Thaumaturgist in the DMG. Its a quaint little divine casting PrC that amplifies planar binding spells and its only a 5 level class. Community / Forums / Gamer Life / Gaming / D&D / 3.5/d20/OGL / Prestige Class for Summoners: All Messageboards.
- Re: 3.5 Sorcerer Prestige Classes One of my personal favorites is Exalted Arcanist. It adds some really nice spells as choices for your spells known (e.g. The Planar Ally line and Holy Word), grants you added facility with two very handy metamagic feats for a good-aligned party, and best of all is the capstone - which adds every sanctified spell in the game to your spells known.
- Although you shouldn't be comparing yourself to the Druid, because Druids are literally the best class in 3.5, with class features that render other classes obsolete. Level 2 DM Original Poster 1 point 4.
- Prestige classes are a set of player options from the Dungeons & Dragons 3e DMG and other supplements. They are character classes with a specific set of requirements that a typical first-level character will not qualify for. Thus, they are typically taken as a multi-class at a later time, and can be anywhere between three and fifteen levels big, most being around 10.
- Dungeons & Dragons 3.5 Edition Index – Prestige Classes April 1, 2005 Prestige Classes – Revised Page 3 Revised Prestige Classes Prestige Class Minimum Requirements Class Features Skills 1st Two Level Dependent Class Features Acolyte of the Skin (bond a skin of a fiend to your own, becom-ing more and more fiendish, eventually.
- Dungeons & Dragons 3.5 Edition Index – Prestige Classes February 28, 2007 Prestige Classes Page 9. Prestige Classes related to Base Classes Barbarian. Stacks with Barbarian Rage. Battle Howler of Gruumsh (p. 24) – a bard who follows the Deity of the Orcs and gains the ability to Rage like a Barbarian.
From D&D Wiki
Prestige classes are a set of player options from the Dungeons & Dragons 3e DMG and other supplements. They are character classes with a specific set of requirements that a typical first-level character will not qualify for. Thus, they are typically taken as a multi-class at a later time, and can be anywhere between three and fifteen levels big, most being around 10.
- 1Builder
- 1.1Becoming a Builder
- 1.2Campaign Information
Builder[edit]
“ | Wait.. WHERE ON THE NINE PLANES DID THAT WALL COME FROM!?! | ” |
—A poor goblin, Clan Leader, the goblin invasion of the small town of Goznik |
The builder is a non-combat class. You wouldn't want to walk into a trap with him. Not only because he is useless in melee but also the completely random gigantic structure that he would build in his panic. A Builder builds and that is all he does.
Becoming a Builder[edit]
A Builder marched with a ranged ally or ranged himself is a powerful combination. While a ranged ally can hold off enemies for those few essential round a builder can make defenses that will allow the party hold out until either the danger passes or they defeat the enemy (let's not talk about the third option). Having a decent builder in the group can also help with difficult terrain by building ladders and bridges.
Race: | Any Dwarf / Human | |
---|---|---|
Skills: | Knowledge(Architecture and Engineering)(Int)10 Ranks | Craft(Structure)(Int) |
Items: | Builders Bag |
Level | Base Attack Bonus | Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | 0 | 2 | 2 | 0 | Tier 1 Building - 5 BP | ||||||||||||||||||||||||||||||||||||
2nd | 1 | 3 | 3 | 0 | Build on the Move - 10 BP | ||||||||||||||||||||||||||||||||||||
3rd | 1 | 3 | 3 | 1 | Tier 2 Building - 15 BP | ||||||||||||||||||||||||||||||||||||
4th | 2 | 4 | 4 | 1 | Remove Structure - 25 BP | ||||||||||||||||||||||||||||||||||||
5th | 2 | 4 | 4 | 1 | Tier 3 Building - 35 BP | ||||||||||||||||||||||||||||||||||||
6th | 3 | 5 | 5 | 2 | Building on the Run - 45 BP | ||||||||||||||||||||||||||||||||||||
7th | 3 | 5 | 5 | 2 | Tier 4 Building - 60 BP | ||||||||||||||||||||||||||||||||||||
8th | 4 | 6 | 6 | 2 | Combat Building - 75 BP | ||||||||||||||||||||||||||||||||||||
9th | 4 | 6 | 6 | 3 | Tier 5 Building - 90 BP | ||||||||||||||||||||||||||||||||||||
10th | 5 | 7 | 7 | 3 | Building with the Flow - 110 BP | ||||||||||||||||||||||||||||||||||||
Class Skills ( 6 + Int modifier per level) |
Class Features[edit]
All of the following are class features of the Builder.
Building Points: Referred to as BP, Building Points are the core of the Builder. Each round a Builder can put the number of BP that his level grants him into a project. This is only limited by at the beginning of an encounter a builder needs to roll use magic device * strength modifier for the amount of BP that he has for the encounter. Outside of combat he has his level BP every minute.
Tiers of Building: Each Tier of building consist of several parts a Builder can build using BP. In a Tier there is a wall, two wall add-ons, a wall modifier, an earth changer, and a Trial helper. Building causes an attack of opportunity and you can build in any adjacent squares.
Tier | Wall | Ad-dons | Modifier | Earth Changer | Trail |
---|---|---|---|---|---|
1 | Wood Wall | Top-Spikes / Walkway | Normal Height | Scared Earth | On Wall Ladder |
2 | Stone Wall | Roof / Smooth Rim | Half Height | Removed Earth | Dual Access Bridge |
3 | Reinforced Wall | Archer Ports / Murder Holes | Double Height | Flatten Earth | Free Standing Ladder |
4 | Iron Wall | Smooth Outer Wall / Gate | Thick Wall | Grow Earth | One Access Bridge |
5 | Mitral Wall | Draw Bridge / Tower | Hallow Wall | Solidify Earth | Stairway to Haven |
Walls:
Wood Wall - 5 Hardness / 60 HP / 5 BP
Stone Wall - 8 Hardness / 90 HP / 8 BP
Mar 19, 2017 Now your bootable macOS Sierra 10.12.3 USB is ready to install on your system. Now turn on your system and acess BIOS/UEFI by press on DEL key while your system is booting up. Download macOS Sierra 10.12.6 Combo Update – The macOS Sierra 10.12.6 update improves the security, stability, and compatibility of your Mac, and is recommended for all users. This update:: Resolves an issue that prevents making certain SMB connections from the Finder. Fixes an issue that causes Xsan clients to unexpectedly restart when moving a file within a relation point on a Quantum. The latest macOS Sierra 10.12.3 (Build 16D32) final version with iTunes 12.5.5, iCloud 6.1.1, and Safari 10.0.3 software updates has been officially released by Apple for Mac.The macOS 10.12.3 Update is now available for upgradation and installation on supported Mac devices. Mac users can free Download macOS Sierra 10.12.3 DMG Files via Direct Links available below.
Reinforced Wall - 8 Hardness / 180 HP / 16 BP
Iron Wall - 10 Hardness / 100 HP / 22 BP
Mithral Wall - 15 Hardness / 120 HP / 38 BP
Ad-dons: Ad-dons use the tier material that the wall is made out of. This will be referred to as TW. They may also be made out of different materials from the wall. These are TM. BEWARE, you may need to use MATH.
Top Spikes - TWd6 piercing when passed over. / TW BP
Walkway - A stable path for people to walk on the wall. While on the Walkway the wall only grants half cover. Comes with stairs or ladder up. / 5 BP
Roof - Grants full cover from projectiles with vertical momentum. / TM*2 BP
Smooth Rim - Smooths the rim of the wall making it impossible to attach a grapling hook. / 10/TW BP
Archer Port - Grants full cover to the person behind it while still being able to attack. / TW+2 BP
Murder Hole - These stick out over the wall allowing things to be dropped on attackers. / 10 BP
D&d 3.5 Prestige Classes
Tower - It's a tower complete with stair case. / 12+TM per 10 feet BP
Gate - A 10 foot wide gate that can swing open and close. / TM*2+4 BP
Draw Bridge - A 10' wide and 10' tall bridge that can swing open and close. / TM*3+10 BP
Smooth Outer Wall - This changes the climb checks on any wall to impossible. / 20/TW BP
Modifier:
Normal Height - This is a 10' tall wall that doesn't change the cost
Half Height - This wall is 5' tall and cost half BP
Double Height - This wall is 20' tall and cost double BP
Thick Wall - This wall is twice as thick and has twice as much HP. It also cost twice as much BP
Hallow Wall - This wall actually two walls and comes with a walkway. It functions as a hallway and has triple the BP cost
Earth Changer:
Scared Earth - The ground is considered rough terrain 1 BP
Removed Earth - Create a 5' deep, 5' diameter hole 5 BP
Flatten Earth - Rough terrain is now smooth 10 BP
Grow Earth - Create a 5' mound of earth 25 BP
Solidify Earth - By infusing his blood in earth a Builder makes all Earth in a 200' radius immune to move earth and stone to mud and visversa 25 HP / 50 BP
Trial:
Ladder on Wall - Creates a ladder leaning on a wall 2 BP per 5'
Dual Access Bridge - Creates a bridge but the Builder has to have access to both sides 5 BP per 5'
Free Standing Ladder - Creates a ladder straight up 10 BP per 5'
One Access Bridge - Creates a bridge and the Builder only needs to access one side 25 BP per 5'
Stair Way to Haven - Creates a Stair way going on a 45 degree angle that last for two round that goes up 50' the Builders on top 50 BP
Building on the Move: Once per turn after making a completeing or stopping structure a Builder can make a 5' step and continue building if he has leftove BP for that round
Remove Building: a Builder can remove a building he has made as if he could cast dispell item on it. Ignore the bag's rules on this one
Build on the Run: Once per turn after making a completeing or stopping structure a Builder can make a full move action and continue building if he has leftove BP for that round
Combat Building: A builder nolonger invokes an attack of opertunity when building in range of an enemy
Build with the Flow: A number of lvl of Builder he has per turn after making a completeing or stopping structure a Builder can make a 5' step and continue building if he has leftove BP for that round
Campaign Information[edit]
Playing a Builder[edit]
Combat: A Builder can hold his own for a while with his large HP and good saves but can't do much damage with his low BAB.
Advancement: A Builder goes good with any ranged class and might go stealth to get out of their falling constructions to come back another day.
Resources: There are many builders in the world, anyone and their brother can be a builder; but there are very few are true Builders and when two meet there is an instant bond. Most of the time they keep in touch if they ever part. If a Builder sends for help from another Builder the situation is very dire.9 out of 10 time the other Builder will come; most likely to help and laugh at the other.
Builders in the World[edit]
“ | That looks like a nice spot for a fortrace. Can we stop here for a night? | ” |
There are few true Builders in this vast world and most of them are in a dungeon
NPC Reactions: <-How NPCs react to characters of this class->
Builder Lore[edit]
Characters with ranks in knowledge history can research Builders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
11 | This man can build. |
16 | These Builders need a speicaly built bag. |
21 | Some of the builders 10 second walls have lasted centurys. |
26 | You don't want to say 'Just build what you can' because they will build it and they will come. |
Builders in the Game[edit]
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
Hit Die
d4.
Requirements
To qualify to become an archmage, a character must fulfill all the following criteria.
Skills
Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats
Skill Focus (Spellcraft), Spell Focus in two schools of magic.
Spells
Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.
Dmg 3.5 Prestige Classes Near Me
Class Skills
The archmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | High arcana | +1 level of existing arcane spellcasting class |
2nd | +1 | +0 | +0 | +3 | High arcana | +1 level of existing arcane spellcasting class |
3rd | +1 | +1 | +1 | +3 | High arcana | +1 level of existing arcane spellcasting class |
4th | +2 | +1 | +1 | +4 | High arcana | +1 level of existing arcane spellcasting class |
5th | +2 | +1 | +1 | +4 | High arcana | +1 level of existing arcane spellcasting class |
Class Features
All the following are Class Features of the archmage prestige class.
Weapon and Armor Proficiency
Archmages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known
When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.
High Arcana
An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.
Arcane Fire (Su)
The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su)
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling
When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Spell Power
This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
Dmg 3.5 Prestige Classes Sses Barbarian
Spell-Like Ability
An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.
The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.
The Hypertext d20 SRDTM is owned by BoLS Interactive LLC.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.