Revision [261]
Last edited on 2011-01-31 02:15:47 by Akhat (unregistered user)Additions:
**Bonus Languages (4)**: A loremaster can choose any new language at 4th, 6th, 8th, and 10th level.
**Greater Lore (5)(Ex)**: At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
Int + Level
1 Instant mastery 4 ranks of a skill in which
the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell1
10 More newfound arcana 1 bonus 2nd-level spell1
**True Lore (10)(Ex)**: At 10th level, twice per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
**Greater Lore (5)(Ex)**: At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
Int + Level
1 Instant mastery 4 ranks of a skill in which
the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell1
10 More newfound arcana 1 bonus 2nd-level spell1
**True Lore (10)(Ex)**: At 10th level, twice per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
Deletions:
**Greater Lore (6)(Ex)**: At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
**True Lore (10)(Ex)**: At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
Revision [249]
Edited on 2011-01-29 19:50:48 by Akhat (unregistered user)Deletions:
Revision [248]
Edited on 2011-01-29 19:50:06 by Akhat (unregistered user)Additions:
**Spells**: Must be able to cast at least 3rd level spells
Deletions:
Secret
Additions:
======**Loremaster**======
"//Knowledge is key to understanding ourselves and the universe around us. Knowledge empowers us, and allows us to grow. It is our duty that no knowledge ever be forgotten -- pass it on to a thousand generations to make it so.//"
-- from //Lectures of Heut to the School of Education Entrants//, Cycle 349
Taken from:
http://www.d20srd.org/srd/prestigeClasses/loremaster.htm
==**Loremaster**==
The Loremasters are graduates of the School of Education. Only some of the graduates are skilled and dedicated enough to become Loremasters. These committed numbers are seekers after knowledge of all sorts. They hunger and live to learn all the universe has to offer, and to pass it on. Loremasters are firm believers that knowledge should not be kept a secret, no matter how depraved or dark.
**Skills**: Knowledge (Any two) 10 ranks
**Feats**: Skill Focus (Knowledge (Any))
**Spells*: Must be able to cast at least 3rd level spells
BAB: 1/2
Saves: Good Will, Fort; Bad Ref
**Spells per day/Spells Known**: When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Secret
**Secrets(1)**: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her loremaster level plus Intelligence modifier determines the secrets from which she can choose. She can’t choose the same secret twice.
**Lore(2)**: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
**Bonus Languages (4)**: A loremaster can choose any new language at 4th and 8th level.
**Greater Lore (6)(Ex)**: At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
**True Lore (10)(Ex)**: At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
**Class Skills**: Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
6 + (Int bonus) skill points per level
"//Knowledge is key to understanding ourselves and the universe around us. Knowledge empowers us, and allows us to grow. It is our duty that no knowledge ever be forgotten -- pass it on to a thousand generations to make it so.//"
-- from //Lectures of Heut to the School of Education Entrants//, Cycle 349
Taken from:
http://www.d20srd.org/srd/prestigeClasses/loremaster.htm
==**Loremaster**==
The Loremasters are graduates of the School of Education. Only some of the graduates are skilled and dedicated enough to become Loremasters. These committed numbers are seekers after knowledge of all sorts. They hunger and live to learn all the universe has to offer, and to pass it on. Loremasters are firm believers that knowledge should not be kept a secret, no matter how depraved or dark.
**Skills**: Knowledge (Any two) 10 ranks
**Feats**: Skill Focus (Knowledge (Any))
**Spells*: Must be able to cast at least 3rd level spells
BAB: 1/2
Saves: Good Will, Fort; Bad Ref
**Spells per day/Spells Known**: When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Secret
**Secrets(1)**: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her loremaster level plus Intelligence modifier determines the secrets from which she can choose. She can’t choose the same secret twice.
**Lore(2)**: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
**Bonus Languages (4)**: A loremaster can choose any new language at 4th and 8th level.
**Greater Lore (6)(Ex)**: At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
**True Lore (10)(Ex)**: At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
**Class Skills**: Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
6 + (Int bonus) skill points per level
Deletions:
"//Through knowledge, we can control ourselves. Through controlling ourselves, we can control the world.//"
-- Grathbar Graymountain, Fist of Stone
The Fists of Stone are an organization dedicated to physical perfection. Their origin is hidden in the dark annals of time, but they surfaced within several generations of the first Cataclysm, known by many names, from the Rain of Fire to the Sundering. There seems to be no central point that the Fists first came to either -- the name probably originated among the Dwarves of the Old World, but already the organization had been formed up in other cultures across the world.
==**Becoming a Fist of Stone**==
To join the ranks of the Fists is easy and difficult. It is a decision and a calling from a higher power, all rolled into one. The enclaves don't have any particular requirements to study -- some of their members, particularly on the Blasted Isle, teach lower forms of the discipline to commoners -- but those who aren't of a certain physical quality, showing no signs of improving, are quietly shunted to the side. Monks are the most common adherents to the class, as they are often set apart as it is, and their focus on self-knowledge fits nicely with the Fists. Desert Dwellers are also known to become Fists -- their mentality of self-perfection by constant testing leads them along similar paths.
**Alignment**: Non-chaotic
**Base Attack Bonus**: +3
**Skills**: Concentration 2 ranks
**Feats**: Improved Unarmed Strike
BAB: 3/4
Saves: Good Fort, Ref; Bad Will
**Monk Abilities**: Fist of Stone levels stack with monk levels for the purpose of determining unarmed damage, bonus movement speed, and bonus AC.
**Flurry of Blows**: Fists of Stone gain the Flurry of Blows class feature, identical to the monk's. By opting to use a Flurry of Blows rather than a full attack, the Fist gains one extra attack at their highest attack bonus, but all attacks this round are made with a -2 penalty.
**Internal Focus(2)(Ex)**: By making a DC 20 Concentration check, three times per day, the Fist can speed up his metabolism in order to facilitate greater energy use by his body, allowing him to move and act faster. This allows them to function as if under the effects of Haste with a caster level of Fist level + 2.
**Penetrating Fist(3)(Ex)**: Through rigorous discipline and training, the Fist has been trained to strike in such a way as to do damage in spite of a creature's armor or similar effects. The Fist's unarmed attacks ignore the first five points of damage reduction of creatures hit. This increases to ignore the first ten points at level six.
**Shattering Strike(4)(Ex)**: The Fist has learned how to analyze a creature for weak points and exploit them. Five times per day, before making an attack roll, the Fist can announce they are using a Shattering Strike. If the strike hits, it does 1d8 per level of Fist of Stone. If the target is a construct or object, it is 2d8 per level. The target can save against the strike by making a Fortitude save with a DC 15 + Fist's Str mod + 1/2 levels of Fist
**Adamantite Fist(5)(Ex)**: The unarmed attacks of the Fist are treated as Adamantite for the purpose of overcoming damage reduction.
**Metabolic Overload(6)(Su)**: The Fist has achieved such a level of control over their body that they can accelerate their bodies to levels beyond the imagination. This is not an easy feat, nor one to be undertaken lightly, it can be used once per day. In order to begin the overload, they must make a DC 30+ Concentration check. The concentration check is a standard action to initiate. After making the first check, they must make the same check the following round, using a full action. The difficulty of the check is increased by any damage taken that round, one point for each point of damage. If they make both the concentration checks, they gain 1d4+2 rounds of extra action: these rounds can be used to move or attack.
**Class Skills**: Balance (Dex), Climb(Str), Concentration(Con), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex)
4 + (Int bonus) skill points per level