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New prestige classes can be found here as well as Eyru role playing notes on the standard core classes. Also, any house rules or changes to the standard classes will be posted here as well. So far, only the sorcerer has been modified with a very slight tweak to the cleric.

Standard Classes

 Prestige Classes

Fighter Rogue Clagh Leir Thaumaturgist
Barbarian Ranger Gynfakin Artificer
Wizard Paladin Inquisitor
Sorcerer Druid  Gealach Fuil
Cleric Bard Wanderer

   

Standard Classes


Barbarians 

Highlander may perhaps be a more appropriate term to describe these rugged individuals who live in rural communities and lead a boisterous and physical existence. The common people of Eyru are very adaptable to this class. Without question, they make up the bulk of the adventuring profession of Clan Faough and a sizable portion of the "typical" adventurers. 
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Fighters 

This is generally the second most common class among Eyrians. Clan life and its frequent clashes offer many opportunities for warriors to sharpen their skills. Even many farmers and common folk have at least a basic knowledge warfare since defense of outlying communities often falls into their hands. Members of the Ignoble (clan-less inhabitants of the Freeman's Lands) often opt to become mercenaries and bandits which is another path to becoming a renowned (or notorious as the case may be) warrior.
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Wizards 

Wizards are incredibly rare. Most have simply learned a few tricks from their ancestors which are generally passed down in great secrecy. Many commoners speculate any such knowledge was either handed down from the infernal dealings of Steàirn the Heretic, or that survivors of the Fomorian race once taught humans the secrets of their dark sorcery. As such, this knowledge is viewed as "witchcraft" by most of the people of Eryu and punishment usually comes at the hands of angry mobs.  It is also worth noting that arcane magic stands out from divine magic due mostly to the odd components it requires and the absence of ancestral veneration (through tales, prayer and symbols). Further, Arcane magic's reliance on written materials also casts doubt on it. See the section on Magic for more information.
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Sorcerers 

Unfortunately they are as misunderstood as Wizards and often thought as one in the same. Sorcerers however have a much greater secret to maintain. In their blood runs the blood of the Faye, thus their innate magical power. Most are unaware of their Faye heritage and the magical powers have been known to skip generations in a bloodline before manifesting themselves. Sorcerers operate in secrecy as do Wizards lest the superstitious populace bring them harm.

House Rules

Sorcerers seem to lack a bit of power and flavor in my opinion. Games where combat is prevalent might see sorcerers as an over-powered caster. Spell repertoire is rarely an issue in these games. A concentrated assortment of combat spells makes up every caster's list for the most part in such games. (Magic Missile, Fireball, etc.) I run a slightly less combat intensive game where nearly all spells will see good use. Lack of flexibility is a huge drawback. I also don't care for the vague explanation of a sorcerer's magical power. Most likely it is left vague so that it isn't a campaign specific character, but I'd like to flesh it out for my game. So below is an optional sorcerer class:

Spells: Metamagic feat spotaneous casting restrictions have been removed. Alternately, if a DM feels this is too unbalancing, the spontaneous casting restrictions may be removed for only one school of magic, a sort of specialty school. This school relates directly to their faye ancestry: 

Abjuration: Nymph
Conjuration: Grogoch
Enchantment: Nixie, Dryad
Evocation: Draconic
Illusion: Pixie
Necromancy: Bollag
Transmutation: Swanmay

Skills need a second look. I'd add Bluff, Intimidate, Sense Motive and Use Magic Device. The first three because they fit sorcerers in the Eyru campaign and they even fit the by-the-book description of a sorcerer (Player's Handbook p.50 top left.) Why those weren't included is a mystery to me. They also play to what a sorcerer is naturally good at: charisma. Why would any character class entirely ignore skills they have natural talent for?

Now the last skill I mention, Use Magic Device, is supposed to be "Rogue-Bard Only". So this may not be a good answer for many campaigns. However, rationalizing how or why a thief can do this is beyond me (the book just quickly mentions they can "fake it" -- unsatisfactory really but as a long time player I know the DnD history of this skill). However, I can't think of a skill more suited to a sorcerer. Magic is "innate" and "intuitive" to a sorcerer, according to the book. It seems to make perfect sense that if anyone can pick up an item they aren't supposed to use and master it through magical persuasiveness, the sorcerer is the one for the job. True, this skill isn't as useful to a sorcerer as it is a rogue, yet it makes sense.

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Clerics 

The holy men of the clans are discussed in the Gods section in great detail. Generally their importance is as local sage and often times political leader. Their job is essentially maintaining strong connections to the ancestors of the past and communicating these ancestor’s desires to the clan. Most commonly these clerics appeal to the more recent ancestors and founders of the current High Clans. However, on rare occasion one will find a cleric who still appeals to the Elder Gods. The Elder Gods are mostly still recognized and respected across Eyru but their direct worship has fallen into disuse. An individual who selects one of these as their patron god is most certainly bound to find a mixed reaction (from joyous to fearful) among the general populace. (Also, check out the Rules>Spells section for new domains.) 

Rules
I hear a lot of general talk about how clerics are overpowered. However, I'd like to add one thing: Knowledge (all skills) is class based for a cleric. I'd also like to adopt the save for Harm I've seen proposed by numerous sources (though I should put this in the spells section.) A Fortitude save (or maybe Will) with a failure indicating the equivalent of Inflict Critical Wounds.
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Rogues

Those who trade in stealth and subtlety can be found anywhere in Eryian society though are most frequently under the banner (and often employed) of High Clan Steàirn. Penalties for theft can be harsh (with high clan Erinin’s laws being the most lenient). This does not stop the practice from flourishing in many varieties; from burglary to common theft to banditry and even assassination.
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Rangers 

Woodsmen are not especially common but are widespread. Their combination of ranger and druidical training generally garners them a good deal of respect among most of the clans. Tracking and trapping are strong sources of income, food, protection and even entertainment for most of the populace. Hunts are common for local and royal gatherings so anyone who has mastered this ability will draw praise from those in attendance. There is also rumored to be a group of rangers who works closely with the druids of Eyru, watching over the battle site of the Battle of One Hundred Wounds.

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Paladins

Slightly different from the clichéd holy rollers, these warriors are most often simply champions which have adopted the religious ethos of their particular clan as their rallying cause. They are warriors smiled upon by the divine (whether they are aware of it or not). The warriors of the Return are the most prominent example. These skilled horsemen from High Clan Tairan operate under the banner of the long lost High King of Eyru and await his return with religious fervor. Some of the more revered members of the Council of Stone have been Paladins.
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Druids 

Druids are revered as wise men among the people of the Isle. All clans give them proper respect due to the ancient secrets of the workings of the society and indeed, the entire universe, which they maintain. Harming a druid is considered horrible luck and their advice is frequently sought out in all forms and by all stations of people.

Druid’s choose to remind the people of Eyru of a common ancestry among all men, and thus maintain a strict neutrality among the clans. They are commonly mediators for inter-clan matters and they are important to all matters of arbitration (see the new skills). Oftentimes someone referred to as a "Druid" is simply an expert in matters of Eyrian law and arbitration (and not truly a member of the Druid class). 

The few true Druids are keepers of the ancient ways. They tend to the monuments scattered across the countryside. Some of these monuments are ‘sidhes’ or large mounds purported to be yet another entrance to the lands of the Faye, some are stone rings or ancient groves of great significance. Negotiation with the Faye was an important duty of druids of the past. As ‘caretakers’ and occasional inhabitants of the Wood Between, the druidic forefathers had strong relations with the magical Faye creatures. For these Druids, their domain is that which binds the universe together. Their magic is believed to be older than time itself and thus they are given special status which separates them from the superstition clouding other spellcasters. Much of their ceremony and sacrifice gives praise to the Great Womb of Time: the earth itself and its secrets.

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Bards 

Bards are also a well honored group of people. Many of the Isle's greatest heroes were warrior poets. Their knowledge of the country and the people which inhabit it are seen as incredibly valuable assets, especially given that literacy is very low among the population. The spoken word has great power in this society and words that are woven into rhythm and song even greater power. 

The recounting of tales is deeply ingrained in the ceremonies of the people. It would be unimaginable to perform a ceremony without recitation of the appropriate tale. This recitation (if skillfully done) brings good fortune to those in attendance. Voyages, marriages, funerals, battles, and births are all common ceremonies accompanied by story. Bards, as a class, simply have this knowledge of tales at their disposal. For game purpose s it can be a check made from their Performing skill to successfully recall and recite an appropriate tale (whether it be recited or sung.) However, it is highly recommended that the bards of this campaign pick up the new skill Knowledge: Eyrian Lore. Common musical instruments for the bard include the carynx, (a war trumpet), drums, harps and lyres.
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Prestige Classes

Quick note: Some of the prestige classes are granted abilities which they can use X number of times per level. In such a case, level refers to the prestige class not character level and all fractions are dropped. Caster levels for these abilities however, should use Character Level.

Clagh Leir

Clagh Leir is the name given to the original heroes of the Council of Stone. Clagh Leir translates as "Stone Seers". This refers to the stones the druids crafted for Connacher and his men to  protect them from the magic of the Triumvirate's terrible forces. There is a long, complicated history to this which your DM will have to decide whether or not to divulge to you.. In short, this Clagh Leir possessed an amazing ability to see using supernatural sight provided by the living earth. This power ran in the bloodlines of the families of Connacher's men that defended Eyru from certain doom centuries ago.   

During the Divide and after Erinin's attempt to re-unite the clans under the Council, most of the descendants of the original Council members were driven from their positions. Since then, the Council has been composed mostly of "diplomats" that were seeded by High Clan Steairn and High Clan Tairan.  Only one sitting member, Aengus, claims to have the Stonesight ability, though he is often chided as a charlatan. Up until the tumultuous time of the Divide, this ability was a pre-requisite for admission to the Council. Regardless, the Clagh Leir were once composed of all the greatest heroes and heroines of Eyru. Being a member of this select group means being an embodiment of the heroic ideals of Eyrian society.

Requirements:
Base Attack: +5
Perform: 4 ranks
Diplomacy: 4 ranks
Knowledge: Eyrian Lore: 4 ranks
Feats: Stonesight

Class Skills: Craft, Profession, Innuendo, Intimidate, Knowledge, Ride, Perform, Climb, Jump, Swim, Diplomacy

Class Features:
Hit Dice: D10
Weapons: Simple and Martial 
Armor: Any
Skill Points: 3+Int Modifier                

Level Attack Bonus Fortitude Reflex  Willpower Special 
1st +1 +2 +2 +0 Signature Skill: The character chooses one skill. They gain +1 / Clagh Leir level to checks with that skill.
2nd +2 +3 +3 +0 Geis: The character must accept a Geis* 
3rd +3 +3 +3 +1 Minor Heroic Essence: The character selects one weapon of choice-a specific weapon they have been using for quite some time. The character's favored weapon is imbued with one Minor magic property and a +1 bonus.**
4th +4 +4 +4 +1 One free feat of the player's choice
5th +5 +4 +4 +1 Heroic Essence: The character's favored weapon is imbued with one Medium magic property and a +2 bonus.
6th +6 +5 +5 +2 One free feat of the player's choice
7th +7 +5 +5 +2 Legendary Prowess: The character receives one point to add to any ability score.
8th +8 +6 +6 +2 Major Heroic Essence: The character's favored weapon is imbued with one Major magic property and a +3 bonus.
9th +9 +6 +6 +3 Name of Renowned: Receives the Leadership feat for free. If the character already has it, the number of followers (not cohorts) is doubled.
10th +10 +7 +7 +3 The character's favored weapon gains Intelligence. Its alignment will always match that of its owner and if it gains a purpose, the purpose will reflect the attitudes of its owner as well.

The character gains one free feat.

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*A Geis is very similar to the PHB spell, Geas. (Geis is just the true Gaelic spelling. It is pronounced 'gesh'.) It is a magical obligation a hero accepts or is tricked into accepting. In many cases, heroes may be burdened by multiple gessa. King Connacher from Irish legend was said to be beholden to seven. Not living up to the geis' restrictions has dire consequences and often leads to the downfall of the hero. The powerful warrior Diarmuid of Finn's Fiana (somewhat analogous to the Knights of the Round Table) was slain by a magic boar after having unwittingly accepted a geis to not hunt a pig. 

While a geis is powerful magic, in the land of Eyru the granter doesn't necessarily need to have access to the spell nor even be a spell caster. In true Celtic tales, women frequently grant these magical obligations. Often, the granter takes the recipient's face in their hands and proclaims the geis. As such, violation of a geis sometimes manifests itself as an appearance of scarring to the cheeks. The details of geis granting and effects of ignoring a geis are entirely up to the GM. 

Some examples include: 

  • Not hunting a certain monster or animal. (The King of Ireland could not hunt the crooked beasts of Cerna.)
  • Not leaving a certain location for more than a specified time. (The King of Ireland could not leave Tara for more than nine days in succession.)
  • Being required to perform a certain action under certain conditions. (CuChulainn, an Irish hero, was under a geis to not pass a cooking-hearth without partaking of the fare. Interestingly he was also under a geis not to eat a hound. Of course, shortly before his demise, he encounters three crones sitting around a cooking-hearth eating a dog.....)
  • Never to follow a specific course of action. (Diarmuid was under a geis to never use a hidden passage/door to run from his enemies.)

**The property should either be randomly determined or selected by the GM. The properties should reflect the wielder's own personal fighting style, personality, or be appropriate in some other fashion. Also, considering the difference in the way most campaigns handle magic items, the GM should feel free to alter the rate at which these magic properties are handed out.  

Gynfakin

Gynfakin translates to "The Unseen" in Old Eyrian. It is difficult to say much about this group without revealing the very secrets they have sworn their life to protect. Long ago they were formed by a council of Druids at a time when the very survival of every human of Eyru was at stake. Their charge was to battle the more sinister and clandestine forces of the Triumvirate which had infiltrated Eyrian society. These brave archers continue battling dark forces to this day. In the present day, they are a small group and the only publicly known duty they hold is guarding the site of the Battle of One Hundred Wounds. 

Requirements:
Move Silently: 6 ranks
Hide: 9 ranks
Stoneworking: 9 ranks
Weapon Proficiency: Any Bow
Feats: Alertness, Track
Wisdom: 13+

Class Skills: Craft, Profession, Hide, Intuit Direction, Listen, Move Silently, Spot, Wilderness Lore, Swim, Climb, Jump, Scrying

Class Features:
Hit Dice: D6
Weapons: Simple and Martial 
Armor: Light to Medium 
Skill Points: 4+Int Modifier                

Level Attack Bonus Fortitude Reflex  Willpower Special 
1st +0 +2 +2 +2 Camouflage (Ex): Gains +1 / lvl on Hide and Move Silently checks in natural surroundings
2nd +1 +3 +3 +3 Stone Shape (Sp): lvl x a day
Sniper Attack 1d6-Bow only, Range 30 feet: Follows the same restrictions as a Rogue's sneak attack ability and also stacks with sneak attack dice from other classes.
3rd +2 +3 +3 +3 Trackless Step (as a Druid)
4th +3 +4 +4 +4 Sniper Attack 2d6-Bow Only, Range 60 feet
5th +3 +4 +4 +4 Meld into Stone (Sp): Once per day and once more every two levels hereafter (max of 3 times at 9th).
6th +4 +5 +5 +5 Immunity to Petrification
Sniper Attack 3d6-Bow Only, Range 90 feet
7th +5 +5 +5 +5 Stone Tell (Sp): Once per day and once more every two levels hereafter.
8th +6 +6 +6 +6 Stoneskin (Sp):  Each day the stoneskin may be renewed at any standing stone during a full hour ritual. The stoneskin will last for 24 hours or until discharged. 
Sniper Attack 4d6-Bow Only, Range 120 feet
9th +6 +6 +6 +6 True Sight (Sp): 1/day 
10th +7 +7 +7 +7 Sniper Attack 5d6-Bow Only, Range 150 feet
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Gealach Fuil

Berserkers extraordinaire, they wield massive axes with deadly precision. They hail from the northern lands of High Clan Tairan and are known for their wanton, ruthless, yet highly effective defense of the Northern lands. A small platoon of these fierce warriors has been known to drive larger armies off the field in terror. Those who don't flee soon question their decision when the Gealach Fuil's axe is brought to bear.

Requirements:
Rage
Feats:
Weapon Focus: Any Axe
BAB: +5
Strength 13
Intimidate: 8 Ranks

Class Skills: Climb, Craft, Handle Animal, Intimidate, Intuit Direction, Jump, Listen, Ride, Swim, Wilderness Lore

Class Features:
Hit Dice: D12
Weapons: Simple and Martial 
Armor: Light to Medium and any Shield
Skill Points: 2+Int Modifier 

This class gains abilities that amount to a specialization in Rage. Anytime they rage they may select ONE of the rage powers (Blood Fit, Death Rage, Greater Blood Fit, Headhunter's Fury) to be in effect.

Level Attack Bonus Fortitude Reflex  Willpower Special 
1st +1 +2 +0 +0 Weapon Specialization: Axe (of whatever type they are focused in.) 
2nd +2 +3 +0 +0 Blood Fit (Su): The rage of these warriors is a horrific sight to behold. Any Gaelach Fuil in a Rage may project an aura of fear. (Treat as a Scare spell as if cast by a sorcerer of the same level. DC 10+Gaelach Fuil level.) 
3rd +3 +3 +1 +1 Improved Critical: Axe (of whatever type of axe they are Focused in.)
4th +4 +4 +1 +1 True Strike (Su) with any axe, once per day.
5th +5 +4 +1 +1 Death Rage (Su): During their rage, a Gealach Fuil may select one target as the focus of their berserk fury. The target is suddenly aware that the berserker is their certain doom. The target must first make a Will Save (DC 15) to shake the overwhelming fear. If this fails and the target is struck by the Gealach Fuil's attack, the target is forced to make a Fortitude Save or die (DC 5+Damage done). If the attack misses, it cannot be made a second time during the same rage.
6th +6 +5 +2 +2 Crippling Blow (Ex): A strike with an axe may be designed to cripple an opponent. The attack must have been a critical hit. The target suffers a -6 to their Strength, Dex or Con unless they succeed at a Fortitude save (DC=Damage done.) This damage can be repaired by clerical means or rest as per the DMG. Usable once per day rage.
7th +7 +5 +2 +2 Greater Blood Fit (Su): A Gaelach Fuil in a Rage now projects an aura of fear in a 20 foot radius. Those of 6 HD or less are affected as Blood Fit but are reduced to Cowering in fear; those over 6 HD must make a Will save or be Shaken (DC 10+Gaelach Fuil level.) 
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Headhunter's Fury (Ex): The character may make Vorpal attacks with their specialized axe during a rage. On a successful critical hit, the target is decapitated. 

Inquisitor

Somewhere between the Servants of the Flame of High Clan Steairn and the clandestine organization known as "The Fist" lies an unnerving space between religious zeal and paranoia. Here thrives the Inquisitor, on a relentless search for power and driving out heresy. 

The social dynamics of High Clan Steairn are such that fear and intimidation rule the people. When the church goes unheeded, they call upon the Fist to help enforce divine law. Of course, the Fist has its own agenda, far removed from that of the Servants of the Flame. They are interested in discovering power from any source and are glad to use the church as a cover for their darker secrets.

The upper echelons of the Fist are ruled by these Inquisitors. Cruel, cold, calculating, and generally amoral, these twisted men keep the whole of High Clan Steairn (and beyond) under their watchful eyes.These elite warriors are fond of poisons and are frequently versed in spell-casting: particularly spells which may assist them in their methods of information gathering or spells that prep their "subjects" for torture.  

 

Requirements:
Alignment: any evil
Intimidate: 6 ranks
Knowledge, Arcana: 4 ranks
Disguise: 4 ranks
Sense Motive: 4 ranks
Gather Information: 6 ranks
Feats: Skill Focus: (Disguise, Intimidate, or Gather Information)

Class Skills: Rope Use, Disguise, Intimidate, Gather Information, Knowledge (Any), Sense Motive, Innuendo, Search, Spot, Forgery, Decipher Script, Bluff, Listen, Hide, Move Silently, Escape Artist, Read Lips, Bluff, Disable Device, Open Locks

Class Features:
Hit Dice: D6
Weapons: Sap, Dagger, Dart, Flail, Katar, Whip, Spiked Chain, Spiked Gauntlet
Armor: Light to Medium
Skill Points: 6+Int Modifier
Sneak Attack: Due to a gruesome understanding of centers of pain and pressure points of the human body, Inquisitors gain Sneak Attack as a rogue of their level. If the Inquisitor has levels as a rogue, the Inquisitor levels stack with the Rogue levels to determine the sneak attack bonus.                

Level Attack Bonus Fortitude Reflex  Willpower Special 
1st +0 +2 +0 +2 Skilled in Poison Use, +2 save vs. Enchantment and Coercion 
2nd +1 +3 +0 +3 Can bring unconscious opponents to a conscious but still helpless state (prepared for torture). This (and all of the torture related skills) requires melee or grappling contact-unless the helpless subject is bound or otherwise under the Inquisitors direct control.

The Inquisitor can coerce cowering, disabled, exhausted, stunned, frightened, panicked, opponents into a similar helpless state. This requires a normal attack roll. On a successful strike, the victim must make a Will save (DC 10 + damage done) to avoid entering the helpless state. The damage caused can be either normal or subdual. 

Once helpless, the victim may attempt to exit the state via a successful Will or Fortitude Save opposed by the Inquisitor's Intimidation skill. If the Inquisitor activates any of the Torture abilities described below, the victim cannot attempt to exit the helpless state (and must expend all energy to fight the torture method). 

3rd +2 +3 +1 +3 Loosened Tongue (Ex): Any helpless victim can be forced to make a Will save (DC 10+ Inquisitor lvl + charisma bonus) or answer the Inquisitor's questions truthfully. This is a Full Round action.  This interrogation can be continued via a successful Intimidation of the subject each round.
4th +3 +4 +1 +4 Innate Deathwatch (Sp) as per the spell.  

Influence of Pain (Ex): Any helpless victim can be forced to make a Will save (DC 10+ Inquisitor lvl + charisma bonus) or be subject to a Suggestion. This is a partial action. Effects last for one hour and can be continued via a successful Intimidation of the subject.

5th +3 +4 +1 +4 Non-Detection (Su): The Inquisitor is difficult to Scry on (DC 11 + Inquisitor lvl.)
6th +4 +5 +2 +5 There is no longer a penalty to attack or damage when causing subdual damage with class weapons. 
7th +5 +5 +2 +5 Greater Influence of Pain (Ex): This can be used to force something similar to a "Geas" upon the victim. The victim must be in a helpless state. The victim must perform the action or suffer the same consequences as the violator of a Geas. (Slowly becoming paralyzed with fear of the Inquisitor's retribution.) A Will save (DC 10+ Inquisitor lvl+ charisma bonus) negates. 
8th +6 +6 +2 +6
9th +6 +6 +3 +6 Mindblank (Su): as per the spell.
10th +7 +7 +3 +7 Dominate (Ex): The Inquisitor can brainwash a subject they torture, forcing them to act as instructed. A Will save (DC 10+ Inquisitor lvl+ charisma bonus) negates. This is complete control and is similar to the Dominate spell except there is no telepathic connection. All instructions must be carefully relayed, however, the subject will not try to alter or pervert the instructions. (DM's might consider making players under such affects NPC for the time.) Once per week the Inquisitor must re-establish his control through a successful Intimidation check or the effect fades.

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Wanderer

Long ago, a woman of immense beauty named Etain walked the land of Eyru. Midir, an Eyrian king, fell in love with this beautiful woman and decided to make her his wife. Midir rejected his first wife Fuamnach, a powerful druid. Fuamnach turned Etain into a fly with a powerful version of the Covetous Curse. Etain was transformed into a giant, but by all accounts, radiant fly. Fuamnach then created a wind that sent the fly far off. Midir vowed to have her back and set out to find her.

Curiousity, a personal vow, or even a Geas, can drive many into the Wanderer class. Experts of travel throughout the material plane and beyond, the Wanderer can travel vast distances and explore the far reaches of existence.

Requirements:
Knowledge (geography) 8 ranks
Knowledge (Planar or Arcana) 8 ranks
Wilderness Lore 8 ranks
Feats: Endurance or Great Fortitude

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (arcana), Knowledge (Planar), Knowledge (geography), Knowledge (Astral/Etheral) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Speak Language (none), Spot (Wis), and Wilderness Lore (Wis).

Class Features:
Hit Dice: D6
Weapons: Simple
Armor: Light to Medium 
Skill Points: 4+Int Modifier                

Level Attack Bonus Fortitude Reflex  Willpower Special 
1st +0 +2 +0 +0 Tireless Step (Ex) Immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead.
2nd +1 +3 +0 +0 Wanderlust (Ex) Immune to paralyzation through either natural or magical means.
3rd +2 +3 +1 +1 Water Affinity (Ex) Swimming becomes a natural form of movement at -10 to your base speed.
4th +3 +4 +1 +1 Surmount (Ex) Climbing becomes a natural form of movement at -10 to your base speed.
Forseen Path (Ex) Overland Speed, for travel only, is always as if a road were present.
5th +3 +4 +1 +1 Mystical Travel Mastery (Su) When traveling through magical means, chances of failure are halved. For instance, Plane Shift will only be 2.5 to 250 miles off target; Teleport checks are made as if one category greater (effectively halving the error categories).
6th +4 +5 +2 +2 Planar Terrain Mastery (Su) See below*
7th +5 +5 +2 +2 Planar Terrain Mastery (Su) See below
8th +6 +6 +2 +2 Planar Terrain Mastery (Su) See below
9th +6 +6 +3 +3 Planar Terrain Mastery (Su) See below
10th +7 +7 +3 +3 Planar Terrain Mastery (Su) See below
 

Spells: Wanderers cast spells as spontaneous casters with Charisma being the key attribute.

  1 2 3 4 5 6 7
1st 0            
2nd 1            
3rd 1 1          
4th 2 1 1        
5th 2 2 1 1      
6th 2 2 2 1 1    
7th 2 2 2 2 1    
8th 3 2 2 2 2 1  
9th 3 3 2 2 2 1  
10th 3 3 3 2 2 2 1

Wanderers have access to the following spells:

Level 1: Mount, Expeditious Retreat, Knock
Level 2:
Blink, Fly, Leomund's Tiny Hut
Level 3:
Dimension Door, Air Walk, Leomund's Secure Shelter, Freedom of Movement
Level 4:
Ethereal Jaunt, Teleport, Contact Other Plane
Level 5:
Etherealness, Find the Path, Plane Shift
Level 6:
Control Weather, Shadow Walk, Wind Walk, Teleport Without Error
Level 7:
Gate, Freedom, Astral Projection

*Planar Terrain Mastery: Wanderers may select specific planes which they are familiar with. Wanderers can use Wilderness Lore in any sort of terrain they have mastery in with no penalty (with obvious exceptions-i.e. you wont find normal game on the Plane of Fire, etc.) When traveling to these selected planes, the Wanderer can emulate a typical denizen of that plane so that they are immune to the adverse effects of the environment and can travel freely. Further, they may emulate these abilities outside of that plane as described below. They may do this once per day for a number of hours equivalent to their Wanderer level.

Abyssal: Immune to Poison and Electricity. Telepathic Communication 100 feet. 

Infernal: Immune to Fire and Poison. See in Darkness perfectly (including Deeper Darkness), Telepathic Communication 100 feet.

Air: Airborne creatures -1 attack and damge, Immune to Wind based spells or effects. Base flight movement is +10.

Earth: Both you and opponents feet touch the ground, +1 attack and damage; enemy air or waterborne -4 attack and damage. Size category is considered one size greater for Bull Rush/Grapple/Trip attempts or opposition to the same while on the ground.

Fire: Immune to Fire, Double damage from cold except on successful save. +1 Dice to any fire based attack.

Water: Water breathing, movement in water is at base speed. Dispel Magical fire of sorcerer level equal to character level (as per Dispel Magic). Extinguish normal flames of large size or smaller (standard action, touch range).

Celestial: Keen Vision (Low light and 60 foot Dark), +4 vs Poison Saves, Tongues (14th lvl), Immune to Electricity and Petrification.

Otherworld (Planar): You can view and interpret Faye marks. You may commune with the Faye to produce an effect similar to a "Commune with Nature" spell. This ability works anywhere in the Otherworld to speak with the local Faye. In other realms, it may work in areas where boundaries between that realm and the Otherworld are thin (i.e. Standing Stones). You may add your Wanderer level to any Charisma based role involving denizens of the Otherworld.

Death (Planar): You move among the dead, appearing as an Undead to their eyes. Magic will detect you as being undead. You are immune to negative energy attacks.

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Thaumaturgist

Currently, I am using the 3.5 Edition Thaumaturgist for this prestige class. However, this may change as I'm not completely enamored by it and I want something with more flavor (just haven't quite got it yet, but I need the class in-game yesterday.)

Go HERE to view the specifics of the class.

Artificer

(Based on Artificer- Copyright 2001 Rebecca Glenn-Netbook of PrC. My changes noted in the text.)

The Artificer is fascinated with magic items. He seeks fulfillment by putting his efforts into analyzing and creating items. Other spellcasters often look upon him with amusement or exasperation, as he shows little interest in perfecting his spellcasting abilities. But don't underestimate this arcane tinkerer, as when he shows up he'll likely be packing serious mystical firepower. While this class is best suited for NPC use, the Artificer can be a powerful player character addition to campaigns with regular downtime.

Requirements
Knowledge (Arcana) Ranks: 10
Craft (Any) Ranks: 10 (total, in one or more craft skills)
Feats: Two item creation feats (Brew Potion and Scribe Scroll do not qualify)
Special: The Artificer must have a large workshop worth 2,500 gold
Special: The Artificer must have created at least one magic item with each of his Item Creation feats. 

Class Skills
The Artificer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (each skill acquired separately) (Int), Profession (Wis), Spellcraft (Int) and Use Magical Device (Cha, exclusive skill). 

Skill Points at Each Level: 4 + Int modifier.

Class Features

Hit Die: d4

Weapons and Armor: The Artificer cares little for battle, but for the interesting items he can make. He has no proficiency in weapons or armor.

Level Prerequisites: The Artificer's level stacks with his spellcaster level for the purpose of meeting level prerequisites for Item Creation feats and Magic Item manufacture. 

Spellcasting Level: The Artificer's level stacks with his spellcaster level for determining what levels of spells the caster may learn, but does not stack for spellcasting slots per day. The Artificer may learn new spells and imbue them into magic items, but does not increase his capacity either for casting on the fly or holding prepared spells in his mind. 

If the Artificer's base class is Sorcerer or Bard (or other class with a limited number of spells known), he advances on the Known Spells tables only, not the spells per day table. If the base class is Wizard, the Artificer gains an automatic 2 new known spells (normally spells required in magic item creation) and has access to a new level of spells (if the level gain allows). He does not advance on the spells per day table. If the base class is Druid or Cleric, the Artificer may gain access to a new level of spells and can imbue them into magic items, but does not advance on his spells per day table or gain the ability to cast higher level spells.

Level Attack Bonus Fortitude Reflex  Willpower Special 
1st +0 +0 +0 +2 Efficient Process (Ex)
Analyze Items (Ex)
Identify 1/day
2nd +1 +0 +0 +3 Item Creation Feat
Capture Essence (Ex)
3rd +1 +1 +1 +3 Salvage Parts (Ex) Potions, Wondrous Items, Wands
4th +2 +1 +1 +4 Disable Curse (Ex)
Analyze Items (Ex)
Identify 2/day
5th +2 +1 +1 +4 Item Creation Feat
6th +3 +2 +2 +5 Salvage Parts (Ex) Arms, Armor and Rods
7th +3 +2 +2 +5 Analyze Items (Ex) Identify 3/day
8th +4 +2 +2 +6 Item Creation Feat
9th +4 +3 +3 +6 Salvage Parts (Ex) Staffs and Rings
10th +5 +3 +3 +7 Disable Curse (Ex) Release Other
Analyze Items (Ex) Identify 3/day, Analyze Dweomer 1/day

Efficient Process (Ex): The Artificer has a very ordered and organized workshop (see Requirements). He knows where everything is and where everything goes. He knows how best to use the materials at hand and where best to get the materials he needs. Therefore, the Artificer reduces Item Creation costs, in gold, by 5% per class level when working in his personal workshop. 
(Edited: changed 5% reduction to gold only)


Analyze Items (Ex)
: The Artificer may cast Identify once per day at 1st level. He gains an additional Identify at 4th level and a third at 7th level. The Artificer's Identify ability requires only an hour of concentrated observation and no material components. At 10th level the Artificer also gains the ability to cast Analyze Dweomer once per day as per the spell. Caster level for these extraordinary abilities is the Artificer class level plus his other spellcasting levels if the spell appears on the other class's spell list. As special abilities, there are no necessary components or foci for these.

Item Creation Feat: The Artificer gains bonus Item Creation Feats as he progresses in level. 

Capture Essence (Ex): The Artificer may attempt to capture the essence of an ingredient and create a suitable disposable item from it. A disposable item is any non-permanent item such as a potion or other "one-shot" device/item which is consumed in its usage. The ingredient must be appropriate for the task (i.e. the Artificer may attempt to create a potion of Fire-breathing if he has  the scale of a Red Dragon on hand, or a Potion of Bull's strength if he has the blood of an Ogre-see the Item Creation Feats variant in the magic section for more information). 

This process requires a successful Alchemy check at DC 30 + spell level, but the Artificer adds his class level to his roll. A failure is treated as a standard failed item (time, experience and materials are lost). The Artificer must still pay any XP and gold costs involved in manufacture. The Artificier must also have the appropriate Item Creation feat. However, the Artificier need not have the required spell on his list (except in the case of a scroll where knowledge of the proper spell is ALWAYS required.)  

Edited "Duplicate Potion" to include creation of "one shot" items from a base component.

Salvage Parts (Ex): An Artificer can, through careful examination of an existing magic item, gain valuable insights and even salvage precious ingredients and materials, to use towards the manufacture of his own magic items. This examination requires the use of the Artificier's lab and the standard complement of spells such as Detect Magic, Identify and/or Analyze Dweomer. The time required is 1/2 of the time it would have taken to construct the item.

This process can translate to "capturing" a percentage of the XP required to make the salvaged item, which the Artificer may then use in the manufacture of his current project. Note that he must actually have a current project. The XP salvaged does not go into a pool and must all be used for his current project. This process can never pay for more than ½ the XP cost of his current project. If the item possesses 1 or 2 spells similar to those used in the current project, the Artificer gains 10% of the XP usd to make that item. If 3 to 5 abilities are similar, the Artificer gains 15%. Anything over 5 abilities garners a total of 20%
.

This process can also be used to allow the Artificier to attempt to capture spells used in the creation of the item (either spell salvage or XP salvage must be chosen-in both cases the item is destroyed at the end of the process). After the same careful examination described above, the Artificier may elect to capture a single base spell used in the creation of the item. The Artificer must make a Spellcraft check at DC 30+spell level. Failure indicates loss of the item with no appreciable effect. For success, in the case of a Wizard, the spell may be added to the player's known spells. In the case of a character with limited known spells, the spell my be captured in an item that requires the same spell (the character must be ready to begin creation of that item). 

Edited Salvage to include specifics on time required and to add "spell capture" and altered percentage of XP gained.

Disable Curse (Ex): The Artificer may rid himself of cursed items. With a successful Will save, DC 10 + caster level required to manufacture the item, the Artificer may freely remove such an item from his person and place it where he will. This does not remove the curse from the item itself; it merely allows the Artificer to rid himself of it without actually having to cast Remove Curse. At 10th level the Artificer may release a touched target from the hold of a cursed item. By taking possession of the item he transfers its curse to him. He may then attempt his usual Will save to disable the curse and discard the item.

 


All original content is © 1999-2002 by Russell Linton.