Prestige classes

Academy Mage

Requirements: Class features:

Necromancy Ban: Mages of the Academy may never learn any arcane spell of the Necromancy school. If an Academy mage ever learns an arcane Necromantic spell, they lose the School Focus special abilities, though the penalties remain, and if the Academy learns of it, the elf will lose their card as well.

Familiar: As the Sorceror Ability.

School Focus: Select either Enchantment or Divination, then select 2 other schools of magic. (Necromancy is not an option) For the selected school of focus (enchantment or divination) treat the caster as if he were 2 levels higher for purposes of spell effects that increase with level, duration, range and overcoming spell resistance.

At 5th level, these effects are added to the school (Enchantment or Divination) not selected at 1st level.

The caster may learn and cast Clerical and Bardic spells of the focus school(s) as if they were arcane spells. These must be learned as any normal arcane spell, and are identical to the Bardic or Clerical spell in all other fashions.

Exception: If a spell is normally available on the sorcerer/wizard list, it must be learned as that type of spell, even if Bards or Clerics could learn it at a lower level.

For the 2 "other" schools that got less attention due to the Academy's focus, the caster is treated as 3 levels lower (minimum 1st) for purposes of spell effects that increase with level, duration, range and overcoming spell resistance. This applies to all spells of those schools.

Library Card: All grey elves who have been permitted to study at the Silver Valley Academy are issued a card that notes what parts of the Silver Library they are permitted to access. As the elf gains in prestige and ability, the card will be upgraded as well when the grey elf visits the library. So long as the Grey Elf has reasonably direct access to the library (through direct study at the library, their own communication spells, or access to the library's outposts --- which allow direct communication for 100 gp per hour) they may add their AM level as a Research bonus to any knowledge skill rolls, but must take the time to research or at least 15 minutes in communication with the library before making the roll. More time may be needed depending on the complexity of the subject matter at the DM's discretion.

In addition, if the Grey Elf has access to the library, as described above, when they achieve any new arcane spellcaster level, they may learn 3 additional new spells --- 1 must be of the Divine school, 1 must be enchantment, and the 3rd may not be Necromantic. If the Grey Elf does not have access to the library as listed, they may learn the 3 additional spells the next time they do have library access, so long as they have not gained a new level in the meanwhile. The new spells may be of any level the AM can cast.

Research Assistant: At 4th level, one of the young Grey Elf children aspiring to become an Academy Mage is assigned to help the AM. The AM is not expected to teach the assistant, and does not gain a follower (except as noted below), but are sponsoring the assistant for membership in the Academy. Those Mages who can often prefer to try and direct their assistant, or at least make sure they can trust them. Whenever the mage has access to the library, or means of contacting it, they may count as having one "Aid Another" in place for any single knowledge roll per day. As long as they can contact the library, the mage is also counted as having research materials available for purposes of being able to take 10 or take 20 on knowledge checks.

If the AM later takes the Leadership feat, they may take a Grey Elf Mage cohort as if their leadership score were 4 higher. Many former research assistants do graduate and seek out their sponsor.


Battlerager

Requirements: Class features: Touched: Though dwarves generally believe that those who have become Battleragers are blessed by their gods to some greater purpose, even dwarves tend to avoid them outside of the battlefield and segregate them into their own communities. Others aren't as kind. Battleragers aren't just capable of going berserk, they're consistently insane. Most decorate their personal effects in vivid colors, chop their hair into strange styles, talk to themselves or people who aren't there and/or mumble menacingly. While usually passably lucid, there's little mistaking a battlerager. They suffer -5 to use of all Charisma-based checks and Concentration rolls, -2 to Hide and Move Silently rolls, and -2 to Skill checks for tasks that will take longer than an hour to complete. When dealing with dwarves, the social penalty is only -3.

Rage: As the barbarian ability.

Fearless Charge: When a battlerager fails a save vs,. any type of fear effect or spell, rather than suffering the consequences dictated by the spell, they may declare that they will be charging instead on their next action. the battlerager must, on all actions taken for the fear effect's normal duration, use their actions to either charge the source of the fear effect if they are within charging range, or move as quickly and directly as possible towards the source of the effect, and charge as soon as they are within range. They may engage in melee combat with any enemies between themselves and the source of the fear effect, but may not take any action other than charging towards the source of the effect, moving at full pace towards the source of the effect, full attack actions on the source of the fear effect or enemies between themselves and the source with melee weapons, or performing a melee attack on an enemy between themselves and the source of the effect followed by moving towards the source of the effect. They may not cast spells, delay action or used ranged attacks, save for a single thrown weapon attack at the end of a move. If the source of the fear effect cannot be reached by the BR's normal movement methods (such as a flying dragon out of his reach) the BR is subject to the fear effect as normal. Likewise, they may elect not to charge, but if they do not charge the source of the fear effect as soon as possible, they are subject to the fear effect as normal.

Weapon Affinity: Battleragers gain a +1 to attack rolls with all types of axes, hammers and mauls. This counts as Weapon focus for purposes of stacking and qualifying for other feats.

Relentless Charge: At 4th level, Battleragers may make a single turn up to 90 degrees as part of a charge action.


Church Mouse

Requirements:

Class features:

Divine Trickster: While Church Mice advance in spellcasting ability as Bards (mostly), the Bardic spells they cast are considered to be Divine spells. For all other purposes, treat them as Bard spells. At 2nd, 4th, 6th, 8th and 10th level, Church Mice gain a Druid caster level. For these, and any Divine spellcaster levels the CM had before progressing into the PrC, they may choose whether bonus spells and save DCs are modified by Wisdom or Charisma. This choice is made upon reaching CM level 2, and may not be changed thereafter.

Finally, they may cast 1 domain spell per day for each spell level they can cast. Choose 2 domains from Brandobaris' list upon gaining the first level of CM, as if they were a normal cleric.

Uncanny Dodge: As the Rogue ability

Animal Companions: Consider CM levels to be equivalent to Druid levels for purposes of determining abilities of Animal Companions of small size or smaller. If the CM does not already have an animal companion, they gain one of small size or smaller, or a guard or riding dog, counting their CM levels as Druid levels. Any animal companions above small size (other than guard or riding dogs) gain no further benefit or advancement from CM levels. If the Companion is a Guard Dog or Riding Dog, add 3 effective Druid levels.

Both the Familiar and any Animal Companions gain a bonus to their Hide and Move Silently equal to the CM's level.

Mouse Familiar: If the CM does not already have a familiar, or if their current familiar is a mouse, they gain a mouse as a familiar, gaining all benefits of the familiar type, as a Sorceror of their level +3. The mouse will continue to advance as a familiar from that point. Any other familiar type gains no further benefit or advancement from the Church Mouse PrC.

Lucky Charm: Select a non-magical item which the Halfling wears or carries. (can be a weapon or normal piece of armor). The Halfling becomes convinced this is his "lucky" item. (lucky knife, lucky shirt, lucky button, etc.) As long as they are carrying this item, the Halfling gains +1 to all Saves and +1 AC. If they are without this item for whatever reason, the Halfling has -2 to all Saves until the item is regained, or until 2 weeks have passed, at which point a new lucky item may be selected. This item provides no benefits for anyone else, and the Halfling may only ever have one lucky item at a time. If a Halfling regains a former lucky item after a new item has received the designation, the Halfling must select which item is their lucky item, and the other no longer provides the benefits.

Bolt Hole: The Halfling adds +4 to Escape Artist checks, and may pass through tight spaces as if the CM was size category smaller than they are.

Sneak Attack: As the Rogue Ability

Improved Evasion: As the Rogue ability.

Slippery Mind: As the Rogue special ability.

Mouse Form: At 5th Level, the CM has the ability to transform into an ordinary brown mouse once per day. Treat this as Druidic Shapeshifting for all purposes save that the form turned into is always a brown mouse. At 7th level, they may transform 2 times per day instead, and 3/day at 10th.

Quiet as a Mouse: At 8th level, the CM has modifiers to Hide and Move Silently as if they were 2 size categories smaller than they are, and gain an additional +4 Bonus to Escape Artist checks. (Only the Escape Bonus applies when in Mouse form.)

Free Action: At 10th level, so long as they have their lucky charm item on their person, the CM acts as if the lucky charm provided the benefits of a Ring of Free Action.


Dancer in the Dark

Requirements:

Class features: Blessed Dance: At 1st level, a DitD adds her Charisma bonus to her AC when in light or no armor and carrying a light load. This benefit is lost any time Dodge bonuses would be denied to the DitD. DitD may also modify their Divine caster spells per day and save DC bonus using their choice of Charisma or Wisdom. This choice is made at 1st level of DitD and may not be changed thereafter.

Spell Failure: When wearing any armor that would normally have an arcane spell failure chance, the DitD's divine spells have a spell failure chance equal to double the armor's arcane spell failure chance.

Battle dancer: At 1st level, the DitD gains Battle Dancer as a bonus feat.

Spelldance: The Still Spell feat/effect may not be applied to any spell the DitD casts, and any divine spells cast by the DitD that normally do not have a somatic component now require one.

The DitD may cast divine spells while wielding a one-handed weapon, or otherwise holding an object in one hand so long as she is otherwise capable of normal movement and has one hand free.

If a spell being cast by a DitD normally has no somatic component, she may remove either a Verbal or Material component from the spellcasting requirements so long as the material component is normally less than or equal to 500 gp. At 8th level, if a spell being cast by a DitD normally has no somatic component, she may cast the spell ignoring both verbal and material components so long as the spell's material component is less than or equal to 1000 gp in value. Also at 8th level, if a spell being cast normally does have a somatic component, the DitD may ignore either a verbal or material component, again, so long as material components are less than or equal to 1000 gp.

Finally, if casting a spell which normally has a casting time of a full round, or otherwise requiring a full action, the DitD may take a normal single move action as well as casting the spell. This move action may not be used for anything but movement, but may include tumbling to avoid AoO's. This ability may be used before or after casting the spell.

All spelldance bonuses may only be used when wearing light or no armor, and carrying a light load. The penalties always apply regardless of armor or encumbrance.

Uncanny Dodge: As the rogue ability. If the DitD already has Uncanny Dodge she gains Improved Uncanny dodge instead.

Dancing Sword: At 3rd level, once per day, the DitD may imbue any one-handed sword she carries with the Dancing ability per the magic item enhancement. If she is using a sword that already possesses the Dancing enchantment, the duration it can dance on its own is increased by a number of rounds equal to her Charisma bonus.

At 6th level the DitD may use this ability twice per day. If using a weapon that already possesses the Dancing effect, the time before it can be set to "dance" again is halved.

Whirling Blades: At 9th level, when using the Dancing Sword ability, the DitD may cause one additional sword to dance. The dancing blades attack as though wielded by the DitD, and as if she possessed both Two-Weapon Fighting and Improved Two-Weapon Fighting.

Master Dancer: In any round in which the DitD casts a spell or uses a Bardic Music ability, she may make up to a double move action as well.


Gnomish Talespinner

Requirements:

Class features:

Bardic Music/Lore: GT levels stack with those of any other classes granting Bardic Music and Bardic Lore, or similar abilities such as that of the Loremaster.

Spell Lore: Continue to track the "spells known" table of the Bard Class and select new spells known, as if the GT levels were additional Bard levels, but they do not gain any new spells per day. this does count for effective caster level for casting previously learned spells, and for use of the GT's special abilities.

Overextending: The GTs typically try to learn something about almost everything. While extremely capable at picking up new abilities, they can hurt their focus. GTs suffer a -2 penalty to use any skill they do not have at least 1 rank in. If the skill normally cannot be used untrained, they must have at least 3 ranks in the skill to avoid the penalty.

No Ego: GT's using Aid Another actions give a +3 bonus instead of +2 if the Aid another is successful.

Walking Stick: The GT has to have made a masterwork quarterstaff before attaining the PrC. As the GT gains levels, this walking stick can be enhanced a number of ways. (See the various craft abilities by level) The Gnome may only have 1 such walking stick at a time, but if it is stolen or destroyed, they may craft another, starting by crafting a new masterwork quarterstaff. Upon gaining the first level of GT, by spending the time necessary to enchant an object (but with no xp or gold cost for this ability) the GT's walking stick becomes a +1 Defending Weapon, but only for the gnome who crafted it. No one else may use this ability. If a walking stick is stolen, and the gnome makes a new one, only the new one retains this ability. At 4th and 8th levels, by taking the necessary time, expending the xp cost, and spending the gold normally required to add further +1 bonuses to the weapon, the walking stick gains a further +1 enhancement, which may either be used to gain a higher "+" to the weapon, or give the walking stick any +1 enhancement a gnome with craft magic weapon could add to it with spells on their "spells known" list. If the 4th level enhancement is not taken, the gnome may add a +2 enhancement instead at 8th. The walking stick can be further enchanted by those with the proper feats, but this will increase the cost of enhancing the weapon at 4th and 8th levels.

Scribe Scroll: The GT may inscribe spells from their "spells known" list into their walking stick as if creating a Bardic scroll. No one except the GT who enchanted the walking stick can cast the spells from the stick. The GT does not otherwise gain the ability to scribe scrolls, but if the feat is taken indepdently, they gain a +2 synergy bonus to skills used in the crafting of scrolls. If they buy the feat, the gnome may use spells from their "spells known" list to create a new scroll, even if they can't cast the spell normally.

The walking stick may contain Int bonus x3 levels of spells at any one time (minimum 3). When these spells are cast, the marks disappear from the walking astick as if the spell had been cast from a scroll. All xp and time costs must be paid as if scribing a scroll, but gold costs are halved.

Photographic Memory: +2 Memory bonus to all Knowledge skills the GT has at least 5 ranks in, and gains a +8 to survival rolls to determine direction, or find the way to any previously visited location.

Uncanny Dodge/Improved Uncanny Dodge: As the rogue abilities.

Brew Potion: At 2nd level, the GT gains this as a bonus feat.

Bonus Feat: At 3rd, 6th and 9th levels, the GT gains the Skill Focus feat for any class skill which they have at least 5 ranks in. A different skill must be chosen each time the bonus feat is gained, per the normal rules for Skill Focus.

Eternally Helpful: The GT may take 10 on any Aid Another check so long as the GT possesses at least 3 ranks of the skill being used. Successful uses of Aid Another give a +4 total bonus.

Craft Wand: At 3rd level, the GT may enchant their walking stick to act as a wand, in addition to the scroll abilities. All normal costs associated with crafting a wand must still be paid (money, time and xp). The staff may act as a wand of any type the GT could create using spells on their "spells known" list that is normally applicable to a wand, but it may only ever be simulating a single type of wand at a time. Instead of charges, it may be used Int bonus # of times per day. Caster level is equal to GT levels + arcane caster levels. If the GT later changes the wand type, he may recycle half of the xp put into the previous wand, but time and gold costs must be paid normally as if it were creation of a new wand.

The GT does not otherwise gain the Craft Wand feat, but if they take Craft Wand independently of this ability, they gain a +2 synergy bonus on any skill uses used in crafting new wands. If they buy the feat, the gnome may use "spells known" to enchant a new wand, even if they can't cast the spell.

No one but the Gnome who crafted the staff may use the wand abilities of the walking stick.

Craft Rod: In addition to wand and scroll effects, at 5th level, a GT's walking stick can be enchanted to act as a single rod type, so long as the required spells to make the rod are on the GT's spells known list. It may produce any effect the rod would normally be capable of Int bonus # of times per day. If an effect normally costs multiple "charges" from the rod, it also counts as an equal number of uses for determination of uses per day. If the GT later wishes to change Rod types, they may, recycling half of the xp cost associated with creating the original, but expending full time and gold costs. The walking stick may only ever act as a single rod type at a time.

The GT does not otherwise gain the Craft Rod feat, but if they take the feat independently, they may add a +2 Synergy bonus to any skills used when crafting and enchanting a new rod. If they buy the feat independently, the GT may use spells from their "spells known" list to create a new rod, even if they can't cast the spell normally.

No one but the gnome who crafted it may use the rod abilities of the walking stick.

Scent: As the ability. If they already have the ability through another class or feature, they gain +2 to any rolls involving the ability, and a +2 Scent bonus to Search.

Craft Staff: In addition to wand, scroll and rod effects, the GT at 7th level may enchant their personal walking stick to act as a single staff type they could create with their spells known. The staff suffers all restrictions of the craft rod ability. The staff may be used Int bonus # of times per day. Uses that would expend multiple "charges" on a staff of the same type count as an equivalent number of uses per day. All crafting restrictions of the wand and rod crafting abilities also apply to its use as a staff.

The gnome does not otherwise gain the Craft Staff feat, but if they take it independently, they gain a +2 bonus to skills used in crafting the new staff. If they buy the feat, the gnome may use spells from their "spells known" list to enchant a new staff, even if they can’t cast the spell normally.

No one except the gnome who crafted the walking stick may use the staff abilities of the walking stick.

Masterful Tales: If the GT has 1 uninterrupted hour, during which the gnome may move normally, but may not be taking any other strenuous actions, all allies (listeners must consider the gnome an ally /and/ vice versa) that were able to clearly hear the GT for the entire hour and that share a common language with both the GT and each other, gain the effects of both Inspire Courage and Inspire Competence for the next 12 hours at the GT's bardic music level. This ability may be used once per day, and if the hour is interrupted, the effect is lost, but the use per day is still expended.

Master Assistant: The GT may use move actions instead of standard actions in combat for Aid Another actions. As such, they may make up to 2 Aid Another attempts per combat round, normally, or use an Aid another and take a standard action.

Outside of combat, they may Aid up to 2 "masters" at similar skill uses normally, applying Aid bonuses to both. (so the gnome could act as an assistant to 2 weaponsmiths, or a weaponsmith and an armorer, as the tools and actions are similar, but could not aid both an armorer and a scribe over the same time period.) Aid Another actions by the gnome now give a total of a +5 bonus.


Halfling Peasant Hero

Requirements: Class features: Trapfinding: As the rogue ability

Throwing Focus: The Halfling gains weapon focus with slings, thrown rocks, Halfling skiprocks or thrown daggers and knives.

Peasant Hero: The Halfling peasant hero begins with only 10gp, but starts with either a masterwork suit of leather armor or a masterwork shortsword, a normal version of whichever item was not masterwork, either 3 daggers or 10 skiprocks, a set of traveler's clothes or cold weather gear, 2 weeks of food and water, and a riding dog or guard dog that advances as a druid's animal companion for any Peasant Hero levels taken. In addition, as long as a community of Halflings is present in any area the Halfling finds themselves in, the peasant hero can always get a place to sleep or hide, and basic food and drink. It may be a barn loft or a cramped basement, and crusty bread and water, but the peasant hero will never be without a place to stay and basic provisions among his own people. If the PH ever abuses the trust of those giving shelter and provisions to the PH, they lose this ability until they have regained the good faith of the local community. Most PHs eventually donate a lot more to the communities they encounter than they ever take from them, as they gain in means.

Big Stories: PHs may (and in fact, must), when confronted with a new monster or location they aren't familiar with, make a knowledge check using the appropriate knowledge as if they had 4 ranks in the knowledge. If they fail the check, they aren't familiar with the creature or place. If they succeed at the check's normal DC, the GM should give them 3 pieces of information about the creature or place --- 1 or 2 of them true, the other(s) entirely false. The PH will believe all pieces of information so gained to be absolute truth and act appropriately. Once they gain 5 ranks in the appropriate knowledge category, they are no longer subject to this requirement for creatures or locations that fall under the applicable knowledge.

(ex. "Oh, this looks like perfect territory for trolls. Big, nasty things that can't be killed except with fire. We should be safe for now though, trolls turn to stone when they're exposed to sunlight.")

For sufficiently mysterious or unknown places or creatures the GM may decide the Halfling did not hear any stories of it growing up.

If allies attempt to convince a PH that "Grandma's" stories are wrong, they may make a diplomacy check that sets the DC for a will save. If the Halfling fails, they'll believe their more worldly friends. If the Halfling succeeds, then they'll be convinced the Halfling lore is correct until its proven otherwise.

Uncanny Dodge: As the rogue ability.

Sneak Attack: As the rogue ability.

Evasion: As the rogue ability

Rockflinger: The PH can throw tiny weapons when in melee without drawing an attack of opportunity so long as they throw no more than 1 item in a round. In addition, when wielding a 1 handed melee weapon in one hand, the PH may throw a single tiny throwing weapon, such as a rock or dagger in a round in addition to attacking with the weapon in their other hand as a standard action. All attacks in the round suffer a -2 penalty. Sneak attack or other additional damage is only delivered once.

Evasive Target: So long as all adversaries within melee reach are at least 1 size category larger than the PH, the PH does not suffer AoO's when moving through or out of threatened areas. They lose this benefit against all enemies if any enemy in melee reach is the same size category or smaller than the PH.

Outrider: Halflings who chose a riding dog as their animal companion, and who have advanced through all 5 possible levels of Halfling Peasant Hero may take the Halfling Outrider PrC upon attaining 6th level without having to meet the attack bonus prerequisite. All other prerequisites must be met normally.


Hurricane Riders

Requirements:

Class features:

*Though rare, Paladins who enter the HR PrC may continue advancing as a paladin without penalty.

Animal Companion: Levels of Hurricane Rider stack with those of any other class that gives an animal companion or a Paladin's Mount, so long as the animal selected is a light warhorse. Upon gaining the HR PrC, add 3 to the effective Druid or Paladin level for determining abilities of the warhorse.

Improved Mounted Archery: Hurricane Riders do not need to make a ride check to successfully make a quick mount or quick dismount maneuver, and so long as their mount makes only a single move action in a round, they may take a normal full attack with any bow if they succeed at a DC 15 ride check.

Weather Sense: Hurricane Riders gain a +2 Training Bonus to any Knowledge: Nature or Survival rolls involving the weather.

Ride Bonus: The HR gains a bonus to the ride skill equal to levels in the HR PrC, starting from 1st level.

Quick Shot: The HR may fire one additional arrow per round. If they opt to do so, all attacks that round take a -2 penalty. They gain an additional arrow per round at 5th and 8th levels, with a cumulative -2 to all attacks for the round per additional arrow fired. (So -2 if one added arrow is fire, -4 for two additional, -6 for all three possible at 8th level.) This ability, including the penalties, stacks with Rapid Shot.

Shot on the Run (Mounted): When riding, the HR gains the Shot on the Run feat, even if they do not meet the prerequisites. When unmounted, they do not gain the feat automatically, but may purchase it even if they do not meet the prerequisites. The HR may use the Quick Shot class ability in conjunction with Shot on the Run to gain added attacks during the attack action.

Swift Mount: At 4th level, the HR's warhorse gains +10 movement, +2 to Reflex Saves and the Endurance feat. At 7th level, the HR’s warhorse gains +10 movement, +2 to Reflex Saves and the Run feat. At 10th level, the warhorse gains +10 movement and +2 to all Saves.

Expert Mounted Archer: The HR no longer needs to make a ride check at all to take a full attack with a bow when on a moving mount making no more than a single move, and may make a full attack with a bow from a moving mount taking a double move if they make a DC 25 Ride check. All penalties for archery from the back of a moving mount are lowered by 1.

Improved Shot on the Run: The HR at 9th level may make a full attack action with a bow when using Shot on the Run. If an opponent has less cover or concealment during any part of the HR's action than at the point the attack action is made, treat the opponent as having the lesser level of cover/concealment. This may be applied to any number of enemies, up to the number of shots the HR takes.


Karak Elite

Requirements:

Class features:

*Karak Elite may multiclass with Paladin and any other PrCs they qualify for that can multiclass with Paladin without penalty, and may continue to advance as a Paladin.

Mettle: As the Hexblade Ability

Always Faithful: If a Karak Elite encounters a situation in which they refuse a request for help from an ally of the dwarves of his stronghold (the Dwarf must consider the requestor an ally), ignore a call for help from an unknown party, or encounter a situation in which allies of the dwarves of his stronghold are under assault from greater forces (such as a bandit raid on a merchant caravan) and they do not help those in trouble, the Elite loses the Mettle ability, and suffers -4 to all will saves for the next 24 hours. The Karak Elite are the high defenders of the Dwarven lands, and extend this protection to the allies of their strongholds. While they can refuse requests obviously beyond their means, and sometimes necessity or expedience demands that a greater threat be dealt with, but encountering people in what they deem their protectorate that are in trouble, and being unable to help them, or not doing so, shakes the Elite's resolve.

They do gain a +4 to saves vs all fear effects, and +2 vs. any enchantment/charm spells or effects that would cause them to knowingly abandon or compromise the defense of any location or person they've sworn to protect.

Shield Ward: At 2nd level, the Elite gains Shield Ward as a bonus feat, and may add their shield's AC bonus to their touch AC.

Siegebreaker: As part of a charge action, if the Dwarf declares a charge action, and are within charging range of an enemy, they may throw a single warhammer or throwing axe at any point during the move portion of the charge, and still draw another weapon and attack at the end of the charge as normal. They do not need to throw the hammer or axe at the same target as their charge target, but if the targets are different, both must be within 10' of each other. If the warhammer or throwing axe hits and inflicts damage, the dwarf does not suffer attacks of opportunity from the being struck by the axe or warhammer. If both attacks strike the same target, and both inflict damage, make a bull rush charge against the target struck as if the Dwarf had made a bull rush attempt. If the Dwarf succeeds, apply the pushback results of the bull rush. If the target succeeds, treat it as a normal charge.

Unbreakable Line: Allies within 5' of either side of a Karak Elite who has a shield of any type equipped (both sides must consider the other an ally) gain a +2 Shield bonus to their AC, which is also added to their touch AC. This stacks with any bonuses from their own shields. If allies within 5' to either side are armed with shields, the Karak Elite gains a +1 Shield bonus to AC for each such ally which also adds to the Dwarf's touch AC. The Elite may gain up to +2 AC this way, and the bonus does stack with his own shield bonus.

Retaliate: If an enemy makes an attack of opportunity on the Karak Elite, and the attack misses by an amount equal to or less than the KE's shield bonus to AC, the KE may make a single attack of opportunity on their attacker, providing the attacker is within their melee reach.

Devastating Charge: When taking a charge action that ends with an attack, and if the KE is armed with a shield of any type except a tower shield, they may make a single shield bash attack on the target of their charge attack before resolving their normal attack. This does not cost the Dwarf their shield bonus to AC. The shield bash attempt does gain the +2 attack bonus for charging. If the shield bash hits and inflicts damage, the target is considered flat-footed against the KE's normal charge attack.

Unshakeable Morale: At 9th level, a KE is immune to any fear effect or enchantment/charm effect or spell that would result in them knowingly abandoning or compromising defense of any person or location they've sworn to protect. All allies within 25' (must consider the KE an ally) gain a +4 to save vs. such effects.

Strength of Ancestors: The KE gains a +2 Inherent bonus to Constitution and Wisdom. If the KE are targeted by any spell or effect where Mettle would apply, they take no effect if the save is made, as normal, but also take only the halved effect if the save is failed. All bonuses from this ability are lost if the Mettle ability is lost.


Knight of Blackmar

Requirements:

Class features:

*KoB may multiclass freely with Paladin

*If a KoB takes an action which would cause their alignment to shift away from Good, or an action which would disgrace the knighthood in public view (most blatantly evil actions qualify) they lose the Iconic Leadership, Inspire Loyalty, and Iconic Courage class features of the KoB until they have restored their alignment or atoned for their actions. The king or queen of Blackmar can also declare a KoB to be disgraced, which also causes loss of access to these abilities until their honor is restored.

Special Mount: KoB levels stack with any classes which give special mounts, such as a Paladin's Warhorse, or animal companions that are used as mounts. This will not improve any other type of animal companion. If the character does not have any such abilities, they gain a warhorse that improves as a Paladin's warhorse, using KoB levels.

Armored Swiftness: At 1st, 5th and 9th levels, a KoB wearing Medium or Heavy Armor adds +1 to their Armored AC, lowers armor penalties by 1, and acts as if the armor's max. Dex adjustment was 1 higher. (i.e. Full Plate max. Dex adjustment improves from +1 to +2), Movement restrictions due to armor also decrease by 5' per level of this ability. (i.e. if max. move in armor is normally 20, at 1st level, a KoB's movement when in the armor is 25) This will not raise movement rate over normal, unarmored movement rate.

When barded, the KoB's special mount also gains all benefits of this ability.

Iconic Leadership: Add KoB levels as a bonus to Diplomacy and Intimidate rolls.

Inspire Loyalty: Allies within 25' of the KoB that can clearly see and hear the KoB, and share a common language, gain a +2 Inspiration bonus to saves vs. Fear Effects and spells, and saves vs. Enchantment/Charm spells or effects. At 6th level, this increases to 50' radius and a +4 bonus. This is an extraordinary ability, and the KoB must be capable of taking a free action on their init. (i.e. not unconscious or incapacitated) for the bonus to be in effect.

Iconic Courage: At 10th level, if an ally within 50', that the KoB can see clearly, fails a save vs. a fear effect, or an enchantment/charm spell/effect, the KoB may sacrifice a move action on their next init to make a Diplomacy skill roll. Treat the result as if that was the save # rolled instead, even if the result is worse. The ally must consider the KoB an ally, must share a common language, and must be able to hear the KoB clearly. This ability may be used once per round. This is an extraordinary ability, and the KoB must be capable of both speech and of making a move action at the time the save is rolled.


Legbreakers

Requirements:

Class features:

Head of Stone: At 1st level, Legbreakers have honed their devotion to their lord to a high degree, and thoughts of violence and of tests of might fill their thoughts constantly. They suffer a -2 to all Int, Wis and Cha skills, and -6 to any concentrate check except those required by combat situations such as casting defensively or overcoming damage taken. They get a +2 to combat related concentration checks only.

Devotion to Power: Legbreakers are immune to any spell or effect which would increase their Intelligence, Wisdom or Charisma (but not to spells or effects that penalize them). However, effects or spells which increase Strength or Constitution (including magic items) raise the affected attribute by an additional +2 for the same duration. This effect stacks with all other types of bonuses.

Too Dumb to Notice: When being targeted by a fear effect or any enchantment/charm spell or effect, the Legbreaker must roll twice, taking the better of the two results. This includes vs. friendly enchantment/charm spells, and they cannot opt to fail the save. Legbreakers also add their level as a bonus to saves vs. any fear effect or spell.

If the spell is normally harmless (i.e. save would automatically be successful) roll a save as if the spell weren't harmless. If a normally harmless spell does not specify a save type, they make a Will save vs. the effect.

Fists of Stone: At 2nd level, Legbreakers inflict 1d6 damage with their unarmed attacks, and gain a +4 bonus to resist any action which would cause them to lose their grip, such as resisting escape attempts by a foe they've already grappled, or having their weapons disarmed. If the Legbreaker has any other ability of effect which would raise their Unarmed Damage beyond the normal starting racial base, advance the die type +1 step instead of applying 1d6.

Strength Enhancement: At 1st, 4th, 7th and 10th levels, the Legbreaker gains a +2 Inherent bonus to Strength.

Crush: When a Legbreaker either charges, or takes no action in a round except to make a single attack (this includes not taking a 5' step, and foregoing any cleave attempts an attack might generate), if the attack hits, the Legbreaker adds +1d6 Damage. This improves at 5th and 8th levels.

Skin of Stone: The Legbreaker gains damage reduction 2/lethal. (i.e. they take 2 less points of damage from any effect or attack that generates subdual damage) This increases by an additional +2 at 8th and 10th levels. This will reduce subdual damage from environmental sources, falling damage, fatigue, etc.

Heart of Stone: When struck by a critical hit, the Legbreaker has a 25% chance of taking only normal damage, this stacks with fortification of magical armor, and any other effects or spells with a similar effect. This is rolled after the critical is confirmed. When making Fortitude saves, the Legbreaker rolls twice, and takes the better of the two results.

Will of Stone: Whenever a Legbreaker is reduced to -1 or fewer hit points in combat, they may make a Fortitude save, with a DC of 10+points below 0 hp. If they make the save, they may continue to act as though they were above 0 hp, save that they will still lose 1 hp per round until tended. They must continue to make a new save each round that they take further damage, and each time they take additional damage, but until they fail a save, they may continue to act. If taken below -10 hp, they may still make the saves to continue remaining conscious and acting, but must make a new fort. save each round even if stabilized, until they're brought to -9 or better through healing, and will die immediately if a save is failed while at -10 hp or less.


Midnight Children

Requirements: Class features:

Poison Use: Midnight children may use poisons without any risk of harming themselves.

Sure Footed: Midnight Children retain their dodge bonus when climbing or balancing. At 4th level they may always take 10 on Jump, Climb, Balance and Tumble checks, even if circumstances would normally deny them the ability to take 10.

Resist Interrogation: Midnight children are trained heavily to resist any manner of interrogation, from torture to casual conversation. They add their level as a bonus to saves to resist torture of any type, and to resist Sense Motive attempts against them. In addition, if they succeed at a bluff attempt vs. an opposing Sense Motive check, rather than getting a yes or no answer, the person attempting to glean truth or helpful details gets the Midnight Child's choice of believing that the Midnight Child is either : 1. lying 2. telling the truth 3. devotedly believes what they are saying 4. is telling the truth but leaving out information. This will not work if the target knows for certain that the information being given does not match the result chosen.

If subjected to any spell or ability that would discern their alignment, the MC may make a bluff check vs. the caster's sense motive. If the MC is successful, they may appear as if their alignment was 1 step away from their actual alignment, but they may not opt to detect as "Good".

Sneak Attack: As the Rogue Ability

Study: At 2nd Level, a MC learns to study a single target in minute detail. They may select 1 individual to study. The MC must either make a DC 25 Gather Information check when in an area frequented by the target (and taking at least three hours asking around, etc. before making the roll, may not take 10 - DM may rule there is not enough information available on a target to use this ability this way), or successfully follow the target for 12 consecutive hours without detection. If either of these criteria is met, the MC gains a +2 to Attack Rolls, Bluff, Disguise, Hide, Listen, Move Silently, Search, Sense Motive, Sleight of Hand and Spot rolls opposing this target. They also do an additional d6 Damage against their target of choice. Opponents that are immune to critical hits do not suffer this added damage.

A MC may only have one target selected at any time. They may drop a target at any time, but must meet all criteria to select a new target. To revert back to an older target, all criteria must be met again.

Heartseeker: When using daggers or knives of any sort, including kukri and throwing daggers, the MC gains +4 to confirm a critical hit.

Improved Critical: daggers --- at 5th level, the Midnight Child Receives this as a bonus feat, even if they don't meet the prerequisites, but only when using daggers, including throwing daggers.

Shadow Fade: If the Midnight child takes a movement action in an urban environment, and passes behind any type of half or greater cover during the move action, they may make a Hide check as soon as they pass behind the cover, and do not take penalties for hiding while being observed, and only half the penalty normally assessed for hiding (round down) while moving, based upon how quickly they're moving. This counts as part of the movement action.

Hide in Plain Sight: As the Ranger ability, but limited to Urban environments.

This One Has Your Name On It: A MC who can craft a masterwork dagger or knife of any sort with which they are proficient may create it for a specific target. They may only have one such weapon at any time, always meant for a specific target. When using that weapon against the target it was meant for, and only if that target is also their current subject of the Study ability, any successful hit against that target does damage as if the target were flanked, and as if the weapon met all criteria to surpass the target's damage resistance. Opponents immune to critical hits are immune to this ability. If a new Study subject is selected, and a new MW weapon created, all previous weapons affected by this ability become normal masterwork weapons of their type.


Order of Ash

Requirements:

Class features:

Hit and Fade: A member of the OoA can make a Hide check as part of a move action so long as they have at least partial cover, even if they've taken an attack action as well in the same turn.

Melee Shot: So long as the OoA takes no more than a single shot, they may fire a bow from melee without drawing an attack of opportunity.

Vow of Poverty: Upon joining, all members of the order must take a vow of poverty. They may not own land or structures, they may own only one suit of armor, one bow, two other weapons, one of which must be a knife or dagger, three other magical items, one non-magical sign of devotion to a person or cause of any value (such as a wedding ring or the like) and two sets of clothing. If non-magical, the only items among these that can be masterwork is the bow, and one set of tools. They may save up money to purchase or upgrade one of the above items, but otherwise must possess no more than 500 gp in coins, gems and other miscellaneous valuables. Even if saving for one of the above items, at least 50% of all monies/valuables an OoA member gains must be donated to the poor or to a temple or other organization that directly serves the poor. Whenever possible, a member of the OoA should also volunteer their services, whether as a craftsman, laborer, or protector while they're in a community, asking nothing in return except basic room and board.

OoA members may carry tools of any quality for crafting skills they possess, and may carry more than 500 gp, so long as the excess is donated to an appropriate organization as listed above as soon as feasible.

Working Class Hero: OoA members gain a +2 to Diplomacy and Gather Information checks when dealing with the poor of any community. They suffer a -2 Penalty on the same checks when dealing with Royalty/Nobility of any nation or other wealthy individuals/communities.

Trackless Step: As the Druid Ability

Superior Hit and Fade: If an OoA member hits an opponent as part of a Shot on the Run attack/movement, they may count the hit as a DC 10+Damage Dealt Bluff check against the opponent who was struck by the arrow for purposes of making a hide check.

Evasion: As the Rogue ability. If the OoA member has evasion, they gain Improved Evasion instead.

Precise Shot: Any time an OoA member takes only a single bow attack in a round, the attack does +1d8 damage. This improves at 7th and 9th levels. They may make a move action in the same round as normal, but any other attacks negate the ability.

One of the Rabble: When able to move into any crowd composed primarily of lower-class individuals, the OoA member treats the crowd as providing full concealment for purposes of gaining a hide check.

Arrows from the Woods: An OoA member who takes no action other than a single shot in a round may remain in hiding at the previous spot difficulty, the opponent only gains an idea what direction shots are coming from, not an exact location of the archer.

Hide in Plain Sight: As the Ranger ability, but works in both natural and urban environments.


Priestess of the Reflecting Pool

Requirements:

Class Features:

Blessing of the Reflecting Pool: Priestesses of Aphrodite may use their Charisma instead of Wisdom to determine what level Divine spells they can cast, bonus spells per day, and Saving Throw DCs.

PotRP gain a Divine bonus equal to their Charisma bonus to their AC. This is not lost if the PotRP is flat-footed or otherwise loses dodge bonuses, and stacks with other Divine bonuses.

Vanity: PotRP must maintain a high level of appearance. If a Priestess does not spend at least 1 uninterrupted hour per day on her appearance, wears any clothing or armor of less than Masterwork quality, or heals allies of damage before the priestess herself is at at least 75% of maximum HP (with an exception made if the healing spells are required to save an ally’s life), she has spells per day, and casts as if her caster level were 2 levels lower, until she has met all requirements as of the next time she is able to memorize spells.

Wild Empathy: As the Druid Ability

Bardic Music: PotRP levels stack with any other classes that give levels of Bardic Music abilities. They gain a +2 Divine bonus on use of the Fascinate ability of Bardic music.

+Charisma: At 2nd, 5th and 8th levels, the Priestess gains a +2 Inherent bonus to Charisma. These bonuses stack.

Distracting Beauty: Adversaries attempting to use the Bluff, Intimidation or Sense Motive skills against a PotRP take a penalty equal to the Priestess' Charisma bonus on the skill roll. Adversaries within 15' of a PotRP suffer an equivalent penalty to Concentration rolls.

Enchanting Beauty: A Priestess at 6th level may convert any prepared spell of equal level or higher than the conversion spell into Charm Person, Charm Monster, Fascinate or Hypnotic Pattern. If the spell converted is higher level than the spell its converted to, add the difference as a penalty to the saving throw. This does include Domain Spells.

Bewitching Beauty: Adversaries attacking the PotRP take a penalty on their attack rolls equal to the Priestess' Charisma bonus.

Otherworldly Beauty: At 10th level, the Priestess' type changes to native Outsider, and they gain Fast Healing 3.


Red Guard Mercenaries

Requirements:

Class features:

Specialization: Red Guard Mercenary levels stack with fighter levels for meeting the pre-requisites for all levels of weapon focus and weapon specialization.

High Maintenance: The RGM have exacting standards for appearance and treatment of equipment. If the RGM spends at least 1 uninterrupted hour per day cleaning and maintaining all equipment in their possession, consider any non-magical equipment used by the RGM as if it was a masterwork equivalent for purposes of skill use, skill penalties or attack rolls, but not for any alterations to encumbrance. If the item is already masterwork, there is no additional benefit. If the RGM fails to spend one uninterrupted hour cleaning and maintaining all of their equipment, they suffer a -2 to all skill checks and Will saves until they have met the requirement.

When using equipment of any sort of poor quality, the RGM suffers a -1 penalty to its use, and may not apply the benefits of this feature no matter how much time is spent in maintenance. If the equipment already suffers penalties due to condition or poor quality, the -1 is cumulative.

Job Focus: At 1st level, select 2 class skills that are the Mercenary's areas of expertise. When using these skills during completion of a task for which the mercenary has been hired, the Mercenary gains a +2 Focus bonus to the skill roll. The skill must in some way directly tie in to the task for which the RGM has been hired to qualify for the bonus. At 5th and 10th levels, select 2 more skills to gain a +2 bonus, and all previous skill focuses gain a cumulative +2. (At 10th level, a RGM will have 2 skills with a +2 bonus, 2 with a +4 bonus, and 2 with a +6 total bonus when used towards task completion of a job the RGM has been hired towards.)

Weapon Defense: When armed with a weapon for which the Red Guard possesses the Weapon Focus Feat, they gain a +1 Parrying Bonus to AC. This bonus is lost any time the Red Guard would be denied a Dodge bonus to AC. This bonus increases to +2 AC at 4th level, +3 at 7th, and +4 at 10th.

Coordinate: When an RGM strikes an opponent in melee combat, that opponent is considered flanked vs. the next melee attack targeted at the same opponent. Uncanny Dodge applies normally.

Bonus Feat: At 3rd, 6th and 9th levels, the RGM may take a bonus feat from the Fighter Bonus feats list, so long as they meet all prerequisites.

Superior Focus: Determine the type of weapon(s) the Red Guard possesses Weapon Focus for from : Bows (including Crossbows), Thrown Weapons (including slings), One-Handed Slashing, One-Handed Bashing, One-Handed Piercing, Two-Handed Slashing, Two-Handed Bashing, Two-Handed Piercing or Unarmed.

All levels of Weapon Focus and Weapon Specialization the Hobgoblin possesses now apply to all weapons of the same type(s).


Scion of Vaprak

Requirements:

Class features:

*At 1st level, the Scion gains Destructive Rage as a bonus feat

Divine Fury: While raging, the Scion may cast Divine spells that take no longer than a standard action to cast, provided they can make a Concentration check of DC 10+spell level. This check must be made in addition to any checks needed for casting in melee, etc. For purposes of overcoming spell resistance and determining spell effects, when raging only, use all Scion levels, plus previous caster levels to determine effective caster level.

Sowing the Storm: Allies within 25' who can clearly hear the Scion gain +2 Str and +2 Con while in Rage or Frenzy. These bonuses stack with all normal Rage and Frenzy bonuses. This is a divine bonus. The ally does not need to take the bonus, acceptance is voluntary. If the bonuses are taken, however, the fatigue after the Rage or Frenzy ends is doubled in duration. This is a Supernatural ability, and the Scion must be capable of speech and capable of taking a free action at the time an affected ally is acting. If a Scion is rendered incapable of speaking, or incapable of taking a free action, all allies lose this ability until the Scion regain the ability to speak and take free actions.

Great Cleave: At 4th level, the Scion gains the Great Cleave feat, but only while raging.

Incite: By expending one of the Scion's own uses of Rage for the day and taking a standard action to do so, he may give the benefits of Rage to a single ally within 5'. The duration is based upon the ally's own stats. The person to gain the rage must be able to clearly hear the Scion, and share a common language. The ally does not have to accept the granted ability. If they do not accept it, the Scion still loses the rage use for the day. This is a Supernatural ability.

Reap the Whirlwind: Raging or Frenzying allies within 25' that can clearly hear the Scion, and share a common language, may gain +4 Dex, +10 Movement, and lose Raging AC penalties while raging or frenzying. This ability stacks with the 3rd level Sowing the Storm ability, but fatigue time is now tripled. Allies do not need to accept the bonuses. This is a Supernatural ability, with the same restrictions on actions as Sowing the Storm.

Superior Cleave: At 8th level, the Scion may take a 5' step between cleave attacks, but only while in Rage.

Mass Incite: By expending 2 uses of the Scion's own Rage and taking a full round action, the Scion may send Cha bonus +3 # of allies into rage, with all benefits and penalties. No ally needs to accept the rage, but suffers all normal penalties and fatigue at the end of the rage if they do. If all allies refuse the rage, the two uses are still expended. All allies to be affected must be within 10', be able to clearly hear the Scion, and share a common language. This is a Supernatural Ability.


Serpentine Order

Requirements:

Class features:

Monk Abilities: SO members continue to progress as a Monk for AC Bonus, Flurry of Blows, Unarmed Damage, Unarmed Strike and Fast Movement abilities.

Cold Vulnerability: The SO suffer a -1 per 2 levels penalty (round up) to saves vs. cold, and take an additional +1 per die of damage from cold based attacks.

Contort: SO gain a bonus to Balance, Climb and Escape Artist checks equal to their level. They also inflict one higher die type than normal when inflicting grappling damage.

Uncanny Dodge: At 1st level, the SO gains Uncanny Dodge. At 3rd level, this improves to Improved Uncanny Dodge, as the Rogue abilities.

Hard of Hearing: The SO takes a penalty equal to ½ their level (round up) on Listen checks and any other skill checks based on sound as they grow progressively harder of hearing as they continue to mutate. Each time they take a -1 penalty (1st, 3rd, 5th, 7th and 9th levels) they gain a +1 on saves vs. sound-based effects and attacks.

Odd Appearance: As the elixir gains potency in the SO's blood, their appearance becomes more serpentine. -1 to Diguise and Diplomacy per 2 levels (round up)

Prone Fighting: SO take no penalties and opponents gain no benefits when an SO is prone.

Poison Immunity: At 2nd level, the SO becomes immune to all types of poison.

Poison Touch 1: When the SO successfully strikes with an unarmed attack, up to 3 times per day, they may select one of two options instead of inflicting damage. They may automatically reduce the struck opponent's dexterity by 1. They may instead opt to give the opponent a Fortitude save vs. DC 10+SO level+SO's Con bonus. If the save is successful, there's no effect. If the save fails, the opponent loses 1d4 Dex instead.

At 5th level, the poison can do Str damage instead of Dex at the SO's option, the save DC gains a +2 modifier, and the uses per day rises to 6/day.

At 8th level, the touch may do Con damage instead, the save DC rises an additional +2, and the uses per day becomes 9/day.

Creatures that are immune to poison are immune to all levels of this ability.

Sustenance: At 2nd level, SO members need only ½ the food and water of a normal person of their race.

At 6th level, SO members need only ¼ the food and water of a normal person of their race.

Sleep with Eyes Open: At 3rd level, members of the Serpentine Order may make spot checks to wake up to any disturbance without penalties.

Blindsight: As the ability, due to ability to sense body heat out to 30'. Creatures that do not radiate heat, such as undead and constructs negate this ability.

Heat resistance: At 6th level, the SO member gains Heat Resistance 10

Superior Grapple: The SO gains a +4 Class bonus to all grapple checks. This stacks with Improved Grapple.

Tremorsense: As the ability.

Draconic: At 10th level, the SO's type changes to Reptillian Humanoid, they gain Immunity to Fire/Heat, and a +2 Inherent Bonus to Strength, Constitution and Wisdom, and a +2 Natural Armor bonus.


Servant of the Eye

Requirements:

Class features:

Animosity: Servants of the Eye suffer a -2 penalty on all Charisma based skill checks (except Intimidate) made in interaction with Evil creatures (if the Servant knows or assumes they're of evil alignment)

Tattoo: All Servants have the Eye of Horus tattooed on the back of their right hand. When dealing with anyone who would know what to look for (most in the Eastern realms) this gives a -4 to disguise checks made to look like a non-member of the Servants. Most eastern organizations, from thieves' guilds to merchants, insist upon dealing only with people not wearing gloves or other covering on their hands.

*Servants of the eye may multiclass freely with Paladin, but not any other PrC that can likewise multiclass with Paladin. The Servants must remain devoted to the order.

Detect Evil at Will: As the spell, used as a swift action up to once per round.

Favored Enemy: May select any type of creature generally associated with evil alignment. (i.e. could select Evil Outsiders, but Not Chaotic Outsiders, could select Humanoid: Goblinoids, but not Humans or Elves) Otherwise identical to the Ranger ability.

Holy Weapon: Any sword being used by a Servant of the Eye is treated as a Holy Weapon for purposes of Damage and overcoming damage resistance. If the Servant drops the sword or has it taken away, it ceases functioning as a Holy Weapon. This is a Supernatural ability.

Bane of Enemies: At 10th level, at sunrise of any day (the Servant must be able to see the sun rising or this ability cannot be used) the Servant may pray for 15 minutes, in addition to time needed to regain spells. If this time is completed uninterrupted, for the next 24 hours, any sword wielded by the Servant is treated as a Bane weapon. The type of Bane must be chosen at the time of prayer, and can only be selected from types which the Servant has as Favored Enemies. As with the Holy Weapon, if the Servant loses or drops the sword, it ceases to function as a Bane Weapon. This is a supernatural ability.


Silveraxes

Requirements:

Class features:

Axe Focus: At 1st level, a Silveraxe foreswears the use of any weapon but those sacred to the Lord of Battle. If they use any weapon except a battle axe, handaxe, throwing axe, double axe, Dwarvish waraxe or Greataxe, they suffer a -4 penalty with its use even if they were proficient with the weapon before taking the PrC, and lose all special abilities of the PrC, retaining only caster levels, to-hit bonuses, and saves until they have defeated an opponent in single combat using only axes.

However, this devotion and focus benefits them as well. For any spell they can cast with a material component under 1,000 gp, they may ignore the material component so long as they are holding an axe of some sort. (The axe or axes are considered the material component, and are not consumed in casting). They may also cast spells with a somatic component while armed with any 1-handed or 2-handed axe, or an axe in each hand. This does not apply to any other weapon or item type. The only thing they may be holding to gain the benefit are axes. Otherwise, they must meet the normal requirements of casting a spell with a somatic component.

Inspire: If a Silveraxe has 15 minutes, uninterrupted, they may attempt to make a rousing speech to inspire those that consider the Silveraxe an ally. The Silveraxe may attempt this once per day, and if they are interrupted, or perform any other action other than a single move action per round while making the speech, the benefits are lost and the attempt expended for the day. If the time passes without interruption, the Silveraxe must make a Perform: Oratory skill check, DC 15, if successful, all allies who heard the speech beginning to end gain a +1 morale bonus to attack, damage and saves vs. Fear. Dwarves who hear the speech beginning to end and that are allied with the Silveraxe gain +2 bonuses instead. This is an extraordinary ability, and stacks with Bardic Music effects. The effects last 1 hour.

Improved Enchant: When casting any spell which enhances a weapon or multiple weapon's effects, such as Magic Weapon, all axes affected by the spell gain an additional +1 Enhancement bonus. All other effects of the spell remain the same.

Improved Two-Weapon Fighting: At 3rd level, the Silveraxe gains this as a bonus feat, even if they do not meet the prerequisites.

Greater Enchant: When casting a spell that enhances a weapon's abilities upon any type of axe or axes, such as Magic Weapon, any +'s granted by the spell, and any abilities which mimic a magical weapon effect can be substituted with an equivalent +, chosen from Holy, Axiomatic, Keen, Flaming or Fiery Burst. The flame produced by the latter effects will be silvery white. All other effects of the spell remain the same.

Superior Enchant: When Casting a Spell that enhances any axe's capabilities, the axe(s) affected also gain Holy, Axiomatic or Fiery Burst, in addition to the normal effects of the spell. This may be combined with the effects of Greater Enchant. All other abilities of the spell remain the same.

Greater Two-Weapon Fighting: At 10th level, the Silveraxe gains this as a bonus feat, even if they do not meet the prerequisites for the feat.


Wild Pack

Requirements:

Class Features:

Animal Companion: WP levels count as Druid levels for determining abilities of Animal Companions. If the previous class did not have an animal companion, WP members gain one, counting previous levels of Scout and Barbarian as Ranger levels for determining abilities.

Natural Caster: Add druid levels, Wild pack levels and ½ Ranger levels for determining caster level for purposes of overcoming spell resistance, and spell effects, but WP PrC members do not gain new spells per day except at 3rd, 6th and 9th levels.

Caster Levels: At 3rd, 6th and 9th level, the WP Member gains spells per day as if they had advanced 1 level of Druid. A former Ranger may opt to advance in Ranger Spells instead.

Call of the Wild: Wild Pack members suffer a -2 to skill checks for Hide, Listen, Move Silently, Search and Spot when in urban/densely populated regions.

Cloak of Nature: When in natural surroundings (including natural caverns), use WP class levels to lower any non-magical penalties a WP member would suffer to Hide or Move Silently rolls. (such as terrain modifiers, hiding while moving full speed, hiding while observed, etc.)

Trackless Step: As the Druid ability. No added bonus if the WP member already has this ability.

Flawless Stride: As the druid ability. No added bonus if the WP member already has this ability.

Natural Selection 1: Choose either: Favored Enemy (Humanoids (Orc, Gnoll or Goblinoid), Giants or Magical Beasts) or Skirmish (+1d6 Damage)

Natural Selection 2: Choose: Wild Shape +1 use/day and Wild Shape (Large) or Rage +1 use/day

Evasion: as the rogue ability. If the WP member already has Evasion, they gain Improved Evasion Instead.

Natural Selection 3: Choose: Combat Style (Select 1 from: Dodge, Improved 2-Weapon Combat, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack or Two-Weapon Fighting --- must meet all prerequisites) or +2 Init and Skirmish (+1 AC)

Natural Selection 4: Choose: Wild Shape +1/day and Wild Shape(Tiny) or Rage +1 use/day

Camouflage: As the Ranger ability

Natural Selection 5: Choose: Favored Enemy (Humanoids (Orc, Gnoll or Goblinoid), Giants or Magical Beasts) or Skirmish (+1d6 Damage)

Natural Selection 6: Choose: Wild Shape +1/day and Wild Shape(Huge) or Rage +1/day and Greater Rage

Hide in Plain Sight: As the Ranger Ability


Wolf Tribesmen

Requirements:

Class features:

Fast Movement: At 1st level, the WT gains a +10 Inherent bonus to movement. This stacks with any previous Fast Movement abilities the WT might have gained through class features.

Swift Tracker: As the Ranger ability.

Hunter's Mien: +2 to Handle Animal checks with canines of any sort, but -4 to handle animal or ride checks involving any herbivore.

Improved Flanking: At 2nd level, the WT provides a +3 flanking bonus instead of +2 to any allies.

Spring Attack: At 3rd level, the WT gains this as a bonus feat, even if they do not meet the prerequisites.

Shifting Defense: If the WT does not take a 5' step or a movement action during their turn, they may make a 5' adjustment once before their next turn at any time the adjustment would provide flanking for an ally.

Cunning Opportunist: When an enemy that a WT has flanked with another of his allies makes an attack of opportunity for any reason on the ally the WT is flanking with, at any point that the WT still has flanking on that enemy, the WT gains an attack of opportunity on the enemy who made the AoO. This will not allow them to exceed their normal maximum AoO's per turn.

Unbalance: Any opponent struck and damaged by a WT is considered to be flanked until they are struck by another attack, or until the enemy's next turn, whichever comes first.

Tracking Bonus: At 6th level, WT gain a +4 Training Bonus to tracking rolls.

Greater Trip Attack: Any time the WT charges or uses their Spring Attack, resolve the attack as normal. The attack also counts automatically as a trip attack with an additional +2 bonus for the WT.

Superior Trip Attack: The WT's first attack in any round automatically counts as a trip attack, in addition to doing normal damage.