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Wand Wizard

A Wand Wizard uses a wand instead of somatic components. A Wizard also stores his spells in
his wand instead of his Spellbook.
Class: Wizard, Sorcerer
Level: 1st
Replaces: If you select this alternative class feature, you do not get a Familiar.
Benefit: Your spells are now cast through a Wizard's Wand. Spells that have somatic
components use the wand instead of a free hand. Material and Focus components without a cost
also use the wand instead of the usual item. An enchanted Wizard Wand grants an enhancement
bonus to ranged and melee touch attacks, save DCs as well as damage/healing rolls.
Special: This alternate class feature can be adapted to other spellcasting classes. Ask your DM.
Militant Spellcaster
You give up your familiar and some of your spellcasting ability to become better at fighting.
Class: Sorcerer, Wizard
Level: 1st
Replaces: If you choose this alternate class feature, you do not gain a familiar. In addition, you
can cast 1 less spell per day per spell level, with a minimum of 1.
Benefit: You now gain a full base attack bonus, as well as gain proficiency with all martial
weapons.
Spellcasting Lifedrinker
You give up some of your maximum Lifewell points to advance in your spellcasting.
Class: Lifedrinker
Level: 2,3,5,6,8,9
Replaces: If you choose this alternate class feature, your maximum Lifewell points only
increases by one on the levels that gain the benefit below.
Benefit: When you reach level 2,3,5,6,8 and 9, you gain new spells per day and an increase in
caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting
class to which you belonged before adding the prestige class level. You do not, however, gain
any other benefit a character of that class would have gained. If you had more than one
spellcasting class before becoming a Lifedrinker, you must decide to which class to add each
level for the purpose of determining spells per day, caster level, and spells known.
Table: Lifefrinker Changes

Level MLP1 Spellcasting


1st 3
2nd 4 +1 spellcasting level
3rd 5 +1 spellcasting level
4th 8
5th 9 +1 spellcasting level
6th 10 +1 spellcasting level
7th 13
8th 14 +1 spellcasting level
9th 15 +1 spellcasting level
10th 18
1. Maximum
Lifewell
Points

narmored Duskblade
All the other Duskblades you trained along were not as nimble as you, relying solely on their
strength to fight, and their armor to protect themselves. You know that the armor that your
comrades use will only slow you down.
Class: Duskblade
Level: 1,4,9
Replaces: Armored Mage (Light, Medium, Heavy Shield), Armor proficiency (All)
Benefit: The Duskblade gains some of the abilities shared by Barbarians, Monks, and Rogues,
shown below.
Evasion (Ex): A Duskblade can avoid even magical and unusual attacks with great agility. If he
makes a successful Reflex saving throw against an attack that normally deals half damage on a
successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage.
Evasion can be used only if a Duskblade is wearing light armor or no armor. A helpless
Duskblade (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
This replaces Armored Mage (Light).
AC Bonus (Ex): When unarmored and unencumbered, the Duskblade adds her Intelligence
bonus (if any) to her AC. In addition, a Duskblade gains a +1 bonus to AC at 5th level. This
bonus increases by 1 for every five Duskblade levels thereafter (+2 at 10th, +3 at 15th, and +4 at
20th level). Unlike a regular monk, these bonuses are an Armor Bonus. This, along with Fast
Movement, replace the Duskblade's armor proficiencies.
Fast Movement (Ex): At 3rd level, a Duskblade gains an enhancement bonus to her speed, as a
monk. A Duskblade in armor or carrying a medium or heavy load loses this extra speed. This,
along with AC Bonus, replace the Duskblade's armor proficiencies.
Uncanny Dodge (Ex): Starting at 4th level, a Duskblade can react to danger before her senses
would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is
caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus
to AC if immobilized. If a Duskblade already has uncanny dodge from a different class (a
Duskblade with at least two levels of barbarian, for example), she automatically gains improved
uncanny dodge instead. This replaces Armored Mage (Medium).
Improved Evasion (Ex): At 9th level, a Duskblade’s evasion ability improves. He still takes no
damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or
a fireball, but henceforth he takes only half damage on a failed save. A helpless Duskblade (such
as one who is unconscious or paralyzed) does not gain the benefit of improved evasion. This
replaces Armored Mage (Heavy Shield).

Undead Paragon (Boneclaw Hybrid)[edit]


After this point, Undead Paragon (Boneclaw Hybrid) is referred to as Boneclaw Hybrid.
The original Boneclaw Hybrids were created by a powerful necromancer who liked the abilities
of the Boneclaw, however they lacked many abilities that the necromancer liked in other undead.
The original Boneclaw Hybrid was initially a Vampire, but after the necromancer was finished
with him, he had become much more.
The Hands of the Boneclaw Hybrid change slightly, keeping the appearance of the creature's
original hands, but the skin on the tip of the finger is missing, exposing the now razor-sharp
bone. When the claws are extended, they look like a standard Boneclaw's claws.
Becoming a Boneclaw Hybrid[edit]
There are several methods to create Boneclaw Hybrids, but the cheapest and most well-known
method is when a spellcaster casts Create Undead on a currently animate Undead for the purpose
of making a Boneclaw Hybrid. Because the undead is already animate, there is no material
component for this casting of Create Undead.
Table: The Boneclaw Hybrid
Hit Die: d12

Base Saving
Boneclaw
Level Attack Throws Special
Damage1
Bonus Fort Ref Will

1st +1 +0 +2 +2 Boneclaws 1d6


Rend, Cold
2nd +2 +0 +3 +3 1d6
Immunity
Reaching
Claws,
3rd +3 +1 +3 +3 1d8
Unholy
Toughness
Powerful
4th +4 +1 +4 +4 1d8
Build
5th +5 +1 +4 +4 Rapidstrike 2d6
1. The
value
shown
is for
Mediu
m
Bonecl
aw
Hybrid
s who
lacked
natural
weapo
ns
before
taking
this
class.
See
Table:
Bonecl
aw
Damag
e by
Size
for
Bonecl
aw
Hybrid
s of all
sizes.

Class Skills (4
+ Int modifier
per level.
Balance (Dex),
Climb (Str),
Escape Artist
(Dex), Hide
(Dex),
Intimidate
(Cha), Jump
(Str), Listen
(Wis), Move
Silently (Dex),
Spot (Wis),
Survival
(Wis), Tumble
(Dex).

Class Features[edit]
All of the following are class features of the Boneclaw Hybrid.
Weapon and Armor Proficiency: Boneclaw Hybrids gain proficiency in their own Natural
Weapons, and Medium and Light armor.
Levels in Boneclaw Hybrid are considered levels in Fighter for meeting prerequisites for feats
for claw attacks. (For example, a Boneclaw Hybrid 3/Fighter 1 could take Weapon
Specialization (Claws), but not Weapon Specialization (Broadsword).)
Boneclaws (Ex): The Boneclaw Hybrid gains a pair of claw Natural Weapons, dealing damage
appropriate for their size. If the Boneclaw Experiment already has Natural Weapons for their
hands, its damage increases by one step and becomes a claw attack if it was not a claw attack
already. These claws are considered magic weapons and have an enhancement bonus equal to +1
per four character levels (maximum +5). In addition, the Boneclaw Hybrid can enchant their
claws with up to +5 worth of magical weapon properties. Enchanting both claws costs as much
as enchanting one weapon, and for the purposes of determining the cost of the upgrade, the
weapon has a +1 enhancement bonus.
At third and fifth level, the damage dealt by the claw attacks increase by one step.
Table: Boneclaw Damage by Size

Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6
2nd 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6
3rd 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 6d6
4th 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 6d6
5th 1d3 1d4 1d6 1d8 2d6 2d8 4d6 6d6 8d6
Rend (Ex): Starting at second level, when the Boneclaw Hybrid hits an opponent with both of
their claw attacks, it latches to it's opponent and rends his flesh, automatically dealing twice its
claw + two times its strength modifier damage.
Cold Immunity (Ex): At second level, the Boneclaw Hybrid gains immunity to cold attacks. If
the Boneclaw Hybrid already had cold immunity, well then that's too damn bad.
Reaching Claws (Ex): Upon reaching third level, the true ability of the Boneclaws are unlocked.
The Boneclaw Hybrid's claws can now instantly expand and contract at will. The Boneclaw
Hybrid's Boneclaws gain the Reach Weapon property, however unlike most other weapons with
reach, it can be used against an adjacent foe.
Unholy Toughness (Ex): At third level, the Boneclaw Hybrid's Charisma modifier replaces their
Constitution modifier for determining bonus hit points. If the Boneclaw Hybrid already has
Unholy Toughness, they gain a bonus fighter or monstrous feat.
Powerful Build (Ex): Starting at fourth level, the physical stature of Boneclaw Hybrids lets
them function in many ways as if they were one size category larger. Whenever a Boneclaw
Hybrid is subject to a size modifier or special size modifier for an opposed check (such as during
grapple checks, bull rush attempts, and trip attempts), the Boneclaw Hybrid is treated as one size
larger if doing so is advantageous to the character. A Boneclaw Hybrid is also considered to be
one size larger when determining whether a creature’s special attacks based on size (such as
improved grab or swallow whole) can affect him. A Boneclaw Hybrid can use weapons designed
for a creature one size larger without penalty. However, the space and reach of a Boneclaw
Hybrid remain those of a creature of their actual size. The benefits of this racial trait stack with
the effects of powers, abilities, and spells that change the subject's size category.
Rapidstrike (Ex): Not to be confused with the Draconomicon feat. At fifth level, the Boneclaw Hybrid can
make an additional two attacks with claw attacks at a -2 penalty for the first two attacks and -7 to
the second pair of attacks. For the purpose of the Rend ability, they are seperate. (A Boneclaw
Hybrid who hits only with his first and fourth claw attacks does not get to use the rend ability)
Campaign Information[edit]
Playing a Boneclaw Hybrid[edit]
Religion: When undead are intelligent enough to make decisions of their own, including which
deities to worship, generally choose gods of evil, death and undeath. That is, if they even decide
to worship a god.
Other Classes: Boneclaw Hybrids can be effective melee warriors, and can fit into a group's
position as one, however, most are created by a necromancer, so they can also become a
bodyguard for an individual necromancer.
Combat: Boneclaws, regardless if they are full or hybrid, excel in melee combat. Their reach
attacks give them a tactical advantage over other creatures.
Advancement: Boneclaw Hybrids do not have any one particular class that they take after
Boneclaw Hybrid. They generally go with melee combat classes, such as Fighter or Blackguard.
Resources: Most Boneclaw Hybrids are found under the command of a Necromancer as
lieutenants or other commanding officers, so they can potentially have the backing of an entire
army.
Boneclaw Hybrid Lore[edit]
Characters with ranks in Religion or Arcana can research Boneclaw Hybrids to learn more about
them. When a character makes a skill check, read or paraphrase the following, including
information from lower DCs.
Knowledge (Arcana, Religion)

DC Result
5 Boneclaws are unique undead who have extremely long claws.
Certain necromancers have experimented with combining Boneclaws and other types of
10
Undead.
These experiments, called Boneclaw Hybrids, have been successful, and the end product is
15
very dangerous in battle.
Certain Boneclaw Hybrids have flawlessly integrated into average society without being
20
detected.

Undead Soul Eater


The Soul Eater class, with the ability to be undead
Class: Soul Eater
Level: 1st, 5th
Replaces: The Energy Drain ability from the Soul Eater class does not stack with any Energy
Drain abilities gained from the undead template. You either have the Soul Eater's Energy Drain
or the template's, whichever is higher.
Benefit: If you select this Alternate class feature, the requirement changes from any living
nonhumanoid to undead. At 5th level, your Soul Endurance gives you a +4 enhancement bonus
to Charisma instead of Constitution.
Whiteguard
The antithesis to the antithesis of the paladin.
Class: Blackguard.
Prerequisites: any good
Level: 1-3,5,10
Replaces: Most blackguard abilities, and certain spells.
Benefit: See below
Table: The Whiteguard

Level Special
1st Aura of Good, Detect Evil, Poison Use
2nd Divine Grace, Smite Evil 1/day
3rd Turn Undead, Aura of Hope
5th Celestial Servant, Smite Evil 2/day
10th Sneak Attack +3d6, Smite Evil 3/day
Special: The character must have made peaceful contact with an good outsider who was
summoned by him or someone else, instead of an evil one.
Class Features[edit]
Aura of Good (Ex): The power of a Whiteguard’s aura of good (see the detect good spell) is
equal to his class level plus his cleric level, if any.
Detect Evil (Sp): At will, a Whiteguard can use detect evil as a spell-like ability, duplicating the
effect of the detect evil spell.
Poison Use: Whiteguards are skilled in the use of poison and never risk accidentally poisoning
themselves when applying poison to a blade. Most Whiteguards deal with positoxinsLM,
however, there are some times where regular poison is needed.
Divine Grace (Su): A Whiteguard applies his Charisma modifier (if positive) as a bonus on all
saving throws.
Smite Evil (Su): Once a day, a Whiteguard of 2nd level or higher may attempt to smite evil with
one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage
per class level. If a Whiteguard accidentally smites a creature that is not evil, the smite has no
effect but it is still used up for that day.
At 5th level, and again at 10th level, a Whiteguard may smite evil one additional time per day.
Aura of Hope (Su): Beginning at 3rd level, the Whiteguard radiates a benign aura that causes
allies within 10 feet of him to gain a +2 bonus on all saving throws. This ability does not affect
the Whiteguard.
Turn Undead (Su): When a Whiteguard reaches 3rd level, he gains the supernatural ability to
turn undead. He turns undead as would a cleric of two levels lower.
Whiteguard Spell List[edit]
Whiteguards choose their spells from the following list:
1st Level: Remove fear, bless weapon, cure light wounds, doom, inflict light wounds, magic
weapon, summon monster I*.
2nd Level: bull’s strength, cure moderate wounds, continual flame, death knell, eagle’s
splendor, inflict moderate wounds, shatter, summon monster II*.
3rd Level: 'contagion, cure serious wounds, daylight, inflict serious wounds, protection from
energy, summon monster III*.
4th Level: cure critical wounds, freedom of movement, inflict critical wounds, poison, summon
monster IV*.
* Good creatures only.
Fallen Paladins of Slaughter or Tyranny[edit]
Whiteguards who have levels in the Paladin of Slaughter or Paladin of Tyranny (that is to say,
are now ex-paladins of Slaughter or Tyranny) gain extra abilities the more levels of paladin they
have.
A fallen paladin of Slaughter or Tyranny who becomes a Whiteguard gains all of the following
abilities that apply, according to the number of paladin of Slaughter or Tyranny levels the
character has.
Smite evil 1/day. (This is in addition to the ability granted to all Whiteguards at 2nd
1–2
level.
Lay on hands. Once per day, the Whiteguard can use this supernatural ability to
3–4 cure himself or his celestial servant of damage equal to his Charisma bonus x his
level.
5–6 Sneak attack damage increased by +1d6. Smite evil 2/day.
Celestial summoning. Once per day, the Whiteguard can use a summon monster I
7–8 spell to call forth a good creature. For this spell, the caster level is double the
Whiteguard’s class level.
Redeemed Undead companion. In addition to the celestial servant, the Whiteguard
gains (at 5th level) a Medium-size Redeemed Undead skeleton or zombie as a
9–10
companion. This companion cannot be turned or rebuked and gains all special
bonuses as a celestial servant when the Whiteguard gains levels. Smite evil 3/day.
A fallen paladin of this stature immediately gains a Whiteguard level for each level
11 or more
of paladin he trades in.
The character level of the character does not change. With the loss of paladin levels, the
character no longer gains as many extra abilities for being a fallen paladin.
The Whiteguard’s Celestial Servant[edit]
Upon or after reaching 5th level, a Whiteguard can call a celestial bat, cat, dire rat, horse, pony,
raven, or toad to serve him. The Whiteguard’s servant further gains HD and special abilities
based on the Whiteguard’s character level (see the table below).
A Whiteguard may have only one celestial servant at a time.
Should the Whiteguard’s servant die, he may call for another one after a year and a day. The new
celestial servant has all the accumulated abilities due a servant of the Whiteguard’s current level.

Natural
Character Bonus Str
Armor Int Special
Level HD Adj.
Adj.
12th or Empathic link, improved evasion, share saving throws,
+2 +1 +1 6
lower share spells
13t-15th +4 +3 +2 7 Speak with Whiteguard
16t-18th +6 +5 +3 8 Blood Bond
19t-20th +8 +7 +4 9 Spell resistance
Character Level: The character level of the Whiteguard (his Whiteguard level plus his original
class level).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as
normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.
Str Adj.: Add this figure to the servant’s Strength score.
Int: The servant’s Intelligence score. (A celestial servant is smarter than normal animals of its
kind.)
The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The Whiteguard has an empathic link with his servant out to a distance of
up to 1 mile. The Whiteguard cannot see through the servant’s eyes, but they can communicate
empathically. Because of the limited nature of the link, only general emotional content can be
communicated.
Because of the empathic link between the servant and the Whiteguard , the Whiteguard has the
same connection to a place or an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex
saving throw for half damage, it takes no damage on a successful saving throw and only half
damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the servant uses either its own base save
bonus or the Whiteguard’s, whichever is higher. The servant applies its own ability modifiers to
saves, and it doesn’t share any other bonuses on saves that the Whiteguard might have.
Share Spells: At the Whiteguard’s option, he may have any spell (but not any spell-like ability)
he casts on himself also affect his servant. The servant must be within 5 feet at the time of
casting to receive the benefit. If the spell has a duration other than instantaneous, it stops
affecting the servant if it moves farther than 5 feet away and will not affect the servant again
even if the servant returns to the Whiteguard before the duration expires. Additionally, the
Whiteguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead
of on himself. A Whiteguard and his servant can share spells even if the spells normally do not
affect creatures of the servant’s type (magical beast).
Speak with Whiteguard (Ex): If the Whiteguard’s character level is 13th or higher, the
Whiteguard and servant can communicate verbally as if they were using a common language.
Other creatures do not understand the communication without magical help.
Blood Bond (Ex): If the Whiteguard’s character level is 16th or higher, the servant gains a +2
bonus on all attack rolls, checks, and saves if it witnesses the Whiteguard being threatened or
harmed.
This bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Ex): If the Whiteguard’s character level is 19th or higher, the servant gains
spell resistance equal to the Whiteguard’s level + 5. To affect the servant with a spell, another
spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds
the servant’s spell resistance.

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