d20 Devil's Workshop Prestige Class Creation Cookbook.pdf

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prestige class
Creation Cookbook
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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prestige class Creation Cookbook
Written By
Neal Bailey
Louis Porter, Jr Design
350 NW 87th Terrace
Plantation, FL 33324
HavenGod@lpjdesign.com
www.lpjdesign.com
Cover Art
Anthony Cournoyer
Devil’s Workshop was created by Louis Porter, Jr. Design,
Inc.
Interior Artwork
Jason Walton
Devil’s Workshop, Image Portfolio, Devil’s Workshop
Logo, Image Portfolio and Louis Porter, Jr. Design Logo
are Trademarks of Louis Porter, Jr. Design. Copyright 2007
Louis Porter, Jr. Design, Inc. All Rights Reserved.
Graphic Design & Layout
Louis Porter, Jr. Design
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System Reference Document Copyright 2000-2003,
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Prestige Class Creation Cookbook, Copyright 2007, Louis
Porter Jr. Design, Inc.
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Skill Progression ....................................................................13
Base Attack Bonus .................................................................13
Hit Die Type ...........................................................................13
Feats and Abilities ..................................................................13
Bonus Feats ............................................................................13
Ability Boosts ........................................................................13
Proficiencies ...........................................................................13
Spellcasting arrays .................................................................13
Why 55 points? ......................................................................13
10 level arrays ........................................................................14
Full ...........................................................................14
Slow Start: ..............................................................14
Clipped .....................................................................14
Small Sacrifices ........................................................14
Warm Up ..................................................................14
Weak Caster .............................................................15
Half ..........................................................................15
Undipped Half .........................................................15
5 Level Arrays ........................................................................15
Full ...........................................................................15
Stalled ......................................................................15
Almost Half ..............................................................15
You’re a Caster? ......................................................15
Partial Caster Arrays ..............................................................16
Contents
Written By ..................................................................1
Cover Art ..................................................................1
Interior Artwork .........................................................1
Graphic Design & Layout .........................................1
Louis Porter, Jr Design .............................................................1
Open Game License Version 1.0a ..............................1
Building Prestige Classes 4
Why A Point Based Prestige Class Building System? .............4
How Many Points Should Prestige Classes be Built to?..........4
How Many Levels? ..................................................................4
Designing Balanced Classes ....................................................4
Niche Protection .......................................................................4
Relative Power .........................................................................5
Flavor in Design .......................................................................5
Terminology .............................................................................5
Starting Out 6
Entry Conditions and Drawbacks ............................................6
Using Entry Conditions for Integration ...................................6
Drawbacks- What are they? .....................................................6
Alignment Considerations .......................................................6
Appropriate Roleplaying Drawbacks? .....................................6
Minor Hindrances: ....................................................7
Moderate Hindrances: ...............................................7
Crippling Hindrance: ................................................7
Brief List of Flavorful Drawbacks ...........................................7
Drawbacks for Caster Classes ..................................................7
Appropriate Roleplaying Drawbacks .......................................7
Required Feats .........................................................................8
Counterproductive Multiclassing .............................................8
Enforced Level Requirement ...................................................8
Required Skill Ranks ...............................................................8
Feats .........................................................................................8
Required Feats .........................................................................8
Weapon and Armor Proficiencies .............................................9
Direct Level Requirements ......................................................9
Creating Features .....................................................................9
Mechanics ................................................................................9
Riff off an earlier Mechanic .....................................................9
Reduce and Cross Apply ..........................................................9
Uncharted Territory ..................................................................9
Arcane and Divine Features 16
Domain Lists and Progressions ..............................................16
Type of List ...............................................................16
Standard Partial Array (20 points) .........................................16
Spontaneous Casting ..............................................................17
General Abilities ....................................................................17
Newfound Arcana Progression ..............................................18
Warrior/Caster Mix Features ..................................................18
Holy Abilities 19
Turn Undead Variations .........................................................19
Lay on Hands .........................................................................20
Warrior Abilities 20
Bonuses With Weapons ..........................................................20
Bonuses to Damage with Weapons ........................................20
Ability Shift ...........................................................................21
Special Attack Focus 21
Bonuses to Hit with Weapons ................................................21
Bull Rush ...............................................................................22
Charge ....................................................................................22
Disarm ....................................................................................22
Feint .......................................................................................22
Grapple ...................................................................................22
Overrun ..................................................................................23
Sunder ....................................................................................23
Trip .........................................................................................23
Critical Hits ............................................................................23
Critical Hits ............................................................................23
Attacks of Opportunity ..........................................................24
Burst Damage .........................................................................24
Increase to Critical Threat Range ..........................................24
Rage .......................................................................................25
Smite ......................................................................................25
Expendable Class Features ....................................................25
Constant Effect Class Features ..............................................26
Ranged Fighter Abilities ........................................................27
Ranged Fighter Constant Effects ...........................................27
Considerations for Class Features 9
Modifying Costs for Class Features .........................................9
Frequency Mechanics ..............................................................9
Uses per “________” ...............................................................9
Event Dependent Uses ...........................................................10
Conditional Feature Uses .......................................................11
Bonus Types ...........................................................................11
Feature Interaction .................................................................11
Flavor 11
Names and Explanations ........................................................11
Fun .........................................................................................12
What to Watch Out For 12
Impact ....................................................................................12
Character Modification ..........................................................12
Do Everything Features .........................................................12
Offense Versus Defense .........................................................12
PRESET CLASS FEATURES 12
Basic Features ........................................................................12
Save Progression ....................................................................12
Much Ado About Rogues
28
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Sneak Attack ..........................................................................28
Die Spending Mechanics .......................................................28
Added Effect Mechanics ........................................................29
Activated Sneak Attack Mechanics .......................................29
Enabling Mechanics ...............................................................30
All About Traps ......................................................................30
Rogue Special Abilities ..........................................................30
Concentration .........................................................................45
Craft .......................................................................................46
Decipher Script ......................................................................46
Diplomacy ..............................................................................46
Disable Device .......................................................................46
Disguise..................................................................................46
Escape Artist ..........................................................................47
Forgery ...................................................................................47
Gather Information .................................................................47
Handle Animal .......................................................................47
Heal ........................................................................................48
Hide ........................................................................................48
Intimidate ...............................................................................48
Jump .......................................................................................49
Knowledge (Various) .............................................................49
Listen ......................................................................................49
Move Silently .........................................................................49
Perform ..................................................................................49
Profession ...............................................................................49
Ride ........................................................................................50
Search .....................................................................................50
Sense Motive ..........................................................................50
Sleight of Hand ......................................................................50
Spellcraft ................................................................................50
Spot ........................................................................................51
Survival ..................................................................................51
Swim ......................................................................................51
Tumble ...................................................................................51
Use Magic Device ..................................................................51
Use Rope* ..............................................................................52
Bardic Class Features 31
Basic Features ........................................................................31
Thematic Bardic Music Features ...........................................31
Bardic Buffing Songs .............................................................32
Bardic Chants .........................................................................32
Monk Features 33
Natural Weapons and Special Attacks ...................................34
Assuming a Type or Subtype .................................................34
Druidic and Nature Abilities 34
Animal Companion ................................................................35
Wild Shape .............................................................................35
Constant Effects: Type ...........................................................35
Constant Effects: subType .....................................................36
Favored Enemy ......................................................................37
Assorted Feature Section .......................................................37
Sensory Features ....................................................................37
Sensory Features ....................................................................37
Movement Based Features .....................................................38
New Movement Modes ..........................................................38
New Movement Modes ..........................................................38
Defensive Abilities 39
Armor class bonuses ..............................................................39
Armor Class Bonuses from Ability Modifiers .......................39
*Slightly Conditional Examples: .............................39
Armor class bonuses ..............................................................39
Armor Class Bonuses from Ability Modifiers .......................39
**Highly Conditional Examples: ............................40
Damage Reduction .................................................................40
Damage Immunity .................................................................40
Energy Resistance ..................................................................40
Armor Class Bonuses from Ability Modifiers .......................40
Energy Resistance ..................................................................40
Shields ....................................................................................41
Miscellaneous Defensive Abilities and Immunities ...............41
Miscellaneous Defensive Abilities and Immunities ...............42
Forms .....................................................................................42
Fast Healing and Regeneration ..............................................42
Saving Throw Features ..........................................................43
Blanket Ability Modifier Boost ..............................................43
Single Save Ability Modifier Boost .......................................43
Evasion Type Effects ............................................................43
Improved Evasion Type Effects .............................................43
General Save Bonuses (varies) ..............................................43
Saving Throw Bonuses Against specific Effects ....................43
Skill Based Class Features .....................................................43
Fast Healing and Regeneration ..............................................43
Choosing the Class Skill List .................................................44
Good Skills ............................................................................44
General Skill Enhancements ..................................................44
Features Derived from Spells 52
Modifying Spells for use as class features .............................52
Relative Power versus actual spellcasting .............................52
Saving Throws .......................................................................53
Tying Save DCs to Different Numbers ..................................53
Basing Save DCs on another class feature .............................53
Improving Save DCs ..............................................................53
Improving Save DCs ..............................................................53
Caster Level ...........................................................................54
Casting Time ..........................................................................54
Components ...........................................................................54
Providing Flavor ....................................................................54
Changing Energy Types .........................................................54
Unsuitable Ability Candidates ...............................................54
Supernatural, Spell-like, or Extraordinary? ...........................54
Changing Energy Types .........................................................54
Conditional Restrictions .........................................................55
0 Level Spell derived abilities ..................................55
Comparing the Standard Prestige Classes 55
Arcane Archer ........................................................................56
Arcane Trickster .....................................................................56
Assassin .................................................................................56
Blackguard .............................................................................56
Duelist ....................................................................................57
Dragon Disciple .....................................................................57
Mystic Theurge ......................................................................58
And a 5 level one: 58
Archmage ...............................................................................58
Specific Skill Features 44
Appraise .................................................................................44
Saving Throw Bonuses Against specific Effects ....................44
Balance ...................................................................................45
Bluff .......................................................................................45
Climb .....................................................................................45
For Reference: 58
First 10 levels of Cleric ..........................................................58
Master Table
59
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How Many Points Should Prestige
Classes be Built to?
That’s really up to builder. The point of this book is
to produce prestige classes which are of roughly equal
power when built to the same value, not to artificially
impose a limit on the power of your campaign. There
are several standard prestige classes statted out at the
back of the book for use as reference.
Building Prestige Classes
Prestige Classes are an essential part of D20, and
one of the most exciting features for players to mull
over when planning their characters. But the prestige
classes you can find in a book aren’t always exactly
what a player or a GM thinks fits in with a character
concept, or campaign world. Enter the Prestige Class
Creation Cookbook - intended as a guideline for
creating brand new prestige classes.
Depending on equipment, feature combinations, and
circumstance; a seemingly inexpensive class build
could become very strong. This is half the fun of
working with so much crunch.
Creating a Prestige Class is great fun for many GMs,
but it can also be a fun event for players. Giving
players some game background, and then turning them
loose with this book can produce some interesting and
highly tailored results, allowing players to fulfill their
unique character ideas.
How Many Levels?
This book is designed to build 10 level prestige classes,
with a general entry at character level 6. There are
spell advancement arrays presented for 5 level pres-
tige classes, but some of the mechanics, such as close
to anything that uses prestige class level to determine
save DCs, will require modification to function prop-
erly in a 5 level class. In general, it is recommended
that prestige class builds be restricted to 10 levels.
Why A Point Based Prestige Class
Building System?
Not all prestige classes are created equally, a fact
which GMs and players are quick to pick up on. Many
are dross or boring filler. Instead of supplying a giant
list of hundreds of prestige classes, the point buy
system presented in this book codifies individual class
features by assigning general power levels to them.
Designing Balanced Classes
Balance is a big deal in D20, but it can mean a lot of
things to a lot of different campaigns. The point is not
necessarily to have perfectly equal classes, something
which the basic game doesn’t provide and doesn’t
necessarily need to run smoothly
A full progression of caster levels, set at a base 55
points, was the starting point and easily the most
powerful class feature in the game. From here, every-
thing else was derived, right down to toughness, our
lowly friend.
The important part of any game is to be certain that
they players are having fun, and game balance is only
useful to the extent that it gives each character an area
in which to shine and contribute, while maintaining a
sense of challenge. This can be achieved through two
major means – niche protection, and relative power.
Both are important to a good gaming experience, and
a well designed prestige class should have elements of
each.
Not every class feature available to all the base classes
and basic prestige classes is statted out in this book;
only those features which were seen as desirable in
new class creation were selected. As a rule, specific
abilities with very rare or conditionally imbalanced
applications were avoided. An example of this is
the Monk’s Timeless Body, which is useless in most
campaigns- but very powerful in high level builds,
where you can realistically start at an advanced age
with the class feature already intact, reaping multiple
ability boosts with no penalty.
Niche Protection
When a class fulfills a function that no other class has
access to, it has niche protection. Obviously, this is
inimical to enforce in a modular point-buy system.
Yet, as a GM, niche protection is important to consider
when you’re building or allowing a particular prestige
class into play. For example, if you invent a caster
class which fulfills all the roles of a rogue at the cost of
a few lost caster levels, you have just invalidated the
rogue class, and probably made a few rogue players
unhappy. Unhappy players will quickly destroy your
Many features which don’t seem to be present can be
adequately emulated through another feature presented
here, such as many of the Loremaster’s Secrets, for
example, which are just renamed, stacking feats for the
most part.
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