Visualizzazione post con etichetta Classi di Prestigio. Mostra tutti i post
Visualizzazione post con etichetta Classi di Prestigio. Mostra tutti i post

sabato 18 luglio 2026

The Saint Prestige Class

A prestige class converted from the Medieval Player’s Handbook by Green Robin Publishing! Because medieval sanctity is so picturesque!

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Saint

Sanctity is the ideal state to attain for a contemplative character, regardless of her vocation. A saint meditates, follows ascetic practices, and pledges to creeds of virtue to attain the perfect union with her god, striving to reach an even greater perfection, according to the ideals of her faith. Often, she belongs to a priestly order, living and praying in a community of like-minded worshipers of the same god. Though many saints are peaceful souls, this is not a requirement: a saint of the Goddess of War could well be a grim, obsessed Holy Vindicator who strengthens her determination by following strict creeds of abstinence, chastity, and obedience.

Saints mostly worship good deities or demi-deities; a saint can pledge herself to a neutral god, but such an eventuality is rare.


Hit Die: d8.


Requirements

To qualify to become a saint, a character must fulfill all the following criteria.

Alignment: Any good.

Deity: Must worship a single, specific deity.

Feats: Virtuous Creed.

Skills: Knowledge (Religion) 5 ranks.

Spells: Ability to cast 3rd-level divine spells.

Class Skills: The saint’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (religion, Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points per Level: 2 + Int modifier.


Table: Saint

Level

BaB

Fort

Ref

Will

Special

Spells

1

0

0

0

1

Aura, obedience, saint’s charism, sensorial presence 1/day

+1 level of existing divine spellcasting class

2

1

1

1

1

Saint’s charism

+1 level of existing divine spellcasting class

3

1

1

1

2

Saint’s charism

+1 level of existing divine spellcasting class

4

2

1

1

2

Divine boon 1, saint’s charism

+1 level of existing divine spellcasting class

5

2

2

2

3

Saint’s charism, sensorial presence 2/day

+1 level of existing divine spellcasting class

6

3

2

2

3

Saint’s charism

+1 level of existing divine spellcasting class

7

3

2

2

4

Divine boon 1, saint’s charism

+1 level of existing divine spellcasting class

8

4

3

3

4

Saint’s charism

+1 level of existing divine spellcasting class

9

4

3

3

5

Saint’s charism

+1 level of existing divine spellcasting class

10

5

3

3

5

Divine boon 1, proxy ascension, sensorial presence 3/day

+1 level of existing divine spellcasting class


Class Features: The following are class features of the saint prestige class.

Weapon and Armor Proficiency: Saints gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At the indicated levels, a saint gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one divine spellcasting class before becoming a saint, she must decide to which class she adds the new level for the purposes of determining spells per day.

Aura of Good (Ex): A saint’s aura of good (see the detect good spell) functions as that of a cleric whose level is equal to the saint’s character level. If a saint already has an aura of good from another class, the effects stack.

Obedience (Ex): At 1st level, a saint gains Deific Obedience or another obedience feat appropriated for her deity. If she already has such a feat, she gains the continued service charisma instead. In order to maintain the abilities granted by this prestige class, a saint must perform a daily obedience to her chosen deity. If a saint takes the Deific Obedience feat for the first time when entering this prestige class, she can choose whether to receive evangelist, exalted, or sentinel boons.

Saint’s Charism: Saints are recognizable from other worshipers because of the charisms, or special gifts, that their god grants them as a sign of election. A saint gains a new charism at every class level from 1st to 9th. The saint cannot select the same charism more than once, unless specified.

Bilocation (Su): You can physically appear in two places at the same time. This basically works as a project image spell, except that you may form your double in any place near a creature you’re familiar with (as with a sending). The image is tangible and can eat, drink and move objects, but may only cast divination spells; it cannot use class abilities, attack, or deliver objects (unless you use teleport spells to deliver an object to the receiver). Your double lasts a number of rounds per day equal to your saint level + your Charisma modifier. These rounds must not be consecutive.

Bonus Feat: You gain a bonus feat. This must be a channeling feat, an item creation feat, a metamagic feat, or a feat that has an obedience feat as a prerequisite. You must meet the selected feat’s prerequisites. The GM can add other feats to the list, depending on your deity’s portfolio and granted domains. This charism can be selected more than once; you must select a different feat each time.

Continued Service: Choose one of the following class features: animal companion, bane, bardic performance, blessings, channel energy, divine bond, domain, judgment, oracle curse, revelations, sacred weapon, smite evil, shaman spirit, or spirit animal. You add your saint class levels to your effective class level in one class of your choice for the purpose of determining the effects of the chosen class feature. This charism can be selected more than once; you must select a different class feature each time.

Detect Lies (Sp): You gain the discern lies ability as an inquisitor of your saint level. If you already possess this ability, your saint level stacks with your inquisitor level for determining the number of rounds per day you can use it.

Exorcism (Su): Once per day, you can touch a possessed creature, giving it a new Will save to free itself from its condition. The creature is granted a bonus on this save equal to half your saint level. If the save is successful, the effect is dispelled and the possessor is forced to return to its original body and/or home plane.

Fasting (Ex): You can resist without eating or drinking for a number of days equal to your saint level.

Gift of Tongues (Ex): You can communicate with every living being as per the tongue of the sun and moon monk power.

Imbue Spells to Objects (Su): You may cast any one spell from the schools of abjuration or conjuration (healing) on an object without immediate effect, to be released at a later time. The level of this spell can be up to ½ the highest level you can cast, rounded down. The object effectively becomes a single-use proto-relic. The spell can be stored in the object indefinitely, even after your death. It activates when a devout worshiper of your same deity or philosophy, other than you, uses the object (wears your socks, prays with your prayer beads, or raises your shield). You cannot benefit from your own spells stored in objects, and you cannot have more than one such object at a time per saint level you possess. Once the spell is discharged, the object can never be used this way again.

Levitate (Su): You can use the flight hex as a witch of your saint level. If you already possess this hex, your effective witch level stacks with your saint level for determining its use.

Prophecy (Su): You gain the wisdom of the ancestors revelation from the Ancestor mystery as an oracle of your saint level. If you already possess this power, your effective oracle level stacks with your saint level for determining its use.

Seer (Sp): You gain the remote viewing power of the Knowledge domain as a cleric of your saint level. If you already possess this power, your effective cleric level stacks with your saint level for determining its use.

Stigmata (Su): You gain the stigmata ability of the holy vindicator prestige class. If you have levels in holy vindicator, the two abilities don’t stack; you must activate each one separately.

Telepathy (Su): You gain the read minds power of the Thought subdomain as a cleric of your saint level. If you already possess this power, your effective cleric level stacks with your saint level for determining its use. The DC of the Will save against this power is Charisma-based.

Thaumaturgy (Su): You gain the lay on hands or touch of corruption power as a paladin or antipaladin of your saint level. If you already possess this ability, your saint level stack with your paladin or antipaladin level for the purposes of this power. You may select this charism more than once: you can choose a mercy or a cruelty every time you select this ability after the first, as if you were a paladin or antipaladin of the same level.

Transfiguration (Sp): You can use lesser proxy aspect once per day as a spell-like ability. At 5th level, you can take this charism a second time to make this ability function as proxy aspect 2/day; at 9th level, you can select it a third time to make this ability function as greater proxy aspect 3/day.

Virtuous Pledge (Ex): You gain Virtuous Creed as a bonus feat. This charism can be selected more than once; you must select a different creed every time. 

Voice of Conscience (Sp): You can cast the preserve grace spell at will as a spell-like ability.

Wake In Prayer (Ex): You can resist without sleep for a number of days equal to your saint level. You still need to meditate for 1 hour in order to regain spells and heal your wounds.

Sensorial Presence (Su): Saints are given sensorial signs that identify them as chosen by the divine. Be it a supernatural light in darkness, celestial perfumes, or a tingling of heavenly bells, a saint chooses a sensorial effect to add to her aura of good, which will make other worshipers aware of her presence. A saint can activate or deactivate this sensorial effect at will. Whenever the saint casts a spell or uses a divine class ability while her sensorial effect is activated, the target of the spell, or all creatures in its area of effect, can experience the sensorial presence of the saint. Those casting divination spells on the saint to perceive his aura while the sensorial effect is activated automatically perceive the effect too. Once per day, the saint can affect creatures that can perceive her sensorial effect with calm emotions if they are good or neutral, or cause fear if they are evil. The saint can use this ability one more time per day at 5th and 10th level.

Divine Boon: As the saint gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the saint’s chosen deity. Each deity grants three boons, each more powerful than the last. At 4th level, the saint gains the first boon. At 7th level, she gains the second boon, and at 10th level, she gains the third boon. Consult the obedience feat your character possesses and her deity's description for details on these divine boons. When a divine boon grants a spell-like ability, the saint’s caster level for the spell-like ability equals her total character level. This ability allows a saint to access these boons earlier than with an obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

Proxy Ascension: At 10th level, a saint gains perfect union with her god. Her type changes to outsider (native), with subtypes fitting his alignment. If she dies, she is instantly affected by a sanctification spell. The saint can decide to leave his body behind when ascending to the planes of good; if she does so, her body receives a permanent gentle repose spell (no save). Lastly, the saint may cast miracle once per day. This ability does not require a material component, but the miracle cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

mercoledì 27 agosto 2025

Bloodline Disciples: The Nanite Disciple

An addition to the prestige subclasses I created for Legendary Classes: Bloodline Disciples.

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Nanite Disciple

Androids who learn to commune with the nanite swarm inside them, adventurers who were infected by nanites and survived, or curious dabblers eager to get close to the perfection of technology can become nanite disciples.


Requirements

To qualify to become a nanite disciple, a character must fulfill all the following criteria. 


Race: Any non-construct.

Feats: Technologist.

Skills: Knowledge (engineering) 5 ranks.

Spellcasting: Able to cast 1st-level arcane or psychic spells without preparation. A sorcerer or bloodrager with this prestige class must have the nanite bloodline. If the character gains levels of sorcerer or bloodrager after taking this class, he must take the nanite bloodline.


Class Skills

The nanite disciple’s class skills are Acrobatics (Dex), Craft (technology, traps) (Int), Knowledge (engineering) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Hit Die: d8.


Table: Nanite Disciple

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

1st

+0

+0

+1

+1

Blood of the machine, nanite gimmick, natural armor increase +1, technomancy

2nd

+1

+0

+1

+1

Ability boost (Con +2), bloodline feat

+1 level of existing spellcasting class

3rd

+2

+1

+2

+2

Nanite gimmick

+1 level of existing spellcasting class

4th

+3

+1

+2

+2

Ability boost (Con +2), natural armor increase +2

+1 level of existing spellcasting class

5th

+3

+2

+3

+3

Bloodline feat, low-light vision, nanite gimmick

+1 level of existing spellcasting class

6th

+4

+2

+3

+3

Ability boost (Int +2)

+1 level of existing spellcasting class

7th

+5

+2

+4

+4

Nanite gimmick, natural armor increase +3 

+1 level of existing spellcasting class

8th

+6

+3

+4

+4

Ability boost (Wis +2), bloodline feat

+1 level of existing spellcasting class

9th

+6

+3

+5

+5

Nanite gimmick

+1 level of existing spellcasting class

10th

+7

+3

+5

+5

Darkvision 30 ft., nanite gimmick

+1 level of existing spellcasting class


Class Features

All of the following are class features of the nanite disciple prestige class.


Weapon and Armor Proficiency: Nanite disciples gain no proficiency with any weapon or armor.


Spells per Day: At the indicated levels, a nanite disciple gains new spells per day as if he had also gained a level in an arcane or psychic spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a nanite disciple, he must decide to which class he adds the new level for purposes of determining spells per day.


Blood of the Machine: A nanite disciple adds his level to his sorcerer or bloodrager levels when determining the powers gained from his bloodline. If the nanite disciple has levels both in bloodrager and sorcerer, he must choose which class stacks with his nanite disciple levels to determine his bloodline powers. If he does not have levels in sorcerer or bloodrager, he instead gains bloodline powers of the nanite sorcerer bloodline, using his nanite disciple level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer or bloodrager unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer or bloodrager gains spell slots of the spell’s level.


Nanite Gimmick: At the indicated levels, a nanite disciple unlocks a new way to use his nanites to gain new abilities. Each nanite gimmick can only be chosen once unless noted otherwise.


Arm of Darkness (Su): The nanite disciple gains the arm of darkness ability of the robotic bloodrager bloodline, even if he doesn’t normally possess that power. If the nanite disciple does not possess the bloodrage class feature, this effect lasts instead for 1 round per equivalent sorcerer level he possesses. Once his level is high enough to grant this ability through the bloodline, he can use arm of darkness one additional time per day. The nanite disciple must be at least 9th level to select this gimmick.


Auto Mending (Ex): The nanite disciple gains the auto mending ability of the naniteBL11 bloodrager bloodline, even if he doesn’t normally possess that power. If the nanite disciple does not possess the bloodrage class feature, he can instead use this power three times per day. Once his level is high enough to grant this ability through the bloodline, the nanite disciple can heal himself for a number of hit points equal to three times his hit dice when using this ability.


Bonus Feat: The nanite disciple gains a bonus bloodline feat. If the nanite disciple belongs to a class that grants bonus feats as a class feature, he can instead gain a bonus feat of that type, stacking his nanite disciple levels and his levels in that class for the purpose of meeting the feat’s prerequisites.


Distributed Body (Ex): The nanite disciple gains the distributed body ability of the nanite bloodline, even if he doesn’t normally possess that power. Once his level is high enough to grant this ability through the bloodline, the nanite disciple’s chance to ignore any critical hit or sneak attack scored against him increases by 25%.


Hand Blades (Su): The nanite disciple gains the hand blades ability of the robotic bloodrager bloodline, even if he doesn’t normally possess that power. If the nanite disciple does not possess the bloodrage class feature, he can instead use this ability for a number of rounds per day equal to 3 + his Charisma modifier. These rounds do not need to be consecutive. If he already possesses hand blades through her bloodline, he is considered to have Improved Unarmed Strike and Two-Weapon Fighting when using the hand blades power.


Magic Circle Against Technology (Sp): The nanite disciple can use magic circle against technology as a spell-like ability three times per day. He must be at least 7th level and have the protection from technology nanite gimmick to select this gimmick.


Mind of the Machine (Ex): The nanite disciple gains a +2 bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. At 9th equivalent sorcerer level, this increases to +4. If the nanite disciple already has a bonus against these effects, this bonus increases instead by +2.


Nanite Resistance (Ex): The nanite disciple gains immunity to fatigue and exhaustion.


Nanite Revival (Ex): Once per day as an immediate action, the nanite disciple can command his nanites to stabilize him while he is dying, even while unconscious or helpless. If the nanite disciple has the nanite revival character trait, he can instead use this ability one additional time per day.


Nanite Stamina (Ex): The nanite disciple gains a +2 bonus on all saving throws disease and sleep effects. At 9th equivalent sorcerer level, this increases to +4. If the nanite disciple already has a bonus against these effects, this bonus increases instead by +2.


Nanite Strike (Ex): The nanite disciple gains the nanite strike ability of the nanite bloodline, even if he doesn’t normally possess that power. If he already possesses nanite strike through her bloodline, whenever he could use nanite strike, she can instead shoot a ray of concentrated nanites at any foe within 30 feet as a ranged touch attack. The ray has the same effect of the poison from a nanite strike.


Nanite Surge (Ex): The nanite disciple gains the nanite surge ability of the nanite bloodline, even if he doesn’t normally possess that power. Once his level is high enough to grant this ability through the bloodline, the nanite disciple gains an additional use of his nanite surge each day.


Protection from Technology (Sp): The nanite disciple can use protection from technology as a spell-like ability at will. He must be at least 3rd level to gain this gimmick.


Psi-Tech Discovery: The nanite disciple gains one psi-tech discovery, using his psychic level plus his nanite disciple level for the purpose of gaining and using it. If a discovery requires to sacrifice a spell slot, the nanite disciple can sacrifice an arcane spell slot to this purpose as if it were a psychic spell slot. This nanite gimmick can be selected more than once.


Technological Affinity (Ex): The nanite disciple gains a bonus feat chosen among the following: Alien Mindpaths, Craft Cybernetics, Craft Pharmaceutical, Craft Robot, Craft Technological Arms and Armor, Craft Technological Item, Extra Implantation, Extra Implantation Points, Extra Surge, Focused Construct Expertise, Heavy Weaponry Implantation, Nanite Disruption, Rapid Recovery, Rapid Repair, Robot’s Bane, Scavenger’s Luck, Technology Adept, Traditional Weapons, or Wrest Charge. He has to meet the feat’s prerequisites. This gimmick can be selected more than once.


Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a nanite disciple gains an alien protection from attacks, causing a cumulative increase to his natural armor bonus of +1.


Technomancy (Su) A nanite disciple can use technomancy at will, as the spell. If the nanite disciple already possesses this ability, its range doubles instead.


Ability Boost: As his body becomes more and more a vessel for otherworldly forces, a nanite disciple gains stat boosts as noted on Table: Nanite Disciple. These increases stack and are gained as if through level advancement.


Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a nanite disciple receives one bonus feat, chosen from the sorcerer nanite bloodline’s bonus feat list or from the bloodrager nanite bloodline’s bonus feat list, depending on which one he is advancing with his level progression.


Low-Light Vision (Ex): At 5th level, the nanite disciple gains low-light vision. If he already possessed it, he instead gains darkvision with a range of 30 feet, or increases the range of his existing darkvision by 30 feet. At 10th level, the nanite disciple gains darkvision with a range of 30 feet or adds another 30 feet to his darkvision range.