Sacred Fool

. . . . he who learns must suffer. And even in our sleep, pain that cannot forget falls drop by drop upon the heart. And against our will comes wisdom by the awful grace of God.

— Aeschylus

Hell Fiddle


Delogren parried frantically as his adversary swung her longsword at his neck in a whistling two-handed blow. Blood trickled down his left leg and across his ribs from a pair of long, shallow cuts, inflicted moments ago by the Imperial agent. Through his breathless fatigue, the Velvet Purse agent reflected that a chain shirt would be a good investment, if he survived the encounter. His once-fine silks were proving all too thin a shield between his flesh and Luvatire's blade . . . and if he made a mistake, between his soul and the fiend.

Pirate Captain (Prestige Class)

“Hoist the colors, boys! Let’s see if this crew of merchants and traders is made of sterner stuff than the last.”
-Hector Berell, captain of the pirate ship Arya’s Jaunt

All one needs is a ship and crew in order to be a captain. But there is more to running a ship than giving orders. It takes experience, know-how and a willingness to pull your own weight. Captaining a ship of rowdy pirates requires a special fortitude that few possess.

Pirate captains are the terrors of the seas. Their reputations are so widespread, their fame (or infamy) so great, that many can strike fear into the hearts of entire crews. Ships often surrender their cargo without chase or a fight rather than risk the wrath of a well-known pirate captain, but a pirate captain is more than just a fearsome reputation. He also knows how to motivate his crew to work harder and faster, giving them every edge possible over their intended targets.

Alignment: Any non-lawful.

Abilities: As with any other pirate, Dexterity is important. A pirate that wears armor is rare, and a high Dex score helps keep a pirate captain from being wounded in the inevitable fighting that comes with his activities. Charisma is also important to a pirate captain, because a higher Charisma score improves his Pirate of Renown ability. Intelligence is also important to a pirate captain, even more so than to the average pirate. Extra ranks in useful skills like Heal or Knowledge (geography) ensure that rebellions and mutinies are few and far between.

Hit Die: d8

In order to become a pirate captain, a character must fulfill all of the following criteria.
Skills: Intimidate 8 ranks, Knowledge (geography) or Profession (sailor) 5 ranks.
Feats: Persuasive.
Special: The pirate captain must own his own ship, whether it was purchased, captured in battle, or stolen.

Class Skills
The pirate captain’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Level BaB Fort
Will Save Special
1 +0 +0 +2 +0 Pirate of renown
2 +1 +0 +3 +0 Burst of speed
3 +2 +1 +3 +1 Inspire Courage

Class Features:
All of the following are class features of the pirate captain class.

Weapon and Armor Proficiency: Pirate captains gain no proficiency with any weapons or armor.

Pirate of Renown: Pirate captains develop a widespread reputation. Each pirate captain has his own personal flag (sometimes referred to as a “Jolly Roger”) that is raised just prior to ordering another ship to stand down. Once per day while hoisting his flag while within sight of a ship he intends to board, a pirate captain can make a special Intimidate check, adding his class level as a bonus. This check is opposed by the modified level check (1d20 + character level or HD + Wis bonus + target’s modifiers on saves against fear) of the captain of the opposing ship. If the Intimidate check succeeds, the opposing captain not only recognizes the pirate captain’s standard, but is affected by it. If the pirate captain has a reputation for sparing his victims’ lives, the captain orders his ship to stand down and allows the pirates to board. If the pirate captain has a reputation for cruelty and murder, the opposing ship may try to fight or flee, but each member of the crew that is not immune to fear effects is shaken, taking a –2 penalty on attack rolls, saving throws, skill checks and ability checks. This condition lasts for as long as the pirate captain is within sight.

Burst of Speed: Pirates are often hunted by the authorities, followed, overtaken and captured or executed. A good pirate captain can help widen the gap between his ship and any pursuers. At 2nd level, a pirate captain can inspire his crew to work harder and faster to increase the speed of his ship. For one hour, the ship’s speed increases by 50% (see table 9-6, Player's Handbook page 164). A pirate captain may do this a number of times per day equal to his class level.

Inspire Courage (Su): Pirate captains know how to motivate their crews, whether by direction or the lash. Once per day, a pirate captain can inspire courage in his shipmates, bolstering them against fear and improving their combat abilities. To be affected, a crewman must be able to hear the pirate captain’s voice. The effect lasts for as long as the crewman hears the pirate captain and for 5 rounds thereafter. An affected crewman receives a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

Vampire Hunter (Prestige Class)

Adventurers often lead a very difficult life, fraught with peril and danger that can strike out at any time. Deadly traps, harsh climates and hostile monsters are among the many dangers that plague those that follow a heroic adventuring lifestyle. Despite the high number of dangers, though, most adventurers never reach the level of danger that a professional vampire hunter must contend with. While the average adventurer constantly risks his life, a vampire hunter constantly risks his very soul becoming, quite literally, the thing he hates the most.

Vampire hunters come from all walks of life. One is as likely to use arcane magic as the next is likely to use an axe. Clerics are likely candidates to become vampire hunters, followed by paladins. Both of these classes have the prime skill set for the job, though the lack of a spellcasting progression does limit the number of cleric or paladin vampire hunters considerably. With their high Will saves, sorcerers and wizards make good vampire hunters, as they can better resist the vampire’s dominate ability. Warriors such as fighters, barbarians and rangers also make fair vampire hunters, since their potent combat abilities help them to both stay alive and to destroy their foes. Rogues and many experts may make good vampire hunters due to the sheer number of skills they possess, many of which allow them to sneak into a vampire’s lair and attack before it even knows they’re there.

While the occasional lone slayer makes a name for himself, most vampire hunters see the value in working with others. Vampires are intelligent and tricky foes and having someone to watch your back is always a good idea. This is not to suggest that vampire hunters share the same ethos, though. As they come from all manner of professions, vampire hunters also have all manner of outlooks. Good vampire hunters are likely to be crusaders, hunting down vampires to protect innocent lives. On the reverse side of the coin, evil vampire hunters are likely to use innocent people as bait to draw out their hated foe so they can destroy it.

Hit Die: d8

Skills: Heal 4 ranks, Knowledge (religion) 8 ranks
Feats: Iron Will
Special: The character must survive an encounter with a vampire or vampire spawn that has a higher CR than the character’s level.

Class Skills:
The vampire hunter’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis) and Spot (Wis). See Chapter 4 in the Player's Handbook for skill descriptions.

Skill Points per Level: 2 + Int modifier.

Level BaB Fort Save Reflex Save Will Save Special
1 +0 +2 +0 +2 Hunter of the dead
2 +1 +3 +0 +3 Extra damage +1d6
3 +2 +3 +0 +3 Strong will, detect undead
4 +3 +4 +1 +4 Extra damage +2d6
5 +3 +4 +1 +4 Repellant, spurn undeath

Class Features
All the following are class features of the vampire hunter class.

Weapon and Armor Proficiency: Vampire hunters are proficient with all simple weapons and gain Exotic Weapon Proficiency with the wooden stake and light armor.

Hunter of the Dead: A vampire hunter learns to ferret out information that helps him to track his foul prey. A vampire hunter gains a bonus equal to his class level on all Gather Information, Knowledge (history), Knowledge (religion) and Survival checks related to tracking or locating vampires.

Extra Damage: Through many encounters with vampires and their cursed spawn, the vampire hunter learns the best ways to make use of a simple wooden stake when fighting his enemies. If the vampire hunter waits for an opening in his opponent’s defenses, he can make sure his attack has the best chance of pushing through to the beast’s black heart. The vampire hunter may spend a full-round action to make a single attack against a vampire or vampire spawn with a wooden stake. If the attack is successful, the vampire hunter deals 1d6 extra damage. At 4th level this damage increases to 2d6. This damage does not stack with any extra damage granted by the sneak attack ability, nor does it allow the vampire hunter to make critical hits against the undead.

Strong Will: Vampire hunters have an almost fanatical desire to destroy their prey and would never willingly consider working with or for a vampire. At 4th level, the vampire hunter gains a +4 bonus on all Will saves against a vampire’s dominate ability.

Detect Undead (Su): A vampire hunter learns many of the tricks that the undead use to hide themselves from those who would hunt them. At 3rd level, a vampire hunter may use detect undead as a free action a number of times equal to his class level per day.

Repellent: At 5th level, a vampire hunter’s will has become so strong that he can prevent vampires and their spawn from attacking friends and comrades that remain close to him. When the vampire hunter proffers a mirror or holy symbol, the distance a vampire must stay from him increases to 15 feet. Encroaching within 15 feet of a recoiling vampire ends the effect.

Spurn Undeath: The vampire hunter has developed such an intolerable hatred of the undead that his very soul rebels against the thought of joining their ranks. At 5th level, the vampire hunter never need worry about becoming undead. He will not rise from his grave, even if killed by an attack or spell that would normally render him undead.

Geisha (Prestige Class)

Far from being a mere flesh-peddler, as many may foolishly believe, geisha are among the most cultured entertainers in the world. Instructed in the finest dance, song and verse the cultured world has to offer, geisha are greatly sought after and highly respected. To entertain one’s guests with geisha is considered among the nobility to be the highest honor a host can show, as much for the quality of the entertainment as for the extraordinary cost the must be paid to the okami, a geisha’s benefactor.

Most geisha are brought up in the home of their okami, called an okiya. Here they are instructed in the social arts for years until they are old enough and experienced enough to become geisha. Occasionally, however, an experienced entertainer will swear herself to an okami in exchange for the constant instruction that she will receive from the okiya. Eventually, if she is shrewd and successful enough, a geisha may be chosen by a retiring okami to take her place, which places the management of the okiya in her hands, as well as the profits in her pocket.

Most that are not brought up into the life of a geisha from childhood begin their career as a bard. The prestige and status of being a geisha appeals to many bards, especially since it also provides a great many opportunities to perform for the wealthy, powerful and influential. The high number of skills afforded the rogue class makes them a viable option to become a geisha. Members of combat-based classes such as the barbarian and fighter almost never become geisha. Interestingly, those favoring subterfuge and clandestine operations, such as spies and assassins occasionally become geisha. Being a member of a respected okiya provides a legitimate front for their operations and the nature of a geisha’s work often provides a means to get close to what would otherwise be an inaccessible target.

Hit Die: d4

Alignment: Any non-chaotic
Gender: Female only
Skills: Knowledge (nobility and royalty) 2 ranks, Perform (dance) 6 ranks, Perform (any) 2 ranks
Special: Must be accepted into an okiya by an okami, which may result in becoming indentured*.

Class Skills:
The geisha’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (nobility and royalty) (Int), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a) and Tumble (Dex).

Skill Points per Level: 6 + Int modifier.

Level BaB Fort Save Ref
Will Save Special
1 +0 +0 +2 +2 Indentured*, Talented Performer, Yakata
2 +1 +0 +3 +3 Superb balance
3 +1 +0 +3 +3 Constant instruction, Talented Performer
4 +2 +1 +4 +4
5 +2 +1 +4 +4 Constant instruction, Talented Performer

Class Features:
All the following are class features of the geisha prestige class.

Weapon and Armor Proficiency: Geisha gain no new weapon or armor proficiencies.

*Indentured: A geisha that is housed and trained in an okiya from childhood is indebted to her okami. So long as her debt remains, her okami is legally considered to be her mother and enjoys any and all of the legal benefits of this arrangement, even if the geisha has reached the age of adulthood. The okami garnishes the lion’s share of any money earned by the geisha, which is applied to paying off her debt. This debt usually equals 1000gp plus 500gp per year the geisha has been part of the okiya. If a geisha is accepted into an okiya without incurring a debt or if an indentured geisha pays off her debt, any money that would normally be applied to her debt goes directly to her instead.

Talented Performer: Unlike many lesser performance artists, a geisha learns to master several forms of creative entertainment. At 1st level and every two levels thereafter, a geisha gains the Skill Focus feat, which must be applied to a Craft or Perform skill.

Yakata: When one becomes a true geisha, an arrangement called yakata is entered into with the okami. The geisha always has the okiya to provide a roof over her head, food for her belly and the finest clothing to cover her. In exchange, the okami collects any money from a client directly. One fourth of this payment is given to the geisha while the rest goes directly to the okami to use as she sees fit (any non-profit money is generally applies to the needs and expenses of the okiya). One fourth of the remainder after the geisha’s cut is taken is applied to repaying her debt to the okami. Usually, a geisha’s activities will bring in 100gp x her class level per month.

Superb balance: A geisha’s training in dance, her focus on maintaining a particular walk…even the clothing and shoes she wears are all designed to help her maintain a style and grace that helps her focus on the fluidity of her movement. At 2nd level, a geisha gains a bonus to all balance checks equal to her class level.

Constant instruction: A geisha does not loaf around while waiting on her okami to arrange a rendezvous for her. Life in the okiya is a constant learning process. Everything is a teaching tool. Each available moment is spent instructing geisha in the performance arts. At 3rd and 5th levels, a geisha three extra skill points on top of the normal skill point she gains at these levels. These extra skill points may only be applied to Craft or Perform skills, but may be allocated into any combination thereof.

Lifebound Mage (Prestige Class)

From The Blackhawk's Domain by Michael Estrueon:
It was past midnight when the Watchknights came. I knew nothing of them or their motives, only that they wanted one of my compatriots. We fled from the inn, the smoke from the Watchknight fog bombs streaming out the windows. They must have known what we were planning, for the sentries were already waiting for us in the alley. My companions tried to fight through their ranks, but their numbers were vast, and one by one they fell to the blades and truncheons of the sentries. Finally, only the sorceress Mysine and I remained. We fled through the alleys, but sentries waited for us at every juncture, their steel longspears glinting in the dim moonlight.

We must have taken a wrong turn, for we suddenly found ourselves facing a dead end, the Watchknights close behind us. I knew that Mysine had yet to memorize her spells for the day, and between us we lacked the combat skills necessary to fend off the sentries. I was terrified beyond my capacity for reason, muttering curses to myself, but Mysine remained calm.

The sorceress lifted her arms skyward, a determined yet peaceful look on her face. Suddenly, her features twisted into an expression of pain. The color drained from her face, and for a moment I moved to catch her, fearful that she'd faint. However, she maintained her stance. A gentle light engulfed her, growing brighter by the moment until it was almost blinding. She muttered something barely perceptible, and the light shot skyward. The guards glanced skyward - it was the last thing they'd ever do. There was a flicker, a surge of flame, and the sentries were gone, reduced to ash.

The Lifebound Mage is a mage who has learned to transform her life energy into magical energy. Obviously, this is not a discipline to be taken lightly - many Mages have overestimated their own capacities and killed themselves during combat. To those who recognize the risks, however, the path of the lifebound mage can grant exceptional versatility and power.

This discipline originated in a heretical sect of followers of the death power Falsgrade. Followers of the Inexorable are a morose group in general, but the Dual Nature sect went beyond the normal reverence of Flasgrade's stewardship. They studied the connections between life and magic and the nature of the Negative Energy Plane, hoping to unravel the secrets of immortality and ascendancy.

Ultimately, the members of Dual Nature were captured and executed by Falsgrade for seeking unholy wisdom and defiling the sanctity of the dead. All of their writings were gathered and destroyed, save one scroll which was carefully hidden. This was the Scroll of Spiritual Command, which contained a method by which energies could be transformed into a universal force and shaped by will.

Years later, long after the Dual Nature sect was forgotten, the Scroll was found by a wandering necromancer. The wizard showed the Scroll to the Lifebound necromancer circle, who applied it to their own discipline - learning to shape their life force into magic by will alone. This new form of magic drew tremendous support, and soon the Mages had guild halls in every city. Though many distrusted the Mages, no one would ever dare speak against them, lest they face the wrath of a wizard who was willing to sacrifice himself for greater power.

Hit Die: d4

Skills: Spellcraft 6 ranks, Knowledge (arcana) 10 ranks
Feats: Skill Focus: Knowledge (arcana), Toughness
Special: Must be capable of casting 5th-level arcane spells.

Class Skills:
The Lifebound Mage's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Level BaB Fort Save Ref
Will Save Special Spells
1 +0 +0 +0 +2 Spirit Casting (Level 0); Psychic Ritual +1 level of existing spellcasting class
2 +1 +0 +0 +3 Spirit Casting (Level 1) +1 level of existing spellcasting class
3 +1 +0 +0 +3 Spirit Casting (Level 2)
4 +2 +1 +1 +4 Spirit Casting (Level 3) +1 level of existing spellcasting class
5 +2 +1 +1 +4 Spirit Casting (Level 4)
6 +3 +1 +1 +5 Spirit Casting (Level 5) +1 level of existing spellcasting class
7 +3 +2 +2 +5 Spirit Casting (Level 6)
8 +4 +2 +2 +6 Spirit Casting (Level 7) +1 level of existing spellcasting class
9 +4 +3 +3 +6 Spirit Casting (Level 8) +1 level of existing spellcasting class
10 +5 +3 +3 +7 Spirit Casting (Level 9) +1 level of existing spellcasting class

Class Features:
All the following are class features of the Lifebound Mage prestige class.

Weapon and Armor Proficiency: Lifebound Mages gain no new weapon or armor proficiencies.

Spells per Day/Spells Known: Each level except 3rd, 5th and 7th, the Lifebound Mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, etc.) besides an increased effective level of spellcasting. If a character belonged to more than one arcane spellcasting class before becoming a Lifebound Mage, he must decide to which class he adds each new level.

Spirit Casting: The Lifebound Mage’s true power lies in his ability to transform his own life force into magical energy. A 1st level Mage may cast any cantrip in his spell book by expending 1 hit point. This spell need not be memorized, but it must be available to the Mage. Spells cast by expending life energy are not wiped from the Mage's memory. Each level after the first, the Mage gains the ability to cast another level of spells by expending life. The HP cost of casting a spell above 0-level is equal to 4 times the spell level. Note that material components and XP costs still must be paid for all spells, and that no Mage can ever use Dark Casting to cast a spell that he couldn't cast as a wizard of equivalent level.

Psychic Ritual: By reversing the ritual, a Lifebound Mage may transform latent magical energy into life energy. As a standard action, a Mage may expend a 1st level or higher memorized spell and recover an amount of hit points equal to 3 times the spell level.

Star Child (Prestige Class)

"We are all created from materials borrowed from the stars, why should we not look to them for guidance?"

Humanoids have put special significance on "magic" numbers since the time that legends were only handed down by word of mouth and not paper. Most only half-believe these numbers have any significance, but a loose group of spellcasters known as the Children of the Stars study their significance and that of the stars associated with them. These star children gain insight into existence and their place in it by studying the stars related to their birth.

Star Children don't have much organization to speak of. While some maintain a college and observatory on a large plateau with clear weather, the star child's journey is a very personal one.

Although the class is open to just about all spellcasters, wizards and sorcerers are the most likely to become star children. Druids with a more bookish, studious bent are also quite common.

Hit die: d4.
To qualify to become a star child, a character must fulfill all of the following criteria.
Feats: Skill Focus (Spot).
Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Profession (astrologer) 8 ranks.
Spells or Spell-like Abilities: Caster level 7th.

Class Skills
The star child's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

Level BaB Fort Save Ref
Will Save Special Spells
1 +0 +0 +0 +2 Guiding Stars (One Star) --
2 +1 +0 +0 +3 Guiding Stars (Two Stars) +1 level of existing spellcasting class
3 +1 +1 +1 +3 Guiding Stars (Three Stars) +1 level of existing spellcasting class
4 +2 +1 +1 +4 Guiding Stars (Four Stars) +1 level of existing spellcasting class
5 +2 +1 +1 +4 Guiding Stars (Five Stars) +1 level of existing spellcasting class
6 +3 +2 +2 +5 Guiding Stars (Six Stars) +1 level of existing spellcasting class
7 +3 +2 +2 +5 Guiding Stars (Seven Stars) --

Class Features
All of the following are class features of the star child prestige class.

Weapon and Armor Proficiency: A star child gains no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level except first and seventh, a star child gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one spellcasting class before becoming a star child, she must decide to which class to add each level for the purposes of determining spells per day and spells known.

Guiding Stars: A star child studies the sky for her unique set of stars that can guide her throughout her journeys. The first of these is relatively easy to find if the character knows her birth date. Each of her other stars however, is fainter and harder to find than the last. While each star she locates is guiding her on its own, studying the stars as a set gives a completely different reading than studying only a portion of the set. Thus, when a star child gains a new level in this class, she loses all previous special abilities gained from this class, and gains a new set in their place.

One Star:
Independence (Ex): The first star alone is not very powerful, but standing alone is a strength all its own. The star child gains the strength to stand alone where others would fall. She gains Diehard a bonus feat.

Two Stars:
Companionship (Ex): At second level a second star joins the first. No longer alone, these stars seek further companionship, and learn to interact with others. The star child gains a +2 insight bonus on all charisma based skills and checks.

Duality (Ex): The universe is filled with opposing forces that constantly struggle against one another. At second level the star child gains insight into the nature of that struggle. She can counter or dispel a spell or effect with a descriptor with any spell of higher level that has the opposite descriptor. For instance, if an enemy were casting protection from good, the star child could counter it with a magic circle against evil spell. For convenience, the opposing pairs of descriptors are: [air]/[earth], [fire]/[water], [good]/[evil], [chaos]/[law], [light]/[darkness]. The DM is free to add others that may be appropriate to the list, such as [fire]/[cold].

Three Stars:
Progress (Ex): At third level, a star child overcomes duality and moves forward. This drive to progress grants her protection against that which would bind her. She gains a +4 bonus to saves against any spell or effect that would restrict her movement. This includes mind-affecting effects such as charm person or dominate person.

Soul (Su): When the star child discovers her third star, they guide her focus inward, seeking to bolster her spiritual strength. A star child's increased spiritual strength at third level grants her protection from supernatural threats. She gains a deflection bonus equal to her charisma mod against touch attacks.

Stability (Ex): The guidance of three stars does not grant only spiritual strength. The triangle is a rugged structure for something so simple, and the star child benefits from its example. She gains a +4 bonus to resist trip and bull rush attempts.

Four Stars:
Body (Ex): Four represents the body; it is what contains the self and the soul. Under the direction of four stars the star child's body becomes hardier. She gains a number of hit points equal to her current HD total. If she gains HD later (for example, by taking levels in another class) she increases her hit points by 1 for every HD gained.

Death (Sp): With a body comes the promise of death; a star child upon reaching 4th level is forced to realize and come to terms with this eventuality. Usually this takes the form of a terrible nightmare, but other events are not unheard of. Either way, the star child comes out slightly changed after confronting death. Once per day as a swift action, the star child can alter her face to resemble the face of death. Anyone meeting her gaze must make a will save DC ½ her HD + Cha modifier or be shaken for 4 rounds. Additionally she may, as a standard action, produce an effect equivalent to phantasmal killer (DC 14+Cha mod), but this ends the gaze effect as well. Otherwise, the gaze effect lasts a number of rounds equal to the star child's charisma modifier (minimum 1).

Elements: The four stars represent the four elements. Spells cast by the star child utilizing the elements gain additional strength. At fourth level, the star child casts [air], [earth], [fire], or [water] spells at one caster level higher than normal.

Direction: The four stars guide the star child's sense of direction, even when she can't see them. She gains a +5 insight bonus on Survival checks to avoid getting lost, and can always discern north. Additionally, she may re-roll any error chance for conjuration (teleportation) spells and take the result of her choice.

Five Stars:
Center (Ex): Five stars are those of the directions, they are four with the self at the center. This focus helps the star child steady her mind and body. She gains a +3 insight bonus to Concentration checks.

Energy (Ex): The five stars align with the five energies. A star child adds +1 to the DC for saving throws against spells she casts with the [fire], [cold], [electricity], [acid], or [sonic] descriptors.

Rebirth (Su): After death comes new life. At fifth level a star child is reborn into a new body of a race randomly determined by the DM. Adjust all ability scores accordingly, but make no other changes. If the star child's original race comes up, she instead changes gender. This effect is permanent (at least until the star child gains another level, when she reverts to her old body).

Change (Ex): The five stars represent change. As well as creating changes in herself, the stars increase the duration of her spells that create change. All transmutation spells she casts have their duration doubled as if they were extended.

Senses (Ex): The star child's five senses sharpen considerably under the five stars. She gains the blindsense ability out to a range of 30 feet.

Six Stars:
Balance (Ex): Six represents equilibrium and balance; the star child gains a +3 insight bonus to Balance checks.

Luck (Ex): Six stars grant good fortune upon the star child. This ability allows her to re-roll one roll per day that she has just made before the DM declares whether the roll results in success or failure.

Love (Sp): Three and three is six, the union of two souls. At sixth level, the star child may choose one willing creature. At will, she can use discern location on this creature. If she is within 100 feet she may also communicate telepathically with that creature. The chosen creature can use these abilities as well, except with the star child as the target.

Protection (Ex): Two triangles form the six-pointed star. This symbol represents the six stars and the protection they provide. Abjuration spells the star child casts have their duration doubled as if they were extended.

Mind (Ex): Some cultures consider the mind the 6th sense. When a star child reaches sixth level, her mind grows stronger. She may add a +2 inherent bonus to a mental ability of her choice.

Beauty (Su): The six stars last of all represent beauty. Minor changes in the star child's face and body and a supernatural aura make her alluring to all who meet her gaze. NPCs’ initial attitudes towards her improve by one step, to a maximum of friendly, unless they make a will save, with a DC equal to ½ the star child's HD + cha mod.

Seven Stars:
Universe (Sp): The seven stars show the star child that the horizon is infinitely far away, and there is always a new place to explore. She can use plane shift as a spell like ability once per day.

Cycle: All things eventually pass and then repeat themselves. The star child may select any previous power granted by another quantity of stars. For example, she may select the Death power to regain the gaze attack, or she may select Love to keep track of a loved one who is prone to being kidnapped. Once this ability is selected it cannot be changed.

Unity (Su): Seven stars are the sum of three and four, the soul and the body. The harmony of a star child's body and soul protects her from harm and grants her an insight bonus on all saves equal to her charisma score. Additionally, when she uses a spell such as astral projection, her silver cord cannot be severed, even by a githyanki silver sword.

Perfection (Ex): Seven is the number of perfection; under the guidance of the seven stars a star child gains mastery over some of her skills. She gains the Skill Mastery feat as a bonus feat.

Color (Ex): There are seven colors of the rainbow, and upon reaching 7th level, a star child is given their aid. She may prepare and cast color spray, prismatic spray, prismatic wall, and prismatic sphere as if they were on her spell list. If the star child keeps a spellbook or knows a limited number of spells, these spells are added to her spellbook or spells known. However, she still cannot cast them if she does not have high enough level spell slots.

Music (Ex): There are seven musical notes, and the star child's seven stars empower her ability to make this wondrous brand of sound. She gains a +3 insight bonus on all Perform checks to make music.

Magic (Su): The seven pointed star is known as the witch's star or the astrologer's star. As both an astrologer and a magic user, the star child's spells become particularly hard to resist. She gains a +2 bonus to overcome spell resistance. This bonus stacks with spell penetration and greater spell penetration.

Low-Magic Paladin (Variant Core Class)

This is an alternate version of the paladin for use in low-magic campaigns. Unlike the standard paladin, the low-magic paladin does not have the ability to turn undead, cast spells, or lay on hands. The low-magic paladin has a number of martial feats and abilities to compensate for the loss of magical abilities. Note that the paladin's mount is a natural animal, not a celestial creature summoned magically from another plane.

Hit Die: d10

Alignment: Lawful Good

Class Skills:
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty, religion, the planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Level BaB Fort Save Ref
Will Save Special
1 +1 +2 +0 +0 Aura of good, first impression, smite evil 1/day
2 +2 +3 +0 +0 Divine grace
3 +3 +3 +1 +1 Aura of courage, divine health
4 +4 +4 +1 +1 Bonus feat
5 +5 +4 +1 +1 Smite evil 2/day, favored enemies +2
6 +6/+1 +5 +2 +2 Special mount
7 +7/+2 +5 +2 +2 Holy strike (good)
8 +8/+3 +6 +2 +2 Bonus feat
9 +9/+4 +6 +3 +3 Atonement
10 +10/+5 +7 +3 +3 Smite evil 3/day, favored enemies +4
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Bonus feat, precise attack
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Holy strike (lawful)
15 +15/+10/+5 +9 +5 +5 Smite evil 4/day, favored enemies +6
16 +16/+11/+6/+1 +10 +5 +5 Bonus feat
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Remove Curse
19 +10/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Smite evil 5/day, bonus feat, favored enemies +8

Class Features:
All of the following are class features of the paladin.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

First Impression (Ex): A paladin is sensitive to a variety of hints and cues regarding the leanings of others. After meeting a person or creature, the DM makes a sense motive check vs a DC equal to 10 plus the CR of the creature. If successful, the paladin knows if her target is good or evil. If the check succeeds by ten or more, she also knows any tendency towards good or evil. If the target person or creature has an aligned aura, attempts to detect that aura are vs a flat DC10. A failure by more than 10 may give false information. This is a passive use of sense motive and thus must always be made by the DM. As a passive use, First Impression cannot be opposed by the target’s bluff skill, though any active use of sense motive by the paladin can be opposed normally.

For example, a paladin with a skill modifier of +3 has just met the local lord. The DM rolls a 14, giving a total of 17. If the lord is CR 7 or less, the paladin will know if he is good or evil. If the lord was CR8 or more, his alignment can only be guessed. If the lord were a blackguard (of any level) in disguise, the DM would have only needed to roll a 7 for the paladin to notice the evil aura.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Bonus Feat: Starting at 4th level, and every 4th level thereafter (8th, 12th, 16th, 20th), a paladin gets a bonus feat taken from the list of fighter bonus feats.

Favored Enemies (Ex): The paladin’s familiarity with evil opponents grants her an edge in combating them. Upon reaching 5th level a paladin gains a +2 bonus on bluff, knowledge, listen, sense motive, spot, and survival checks when using these skills against evil undead and evil outsiders. Likewise, she gains a +2 bonus on weapon damage rolls against such creatures. This bonus increases by +2 for every additional five levels (+4 at 10th, +6 at 15th, +8 at 20th, etc).

Special Mount (Ex): Upon reaching 5th level, a paladin can acquire an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a medium-sized paladin) or a warpony (for a small-sized paladin) but can be any equivalent creature with the animal type. Should the paladin’s mount die, she may find another after a year and a day.

Holy Strike (Su): At 7th level, any unaligned weapon wielded by a paladin is treated as a good weapon for the purposed of overcoming damage resistance. At 14th level, such weapons are also treated as lawful for purposes of overcoming DR.

Atonement (Su): A 9th level paladin can perform an atonement once per week.

Precise Attack (Ex): Upon reaching 12th level, a paladin learns how to use her weapons to their most effect against her favored enemies. All weapon attacks against evil undead and evil outsiders have an improved chance of scoring a critical hit. Verses undead, this bypasses their normal immunity to critical hits. Verses outsiders, this duplicates the effect of the Improved Critical feat with any weapon used by the paladin. Regardless of the enemy, this ability does not stack with the Improved Critical feat or the keen weapon enhancement.

Remove Curse (Su): Upon reaching 18th level, a paladin can remove curses and compulsions. This includes the affects of afflicted lycanthropy, the curse, geas, and lesser geas spells, any negative effect of a cursed item or any similar affect or ability. This ability can be used once per week.

Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. A paladin is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. She acquires this information prior to performing such an action or becoming associated with such an item if she takes a standard action to contemplate the act. The paladin must be aware of the action, item or effect in order to note its potential effects. For example, if a paladin is unaware that a particular helm is cursed and makes no effort to discover the curse, she has no chance to know any compulsions that might affect alignment.

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

The Paladin's Mount
The paladin’s mount is superior to a normal mount of its type in many ways. The standard mount for a medium-sized paladin is a heavy warhorse, and the standard mount for a small-sized paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). If the paladin already has an appropriate mount, the improvements listed below happen as soon as she reaches 5th level. If acquired after she levels, the mount gains benefits at a rate of one level per week of constant contact through riding or training. For example, Bernard acquires a new mount as a level 11 paladin. After one week, the mount gains the benefits listed for having a 5th-7th level master. After two weeks, it gains the benefits for having an 8th-10th level master. After three weeks of constant contact, the mount gains the full benefits appropriate to Bernard’s level. Had Bernard risen to 15th level before the end of those three weeks, the final benefits would come at the end of a fourth week.

Paladin Level HD Nat Armor Str/Con Adj Int DR Special




Empathic link, improved evasion, share saving throws, damage resistance
Improved Speed
Shared Holy Strike
Command creatures of its kind
Extended lifespan

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str/Con Adj.: Add this figure to the mount’s Strength and Constitution scores.

Int: The mount’s Intelligence score.

Damage Resistance (Ex): As the mount’s loyalty increases, it is able to ignore lesser wounds while in the service of its master. This DR is untyped and thus affects all attacks, similar to the DR gained by a barbarian.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Shared Holy Strike (Su): The mount’s natural attacks gain the benefit of its master’s Holy Strike ability.

Command (Su): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions as diplomacy check using the mount’s HD and Cha as bonuses (d20 + mount’s HD + mount’s Cha mod). The mount is effectively trying to become the “alpha” creature over the target animals. If an alpha animal already exists, the initial attitude is always unfriendly. At the DM’s discretion, the mount may need to succeed in a ritual or challenge to defeat the existing alpha animal.

Extended Lifespan: The mount lives longer than normal for it’s kind. From this point forward, the mount does not age so long as its master lives. If the paladin is killed, the mount stands vigil for one month near the remains of the paladin, or the paladin's last known location. During this time, the warhorse remains immune to the effects of aging. After one month, the mount's age catches up with it, inflicting all the normal effects of aging, including the potential death of the mount.

Caravan Master (Prestige Class)

Belder slouched atop the driver's box of his wagon, the reins of his three-yoke team of oxen clutched firmly between the fingers of his left hand. His right hand rested atop his ample potbelly, occasionally rising to his chin to scratch at the three-day growth of flame-red hair sprouting there. It itched incessantly, which put him in a bad temper, and he wanted to finish the run so he could have a hot bath and a cool mug of ale in Riverguard. The rest of his caravan followed close on his heels in good order. At least he wouldn't have to shout at the damned tenderfeet again. The idiot stragglers were practically asking for bandits to pick them off, when he'd led them out of Port Hope.

Up ahead, he heard a little noise in the underbrush alongside a narrow cut where the trail led between two low but steep hills, and he snorted. Highwaymen, of course. Twenty years on the road, and still they kept trying to use the same spot for ambushes. And it wasn't even a good spot. Sighing, he slapped his belly, and drew his team to a stop, holding up his hand for the others to rein in as well. The bandits ahead had to be new to the business, he reflected. They hadn't posted a lookout in the right place, and might not know that he'd noticed them yet. Wistfully, wishing that he had a basin of hot water and a few minutes to scrape the blasted stubble off his chin, he pulled his crossbow out of the holder next to his seat, sucked down a huge lungful of air, and roared, "Bandits ahead! Circle the wagons and form up to repel raiders, lads! We've got bandits!"

In the aftermath of his bellowing, birds no longer sang, and the squirrels in the trees along the road went into hiding. For a moment the only sound was the startled cursing of the outlaws behind the ridge, and then his caravan began to follow his orders.

Most mercantile shipping that can't be done by riverboat or ocean-going vessel is relegated by default to wagon-train. While the average teamster is a simple man with simple pleasures and little acumen for any pursuit other than making sure that a team of oxen, horses, or other draft animals pulls well and steadily for the space of a journey, such men are seldom well-suited to deal with the perils of really lengthy trips through difficult or hostile territory. For such leadership, one needs the services of a man with the calculating eye of a merchant, the wilderness know-how of a ranger, and the tactical sense of a trained soldier.

In other words, one needs the services of a caravan master.

Most caravan masters are fighters, rangers, or rogues. A few bards also find the lifestyle pleasant, as do a handful of clerics, particularly those dedicated to gods of travel or trade. Few druids have the taste for civilization required for a successful career as a caravan master, and most sorcerers and wizards find themselves too delicate for the rough, rootless existence that is his lot in life.

Caravan masters are commonly found as NPCs in the hire of merchants whose business interests demand the movement of large quantities of valuable goods through dangerous territory. A number of them also find steady, lucrative employment in military formations, because of their ability to slip supply trains through enemy lines to reinforce beleaguered units.

Hit Die: d8

Alignment: Any non-lawful
Base Attack Bonus: +3
Skills: Appraise 4 ranks, Handle Animal 8 ranks, Knowledge (geography) 8 ranks, Profession (driver) 4 ranks, Ride 4 ranks, Survival 4 ranks.
Feats: Animal Affinity, Track
Special: Must have made an overland trade excursion between the same two cities at least three times, and survived a bandit raid on at least three occasions during these trips.

Class Skills: The caravan master's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Knowledge (local) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4 in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int Modifier

Level BaB Fort Save Ref
Will Save Special
1 +1 +2 +0 +0 "Bandit scum!" +2, "YAH, mule!!" I
2 +2 +3 +0 +0 Circle the wagons, bonus feat
3 +3 +3 +1 +1 "Bandit scum!" +4, "I'll fix yer wagon!"
4 +4 +4 +1 +1 "Giddy up, brute!", bonus feat
5 +5 +4 +1 +1 "Bandit scum!" +6, "YAH, mule!" II
6 +6/+1 +5 +2 +2 "Aye, but it'll cost ya . . ."

Class Features:
All the following are class features of the caravan master prestige class.

Weapon and Armor Proficiency: Caravan masters gain proficiency with the whip. They gain proficiency with light armor, but not with shields.

"Bandit Scum!" (Ex): At 1st level, the caravan master develops a special hatred for and efficiency against his natural enemies -- bandits. He gains a +2 bonus to damage rolls and to Bluff, Listen, Sense Motive, Spot, and Survival checks against bandits, highway robbers, and other criminals who make their livings by armed robbery. At level 3, this bonus increases to +4. At level 5, it rises to +6.

"YAH, Mule!!" (Ex): At 1st level, a caravan master learns to coax the greatest possible effort out of the dray creatures he uses to pull his wagon or cart. As a full-round action once per day per level, he can urge any dray creature or team of dray creatures (for example, a heavy horse, an ox, a mule or donkey, or an elephant) to greater effort in shifting a load. This affords the creature or creatures a +4 enhancement bonus to Strength for purposes of determining the maximum load it is capable of dragging. At level 5, the caravan master can encourage the dray animals even more vigorously, inflicting 2d6 non-lethal damage as he prods them but spurring them onward to such efforts that they gain a +8 enhancement bonus to Strength to determine the maximum load they are capable of dragging. The bonuses gained from this ability last for ten rounds.

Circle the Wagons (Ex): Ever prepared for danger along the road, at 2nd level a caravan master has learned to marshal his wagon train for defensive action. Once per day as a standard action, he can direct all allies within 20 ft. per class level to form up in a defensive position to repel attackers. Affected allies gain a +2 insight bonus to AC, and enjoy a +2 morale bonus to Reflex saves for a number of rounds equal to the caravan master's class level + his Charisma bonus. This is a sonic, mind-affecting ability.

Bonus Feat: At 2nd and 4th level, the caravan master may select a bonus feat from the fighter list. As usual, he must meet all the usual prerequisites for a feat in order to select it.

"I'll Fix Yer Wagon!" (Ex): At 3rd level, a caravan master's vast experience of life on the road has left him adept at performing emergency repairs on his wagons and carts. He gains a competence bonus equal to his class level on all Craft (carpentry) checks made to repair a wagon, cart, or other wheeled conveyance.

"Giddy up, Brute!" (Ex): At 4th level, a caravan master has become so adept in the care and maintenance of his dray creatures that he can extend their staying power for hauling jobs that would leave a lesser teamster's beasts of burden dead in the traces. Any beast of burden driven by him gains DR 3/- versus non-lethal damage from a forced march, and only suffers non-lethal damage from a forced march, even when heavily burdened or ridden. For more information on forced marches, see page 164 in the Player’s Handbook v.3.5. See especially the section headed “Mounted Movement.”

"Aye, But It'll Cost Ya . . ." (Ex): By 6th level, a caravan master has reached nearly legendary status in his line of business. He is the go-to man for the most demanding journeys and the most valuable cargoes. As an old hand at the business, he gains a +6 competence bonus to Appraise, Gather Information, and Diplomacy checks. This bonus represents the benefits of long experience in procuring supplies, information, and labor for his caravan; years on the road have taught the caravan master where to go, whom to talk to, and what to ask for when he wants to talk business.

Holistic Chef (Prestige Class)

Every child has at one time or another been told to eat his vegetables. Most often, the response to the inevitable question of why is “because they’re good for you.” A holistic chef knows just how true this is and he spends his life exploring new ways to unlock the natural abilities that food can have on the body. By combining various foodstuffs and utilizing a wide range of cooking techniques, a holistic chef is not only able to please the pallet of anyone he cooks for, he’s able to change the diner’s metabolism to produce spectacular—almost magical—effects.

While every king or nobleman has a small army of talented cooks to prepare food for his household, very few have the good fortune to have a true holistic chef on their staff. The services of a holistic chef are in great demand, so much so that it is not unheard of for holistic chefs to be granted ships, vast fortunes or even land rights after fulfilling particularly long work contracts with wealthy aristocracy.

The life of the holistic chef is not one that appeals to most adventurers. Spending all day in a hot kitchen and constantly having to taste things that most Billy goats would turn their noses at hardly seems adventurous. While any class may qualify for entry, the expert is by far the most likely candidate. More than one adept has learned the ways of the holistic chef to compliment his spellcasting.

Hit Die: d6

Skills: Craft (alchemy) 4 ranks, Heal 6 ranks, Knowledge (nature) 4 ranks, Profession (chef) 8 ranks.
Feats: Skill Focus (Profession (chef)).

Class Skills:
The holistic chef’s class skills (and the key ability for each skill) are Appraise (Int), Craft (alchemy), (Int), Heal (Wis), Knowledge (nature) (Int), Knowledge (nature) (Int), Profession (Wis) See Chapter 4 in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Level BaB Fort
1 +0 +0 +2 +0 Master Chef
2 +1 +0 +2 +0 Only the best
3 +1 +1 +3 +1 Ambrosia
4 +2 +1 +3 +1 --
5 +2 +1 +4 +1 Greater Ambrosia

Class Features:
All the following are class features of the holistic chef prestige class.

Weapon and Armor Proficiency: Holistic chefs gain no new weapon or armor proficiencies.

Master Chef: A holistic chef’s skill with food is so famed that people all over the world begin vying for him. He begins to get employment offers from everyone from tavern owners to barons. So long as he has access to the tools of his trade, a holistic chef multiplies the weekly gold piece payment earned with a Profession (chef) check by 1d4 + class level.

Only the Best (Ex): While a holistic chef only wants to work with the best quality materials, it is not always possible. Sometimes, he is forced to work with extremely low-quality foodstuffs. As a result, he has learned how to prepare such foods to achieve stunning results, despite the low quality of the materials. At second level, a holistic chef can duplicate the effect of a purify food and drink spell at will. Using this ability requires 10 minutes and access to a constant heat source of some kind (such as a brick oven or an open fire).

Ambrosia (Ex): At third level, a holistic chef is so skilled at food preparation that he can create dishes that seem to duplicate magical effects. Once per day, the holistic chef may create a special single-dish meal that can feed a number of people equal to his class level + 1. This meal duplicates the effects of a single spell selected from the list below. For all intents and purposes, treat the meal as a potion of the same spell except that the meal is an alchemical creation, and is not really magical in nature. The meal does not have to be eaten immediately, but the effect only remains for 24 hours after preparation.

The list of spell-like effects the holistic chef may choose from is as follows: cure light wounds, delay poison, endure elements, expeditious retreat, guidance or resistance.

Greater Ambrosia (Ex): At fifth level, a holistic chef has becomes so skilled at preparing his special meals that he can not only alter the metabolisms of his diners, but can tinker with their body chemistry for a time as well. The list of spell-like effects the holistic chef may choose from expands to include the list below. Further, the holistic chef may now create up to three special meals per day.

The expanded list of spell-like effects the holistic chef may choose from is as follows: barkskin, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, eagle’s splendor, fox’s cunning, lesser restoration or owl’s wisdom.


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