New Prestige Classes

New Prestige Classes

Technomancer

Requirements
Skills: Craft (Engineering) +8, Profession (Clockwork Engineer) +5
Feats: Discombobulate, Mechanical Aptitude
Other: Must have at least one clockwork part

Class Skills
Concentration (Con), Craft (Engineering) (Int), Craft (Gunsmithing) (Int), Decipher Script (Int), Disable Device (Int), Demolitions (Int), Heal (Wis), Knowledge (Engineering) (Int), Knowledge (The Planes) (Int), Listen (Wis), Open Lock (Dex), Profession (Clockwork Engineer) (Wis), Pilot (Dex), Search (Int)

Level BA Fort Ref Will Special 1st Level 2nd Level 3rd Level 4th Level
1 +1 +0 +0 +2 Bonus Feat 0 - - -
2 +2 +0 +0 +3 Timed Discombobulation 1 - - -
3 +2 +1 +1 +3 Cold Equation 2 0 - -
4 +3 +1 +1 +4 Bonus Feat 3 1 - -
5 +3 +1 +1 +4 Combustion 3 2 0 -
6 +4 +2 +2 +5 3 3 1 -
7 +4 +2 +2 +5 Bonus Feat 3 3 2 0
8 +5 +2 +2 +6 Snap Freeze 3 3 3 1
9 +5 +3 +3 +6 3 3 3 2
10 +6 +3 +3 +7 Bonus Feat 3 3 3 3

Bonus Feat: At 1st and every third level after, the Technomancer gains a bonus fear derived from the following list (Exotic Weapon Proficiency, Iron Will, Nimble Fingers, Rapid Reload, Skill Focus, Tick-Tock Suit Proficiency, Deck-Weapon Proficiency, Explosives Expert, Mechanical Aptitude, Crack Pilot, Discombobulate and Nightstone Immunity)
Timed Discombobulate: At second level, the Technomancer has become so adept at knowing the weakness of any given machine that he can perform a Discombobulate not once per day but Four + Intelligence Mod times a day.
Cold Equation: At third level, the Technomancer has gained a near mystical insight into the inner workings of most machines. As such, he begins to think like them, adding a +2 Will and can no longer be effected by fear effects.
Combustion: Once per day, the Technomancer may cause an object or creature to erupt into spontaneous flame. In game terms, the target must make a (Fortitude DC = 10 + Technomancer Level + Intelligence Mod) to keep from bursting into fire and taking 5D6 Damage that will go down to 4D6 the next turn and so forth until it burns out.
Snap Freeze: Once per day, the Technomancer may snap-freeze an area within fifty feet of them and within a 20 foot radius of a target square. Anyone within this area must make a (Fortitude DC = 10 + Technomancer Level + Intelligence Mod) to keep from taking 1D6 Cold Damage per level.
Spells: Technomancers combine the art of mysticism with technology. As such, they gain a number of spells they can use per day that they may use. They may cast any spell for which they have a level for and know all spells from every level they are capable of casting.

Technomancer Spells

Level One – Mending, Amanuensis (SC), Repair Minor Damage, Alarm, Shocking Grasp, Animate Rope, Wall of Smoke (SC), Appraising Touch (SC), Golem Strike (SC), Instant Locksmith (SC), Scatterspray (SC), Grease
Level Two – Shatter, Knock, Pyrotechnics, Mechanus Mind (SC), Blast of Force (SC), Electric Loop (SC), Repair Moderate Damage, Stinking Cloud, Acid Breath (SC), Rust Ray (SC), Machine Mind (See New Spells)
Level Three – Lesser Geas, Know Vulnerabilities (SC), Explosive Cascade (SC), Metal Melt, Repair Critical Damage, Cloud Kill, Major Creation, Fabricate, Arc Lightning (SC), Polarity (See New Spells)
Level Four – Acid Fog, Wall of Iron, Gease, Wall of Gears (SC), Hardening (SC), Energy Immunity, Moment of Prescience, Iron Body, Awaken Construct (SC), Lightning Ring (SC), Fantastic Machine (See New Spells)

Steam Bender

Requirements
Skills: Craft (Engineering) +8, Profession (Clockwork Engineer) +5
Feats: Discombobulate
Magic: Bardic Music Ability

Class Skills
Concentration (Con), Craft (Engineering) (Int), Craft (Gunsmithing) (Int), Disable Device (Int), Demolitions (Int), Knowledge (Engineering) (Int), Knowledge (The Planes) (Int), Profession (Clockwork Engineer) (Wis), Pilot (Dex), Search (Int)

Level BA Fort Ref Will Special Spells
1 +1 +2 +0 +2 Breath Weapon, Steam Familiar +1 Existing Level
2 +2 +3 +0 +3 Obscuring Mist +1 Existing Level
3 +2 +3 +1 +3 Bonus Feat +1 Existing Level
4 +3 +4 +1 +4 Animate Steam +1 Existing Level
5 +3 +4 +1 +4 Steam Apotheosis +1 Existing Level

Breath Weapon: At first level, the Steam Bender gains a breath weapon in the form of a fifteen foot cone which is expelled in the form of superheated steam. This steam inflicts 2D4 Damage per level of the Steam Bender and opponents may make a (Reflex DC 10 + Steam Bender Level + Primary Casting Ability) to take only half damage. A Steam Bender may use this ability once every 1D4 rounds.
Steam Familiar: At 2nd Level, the Steam Bender gains a Steam Mephit. This creature acts exactly like a normal familiar and advances as the character does according to the chart in the PHB.
Obscuring Mist: At 2nd Level, the Steam Bender may cast, by making a use of her Bardic Music ability, cast Obscuring Mist which acts as the spell in all regards.
Bonus Feat: At 3rd Level, the Steam Bender gains a bonus feat from the list below (Exotic Weapon Proficiency, Iron Will, Nimble Fingers, Rapid Reload, Skill Focus, Tick-Tock Suit Proficiency, Deck-Weapon Proficiency, Explosives Expert, Mechanical Aptitude, Crack Pilot, Discombobulate, Nightstone Immunity).
Animate Steam: Once per day, the Steam Bender may summon a Large Air Elemental into existence. The elemental fights for the characters for up to as many rounds the Steam Bender has in levels (not just his Steam Bender levels).
Steam Apotheosis: At 5th Level, the Steam Bender has effective transformed into a steam elemental, she no longer needs to eat, breathe or sleep and she gains elemental immunities, special qualities and the attacks of an Air Elemental.

Infiltrator

Requirements
Skills: Decipher Script +4, Hide +8, Move Silently +8, Search +4, Sense Motive +4
Feats: Any two of the following: Alertness, Deceitful, Investigator, Negotiator or Stealthy

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Wis), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex)

Level BA Fort Ref Will Special
1 +0 +0 +2 +0 Piercing Insight +1, Speed Reader
2 +1 +0 +3 +0 Sneak Attack +1D6
3 +2 +1 +3 +1 Combat Anticipation +1
4 +3 +1 +4 +1 Uncanny Dodge, Piercing Insight +2
5 +3 +1 +4 +1 Sneak Attack +2D6
6 +4 +2 +5 +2 Combat Anticipation +2
7 +5 +2 +5 +2 Piercing Insight +3
8 +6 +2 +6 +2 Hide in Plain Sight, Sneak Attack +3D6
9 +6 +3 +6 +3 Hyper-Awareness
10 +7 +3 +7 +3 Piercing Insight +4, Shadow in the Night

Piercing Insight: Through rigorous training, you have learned to more effectively observe the world around you. At first level, you gain a +1 bonus to Search, Spot and Sense Motive Checks. These increase by +1 for every three levels you advance.
Speed Reader: You have learned to interpret text at a rapid rate. You can read a single page as a full round action. This applies to text read with Comprehend Language, or through the use of Decipher Script.
Combat Anticipation: Beginning at 3rd level, your ability to effectively observe the world around you allows you to response quickly to danger. You gain a +1 Dodge Bonus to your AC and +1 on both Reflex Saves and Initiative checks. These bonuses increase to +2 at 6th level. These bonuses only apply when wearing light armor.
Hyper-Awareness: You find that your senses are so sharply attuned that they border on the supernatural. You gain Darkvision up to 60 feet and Blindsight up to 10 feet.
Shadow in the Night: When you rad 10th level, your mastery of stealth has crossed over into the otherworldly. Once per day, you can become Ethereal. This effects lasts for one round + Intelligence Mod. This ability functions exactly like the spell Ethereal Jaunt.

New Prestige Classes

The Forever War Chronicles New_Earth_Man