The Shattering of Darkmoon Vale
New Prestige Classes
Allowed Prestige Classes from d20pfsrd.com
Not all descendants of dragons want, or even have the capability, to develop innate casting abilities. Like dragon disciples, the so-called dragon-blooded seek to emulate their noble ancestry, not in magical insight, but in physical prowess. Some dragon-blooded retain spellcasters—almost exclusively dragons—to perform rituals of transformation. Others meditate upon ancient relics of draconic origin. Either way requires research and knowledge about dragons, and always grueling trials.
Role: This prestige class is for those who want to play a character with the might of the dragons in melee combat. Dragon-blooded develop their draconic abilities with the ultimate goal of becoming part dragon.
Alignment: Dragon-blooded can be of any alignment. Most follow the ethics and morals of the type of dragon they seek to emulate.
Hit Die: d12
To qualify to become dragon-blooded, a character must fulfill all the following criteria.
- Race: Any non-dragon.
- Base Attack Bonus: +4.
- Feats: Draconic Ancestry or Eldritch Heritage (draconic bloodline) feat. No feat is required if the character is a sorcerer with the draconic bloodline.
- Skills: Knowledge (arcana) 5 ranks.
- Language: Draconic.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1||+0||+1||+0||+1||Draconic skin (+1, resist 5), dragon weaponry, blood’s spell (1/day)|
|2||+1||+1||+1||+1||Ability boost (Str +2)|
|3||+2||+2||+1||+2||Bloodline feat, breath weapon (2/day)|
|4||+3||+2||+1||+2||Ability boost (Str 1, resist 10)|
|5||+3||+3||+2||+3||Blindsense 30 ft., dragon weaponry (magic), blood’s spell (2/day)|
|6||+4||+3||+2||+3||Ability boost (Con 1d8, unlimited)|
|7||+5||+4||+2||+4||Bloodline feat, draconic skin (+1, resist 20)|
|8||+5||+4||+3||+4||Ability boost (Con +2, Int +2), wings|
|9||+6||+5||+3||+5||Breath weapon (+1d8), dragon weaponry (energy), blood’s spell (3/day)|
|10||+7||+5||+3||+5||Blindsense 60 ft., dragon apotheosis|
The dragon-blooded’s class skills (and the key ability for each skill) are Diplomacy (Cha), Fly (Dex), Knowledge (all; each skill taken individually) (Int), Perception (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
All of the following are class features of the dragon-blooded prestige class.
- Weapon and Armor Proficiency: Dragon-blooded gain no proficiency with any weapon or armor.
- Heritage of Dragons: At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances, spell-like abilities, and deal damage based on your dragon type, as noted on the following table.
|Dragon Type||Energy Type||Breath Shape||Spell-Like Ability|
|Black||Acid||60-foot line||Speak With Animals|
|Blue||Electricity||60-foot line||Ghost Sound|
|Red||Fire||30-foot cone||Detect Magic|
|White||Cold||30-foot cone||Fog Cloud|
|Brass||Fire||60-foot line||Speak With Animals|
|Bronze||Electricity||60-foot line||Create Food and Water|
|Silver||Cold||30-foot cone||Feather Fall|
- Draconic Skin (Ex): At 1st level, a dragon-blooded gains resistance 5 against his energy type and a +1 natural armor bonus. At 4th level, his energy resistance increases to 10 and natural armor bonus increases to +2. At 7th level, his energy resistance increases to 20 and natural armor bonus increases to +3.
- Dragon Weaponry (Su): At 1st level, a dragon-blooded can grow claws and fangs as a free action. These are treated as natural weapons, allowing him to make two claw attacks and one bite attack as a full attack action using his full base attack bonus. Each claw deals 1d4 points of damage plus his Strength modifier (1d3 if the dragon-blooded is Small). His bite deals 1d6 points of damage (1d4 if the dragon-blooded is Small), plus 1–1/2 times his Strength modifier. A dragon-blooded can use these natural attacks for a number of rounds per day equal to the dragon-blooded’s level + his Charisma modifier. These rounds do not need to be consecutive.
At 5th level, these natural attacks are considered magic weapons for the purpose of overcoming DR. In addition, the damage increases by one step.
At 9th level, these natural weapons deal an additional 1d6 points of damage of the dragon-blooded’s energy type on a successful hit.
A dragon-blooded may take the Greater Weapon Focus, Greater Weapon Specialization, and Weapon Specialization feats for claw and bite attacks as if his dragon-blooded levels were fighter levels; dragon-blooded levels stack with fighter levels for qualifying for these feats.
- Blood’s Spell (Sp): A dragon-blooded develops limited magical abilities. He gains the use of a spell-like ability determined by his dragon type (see Table: Heritage of Dragons – dragon types). A dragon-blooded can use this ability 1/day at 1st level. He gains an additional use per day at 5th and 9th levels. A dragon-blooded’s caster level is equal to his class level.
- Ability Boost (Ex): As a dragon-blooded gains levels in this prestige class, his ability scores increase as noted on Table: Dragon-blooded. These increases stack and are gained as if through level advancement.
- Bloodline Feat: At 3rd level, and again at 7th level, a dragon-blooded receives one bonus feat, chosen from a list available to draconic bloodline sorcerers. The dragon-blooded must meet the prerequisites for these bonus feats.
- Breath Weapon (Su): At 3rd level, a dragon-blooded gains a breath weapon. This breath weapon deals 1d8 points of damage + the dragon-blooded’s level + his Charisma modifier. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + the dragon-blooded’s level + his Charisma modifier. The shape of the breath weapon and type of damage depend on the dragon type (see Table: Heritage of Dragons – dragon types). At 3rd level, a dragon-blooded can use this ability twice per day, but no more than once every 2d4 rounds. At 6th level, the breath weapon damage dice increases by +1d8, and the dragon-blooded can use this ability at will (but still no more than once every 2d4 rounds). At 9th level, the damage increases by another +1d8.
- Blindsense (Ex): At 5th level, the dragon-blooded gains blindsense with a range of 30 feet. Using nonvisual senses the dragon-blooded notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the dragon-blooded cannot see still has total concealment against him, and the dragon-blooded still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
- Wings (Ex): At 7th level a dragon-blooded grows a set of draconic wings. Unless the dragon-blooded has a better fly speed, he can fly at twice his base land speed (average maneuverability).
- Dragon Apotheosis: At 10th level, a dragon-blooded becomes part dragon. He is forevermore treated as a dragon rather than as a humanoid (or whatever his creature type was) for the purpose of spells and magical effects. His breath weapon can now be used once every 1d4 rounds. He gains a +4 bonus to Strength and a +2 bonus to Charisma and Constitution. His natural armor bonus increases to a total of +4. The dragon-blooded acquires low-light vision, darkvision 60 ft., immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon.
The negative effects of aging are removed retroactively as the dragon-blooded is reborn as a young adult half-dragon. He even re-grows any lost limbs or organs. The dragon-blooded’s aging seems to stop as his life span now matches that of his dragon type (unless his happens to be longer). The dragon-blooded still acquires bonuses from aging at his original rate; he will eventually receive the minuses for aging, but at a much slower rate.
The Whispering Herald
While the call of the Whispering Tyrant has not been heard for generations, denizens of the Hold of Belkzen still tell tales of the glorious slaughter and the fear the entire world held of great orc armies under the Whispering Tyrant’s banner. Some warlords can channel these fearful myths into battle rages that envelop their followers, even as they demoralize all who dare face them in battle. The orc of Belkzen who can command these powers of persuasion and magic is rare, but he is feared and admired wherever he holds sway.
Role: Whispering heralds are leaders that raise the effectiveness of bands of warriors, driving them with fear to heights of martial prowess. While a whispering herald has the ability to fight, he is usually best at whipping his allies into a frenzy as his enemies are overcome with dread. Many spellcasting classes are capable of becoming whispering heralds, but the importance of Charisma and early access to the rage spell make the bard class a particularly good choice, often with levels in a fighting class.
Alignment: Most whispering heralds are evil, inflicting fear on enemies and allies alike in the pursuit of power. Their reliance on emotion rather than training or planning means they tend not to be lawful.
Hit Die: d8.
To qualify to become a whispering herald, a character must fulfill all of the following criteria.
- Base Attack Bonus: +5.
- Feats: Dazzling Display, Weapon Focus (any weapon).
- Spells: Ability to cast rage.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||Spellcasting|
|2nd||+1||+1||+1||+1||Tyrant’s own||+1 level of existing spellcasting class|
|3rd||+2||+2||+1||+2||Fearful projection||+1 level of existing spellcasting class|
|4th||+3||+2||+1||+2||Undying rage||+1 level of existing spellcasting class|
|5th||+3||+3||+2||+3||Whispers of glory||–|
The whispering herald’s class skills are Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics (Int), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
All of the following are class features of the whispering herald prestige class.
- Weapon and Armor Proficiency: Whispering heralds gain no proficiency with any weapons or armor.
- Spells per Day: At the indicated levels, a whispering herald gains new spells per day as if he had also gained a level in a 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 whispering herald, he must decide to which class he adds the new level for purposes of determining spells per day.
- Fearful Rage (Ex): When the whispering herald uses the Dazzling Display feat, it affects enemies as normal. In addition, allies within 30 ft. (including the herald) can choose to gain the effects of the rage spell. A fearful rage lasts for one round, plus an additional round for every 5 point by which the whispering herald’s Intimidate check beat an affected ally’s demoralize DC (10 + the target’s HD + the target’s Wisdom modifier). This ability can be used a number of times per day equal to 3 + the whispering herald’s Charisma modifier.
- Tyrant’s Own (Su): At 2nd level, while under the effects of a fearful rage the whispering herald and his allies are not seen as threats by the undead. Treat this as the hide from undead spell, except the effect is not broken if an affected character attacks a non-undead creature. The save DC for this effect is 10 + 1/2 the herald’s character level + his Charisma modifier. Each new fearful rage begins a new hide from undead effect.
- Fearful Projection (Ex): At 3rd level, when using the Dazzling Display feat, the whispering herald can affect enemies and allies within 60 feet.
- Undying Rage (Su): At 4th level, the whispering herald’s allies—but not the herald himself—ignore the disabled, dying, and dead conditions while under the effects of fearful rage. They suffer the full effects of these conditions when the fearful rage ends.
- Whispers of Glory (Su): At 5th level, while under the effects of fearful rage, the whispering herald and his allies are also affected as by the greater heroism spell.
The Crone Disciple
When the mists roll in from the bogs and the moon goes dark, the simple folk living on the edges of civilization huddle together in fear. They know full well that on nights like these, the dreaded hags creep the land. Old yarns and legends abound; some claim hags were once ordinary women, which is more truth than any could know.
Role: The crone disciple combines the spellcasting ability of an arcane class with the strength and savagery of a hag.
Alignment: Crone disciples must be chaotic, as they assume the capriciousness of a hag. They may not be good.
Hit Dice: d8.
- Race: Any humanoid.
- Gender: Female.
- Alignment: Chaotic Neutral or Chaotic Evil only.
- Skills: Knowledge (arcana) 5 ranks.
- Spellcasting: The ability to cast 3rd-level arcane spells.
- Special: Must have the ability to join a coven (e.g. from the witch coven hex).
|Level||Base Attack Bonus||Fort||Ref||Will||Special||Spellcasting|
|1st||+0||+0||+1||+1||Hag hexes, natural armor increase (+1)|
|2nd||+1||+1||+1||+1||Ability boost (Str +2), darkvision, hag’s claws||+1 level of existing arcane spellcasting class|
|3rd||+2||+1||+2||+2||Hag talent||+1 level of existing arcane spellcasting class|
|4th||+3||+1||+2||+2||Ability boost (Str 1)||+1 level of existing arcane spellcasting class|
|5th||+3||+2||+3||+3||Spell resistance (5)|
|6th||+4||+2||+3||+3||Ability boost (Str +2)||+1 level of existing arcane spellcasting class|
|7th||+5||+2||+4||+4||Natural armor increase (+1)||+1 level of existing arcane spellcasting class|
|8th||+6||+3||+4||+4||Ability boost (Str +2)||+1 level of existing arcane spellcasting class|
|9th||+6||+3||+5||+5||Spell resistance (10)|
|10th||+7||+3||+5||+5||Hag transformation||+1 level of existing arcane spellcasting class|
The crone disciple’s class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Ranks per Level: 2 + Int modifier.
All of the following are class features of the crone disciple prestige class.
- Weapon and Armor Proficiency: Crone disciples gain no proficiency with any weapon or armor.
- Spells per Day: At the indicated levels, a crone disciple gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding 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 a character had more than one arcane spellcasting class before becoming a crone disciple, she must decide to which class she adds the new level for purposes of determining spells per day.
- Hag Hexes: When determining the save to resist a crone disciple’s hexes, her levels in crone disciple stack with levels in any class which grants hexes.
- Natural Armor Increase (Ex): As a crone disciple takes on more and more of the hag’s physical aspect, her skin shifts and hardens. At 1st, 4th, and 7th level, a crone disciple gains an increase to her existing natural armor (if any). These armor bonuses stack.
- Ability Boost (Ex): As a crone disciple gains levels in this prestige class, her ability scores increase. These increases stack and are gained as if through level advancement.
- Darkvision (Ex): At 2nd level, a crone disciple gains darkvision with a range of 60 ft. If
she already has darkvision, the range increases by 30 ft.
- Hag’s Claws (Ex): At second level, the crone disciple’s nails become hard as steel. This allows her to make two claw attacks as a full attack action using her full base attack bonus. Each claw deals 1d4 points of damage plus Strength modifier (1d3 if she is Small).
- Hag Talent (Ex): At 3rd level, the crone disciple begins her transformation. She chooses one type of hag and gains an associated ability. Her choices are Annis (grab special attack), Green (ability to mimic the sounds of any animal), or Sea (ability to breathe and freely cast spells underwater).
- Spell Resistance (Su): At 5th level, the crone disciple gains spell resistance equal to 5 plus character level. At ninth level this increases to 10 plus character level.
- Hag Transformation: At 10th level, the crone disciple completes her transformation. She gains all the special attacks, qualities, and spell-like abilities of the hag chosen for her hag talent, as well as the monstrous humanoid type. All spell-like abilities are at the crone disciple’s caster level, and abilities based on HD use her crone disciple level. She is now considered a true hag.
All Pathfinders are explorers of uncivilzed frontier lands and are familar with the dangers it poses to travelers. However there are those among the Pathfinders who go beyond a mere familiarity with the wild lands. Rather than seeking wild places and ancient ruins for the sake of knowledge or personal gain, for these individuals it becomes a way of life. These are the pathwardens. Pathwardens see themselves as guardians of the fringes, guiding and moderating the expansion of civilization into the wild. They patrol the places no one else dares, and keep safe the remote paths and roadways of the frontier. The life of a pathwarden is one of constant change as they wander the wilderness seeking to fufill their self-appointed duties.
Role: The Pathwarden is the quintessential scout, versatile, flexible, and constantly on the move. Rangers and Inquisitors who worship Desna make up the majority of the pathwardens, though a number of bards are drawn to the class due to their wandering lifestyle, and a few barbarians and monks also find their way to the pathwardens, augmenting their already impressive speed. An inordinate number of spherewalkers also choose to become pathwardens.
Alignment: Because of their dedication to protecting others from the dangers of the wild, all pathwardens must be of good alignment.
Hit Dice: d8.
- Alignment: Any Good
- Feats: Run
- Skills: Knowledge (geography) 3 ranks, Perception 7 ranks, Survival 3 ranks
- Spellcasting: Able to cast 1st level spells.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||Spellcasting|
|1st||+0||+1||+1||+0||Fast Movement +5 ft., Sure Stride|
|2nd||+1||+1||+1||+1||Bonus Feat||+1 level of existing spellcasting class|
|3rd||+2||+2||+2||+1||Fast Movement +10 ft., Nature’s Grace||+1 level of existing spellcasting class|
|4th||+3||+2||+2||+1||Bonus Feat||+1 level of existing spellcasting class|
|5th||+3||+3||+3||+2||Fast Movement +15 ft., Introspection|
The pathwarden’s class skills (and the key ability for each skill) are Climb (Str), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
All of the following are class features of the pathwarden prestige class.
- Weapon and Armor Proficiency: Pathwardens are proficient with all simple weapons, and with shortbows and longbows (including composite varieties). They are proficient with the use of light armor, but not with shields.
- Spells per Day: At the indicated levels, a pathwarden gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding 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 a character had more than one spellcasting class before becoming a pathwarden, she must decide to which class she adds the new level for purposes of determining spells per day.
- Fast Movement (Ex): At 1st level, and every two levels thereafter, a pathwarden’s base land speed increases by +5 feet. This benefit applies only when the pathwarden is wearing light or no armor, and is not carrying a heavy load.
- Sure Stride (Ex): A pathwarden has an uncanny knack for picking out the easiest route through areas of uneven ground. A pathwarden’s movement is not hampered by difficult terrain (including magical effects that create difficult terrain). The pathwarden may run, charge, and take 5-foot steps while in areas of difficult terrain.
- Bonus Feats: At 2nd level, and again at 4th level, the Pathwarden gains a bonus feat which must be selected from the following list: Acrobatic, Alertness, Animal Affinity, Athletic, Diehard, Endurance, Far Shot, Improved Critical (longbow or shortbow), Improved Initiative, Improved Precise Shot, Iron Will, Lightning Reflexes, Manyshot, Natural Spell, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (any pathwarden class skill), Stealthy, Toughness, or Weapon Focus (longbow or shortbow). The pathwarden must meet all of the prerequisites for the selected feat.
- Nature’s Grace (Ex): At 3rd level, a pathwarden moves with a fluid grace that is haunting to behold. She gains a +2 dodge bonus to Armor Class, Combat Maneuver Defense, and Reflex saves in any round during which she moves at least 30 feet.
- Introspection (Su): At 5th level, a pathwarden can seek out a specific location of great beauty or latent power. By entering an introspective meditative state at that site, the pathwarden can infuse her spirit and body with that site’s magical energies, gaining a permanent benefit in the process.
Introspection requires eight hours of uninterrupted meditation. The benefits granted by introspection is a permanent supernatural quality. A pathwarden may choose to replace this special quality at any time by performing a new introspection at a different site. She may have no more than one introspection active at any time.
The types of introspection benefits a pathwarden can gain depend on the site, as follows:
- Animal: Meditation in the den of a living animal of CR 7 or greater grants the pathwarden a +2 insight bonus to Dexterity.
- Cavern: Meditation in a cavern at least one mile underground grants the pathwarden darkvision to a range of 60 feet, or adds 60 feet to the range of the pathwarden’s darkvision if she already possesses that ability.
- The Worldwound: Meditation within the demon-haunted Worldwound grants the pathfinder spell resistance equal to 10 + her character level against spells and spell-like abilities cast by evil outsiders.
- Dragon’s Lair: Meditation in a dragon’s lair, while the dragon is alive and present, grants the pathwarden a +1 increase to her natural armor. The dragon must be of at least Large size and must remain within 60 feet of the pathwarden at all times.
- Glacier: Meditation on a glacier grants cold resistance 30.
- Lake: Meditation while afloat on a lake of at least 1000 feet depth grants the pathfinder a +2 insight bonus on Will saving throws.
- Gallowspire: Meditation near the Gallowspire grants the pathwarden immunity to energy drain effects.
- Mountains: Meditation at the peak of a mountain of at least 12000 feet elevation grants the pathwarden a +2 inherent bonus to Constitution.
- Ocean: Meditation while floating on the ocean and out of sight of any land grants the pathwarden a +2 insight bonus on all Fortitude saves.
- River: Meditation while afloat on a river that is at least 100 miles long grants the pathwarden a +2 insight bonus on Reflex saves.
- The Irespan: Meditation while within the Irespan in Magnimar grants the pathwarden immunity to poison.
- Storm: Meditation on a mountaintop or treetop in the midst of a storm grants the pathwarden electricity resistance 30. The storm must last for the entire duration of the introspection. Many pathwardens make a pilgrimage to the Eye of Abendego for this purpose.
- Tree: Meditation at the base of the largest tree in a particular forest (minimum 100 feet in height) grants the pathwarden a +2 inherent bonus to Strength.
- Volcano: Meditation within the caldera of an active volcano grants the pathwarden fire resistance 30.
The so-called high handcrafters are the leaders of the Golemworks, the core of Magnimar’s magical construct industry. Although all high handcrafters recognize the Foreman as the central leader of the organization, the Golemworks promotes freedom of thought and responsible action among all its members. According to this philosophy, all high handcrafters, including the Foreman, consider themselves peers. Less than a dozen high handcrafters are known to exist, and new ones are appointed exclusively in a mysterious hideout known as the Hall of Carvings, believed to be somewhere within the Irespan. Although they focus largely on the creation of constructs, the Golemworks considers excellence in any kind of craft as a way to achieve a superior state of efficiency and morality.
Role: High handcrafters are expected to be intelligent, able, and versatile artisans more than powerful adventurers. The high handcrafters gain a variety of benefits which all manner of spellcasters may find useful. Moreover, high handcrafters gain access to the Hall of Carvings and the unconditional support of their peers.
Alignment: Following a philosophy of excellence and responsibility in their actions, all high handcrafters must be good aligned.
Hit Dice: d8.
- Alignment: Any Good.
- Feats: Skill Focus (any 2 Craft skills), Craft Construct
- Skills: Any 2 Craft skills 6 ranks each (must be the same skills for which he has the Skill Focus feat), Knowledge (engineering) 6 ranks
- Languages: Terran
- Special: Must be sponsored by an active member of the Golemworks, who must lead the aspiring character to the Hall of Carvings beneath the Irespan to meditate before the Earth Pool for an hour.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||Spellcasting|
|1st||+0||+1||+0||+1||Improved Skill Focus, Planned Save +1|
|2nd||+1||+1||+1||+1||Earth Channeling||+1 level of existing spellcasting class|
|3rd||+2||+2||+1||+2||Earth Talisman, Planned Save +2||+1 level of existing spellcasting class|
|4th||+3||+2||+1||+2||Summon Earth Elemental||+1 level of existing spellcasting class|
|5th||+3||+3||+2||+3||Improved Earth Talisman, Planned Save +3||+1 level of existing spellcasting class|
The high handcrafter’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), and Profession (Wis).
Skill Ranks per Level: 6 + Int modifier.
All of the following are class features of the high handcrafter prestige class.
- Weapon and Armor Proficiency: High handcrafters gain no additional proficiency with weapons or armor.
- Spells per Day: At the indicated levels, a +1 level of existing spellcasting class gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding 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 a character had more than one spellcasting class before becoming a +1 level of existing spellcasting class, she must decide to which class she adds the new level for purposes of determining spells per day.
- Improved Skill Focus (Ex): When a high handcrafter takes the Skill Focus feat, he gains a +4 bonus to the selected skill (or +8 if he has 10 or more ranks), rather than the usual +3 bonus.
- Planned Save (Ex): A high handcrafter gains a +1 bonus on all saving throws made against something that would be expected. If a high handcrafter makes a Spellcraft check to identify a spell being cast, he gains the bonus to his save against it. The same bonus applies if the high handcrafter is doing an obviously dangerous task, such as opening a treasure chest suspected to be trapped. He also gains the bonus against any monster special attacks that he understands and expects (by making a successful Knowledge check to identify the creature). This bonus increases by +1 every odd level, to a maximum of +3 at 5th level.
- Earth Channeling (Su): At 2nd level, the high handcrafter gains Elemental Channel as a bonus feat. He may only use this ability to heal or harm creatures with the Earth subtype, but it otherwise works exactly as the cleric’s channel energy ability. The amount of damage inflicted or healed by this ability is equal to 1d6 per high handcrafter level (to a maximum of 5d6 at 5th level). Creatures harmed by this ability are allowed a Will save (DC 10 + the high handcrafter’s level + the high handcrafter’s Int modifier) for half damage. A high handcrafter may use earth channeling a number of times per day equal to 1 + his Intelligence modifier.
This ability does not stack with any other channeling ability the high handcrafter may have.
- Earth Talisman (Sp): At 3rd level, the high handcrafter gains an earth talisman, a small masterwork tool (often a chisel, hammer, or spade) infused with the power of the Plane of Earth. While holding, wearing, or wielding this tool, the high handcrafter can cast any one of the following spells as a spell-like ability: heat metal, make whole, resist energy, shatter, soften earth and stone, or stone shape. The high handcrafter can choose which spell to cast each time he activates this ability, and all spell-like abilities are cast at a caster level equal to his character level. The high handcrafter can activate his earth talisman a number of times per day equal to 1 + his Intelligence modifier.
- Summon Earth Elemental (Sp): At 4th level, the high handcrafter can expend a use of his earth talisman to summon 1 Large Earth Elemental, 1d3 Medium Earth Elementals, or 1d4+1 Earth Mephits as per the summon monster spell.
- Improved Earth Talisman (Sp): At 5th level, the high handcrafter’s earth talisman grants him a +2 bonus on all Craft skill checks (even on Craft skills where the tool would be inappropriate). In addition, he adds the following spells to the list of spells he can cast when using his earth talisman ability: fabricate, lesser planar binding (creatures with the Earth subtype only), major creation, transmute mud to rock, transmute rock to mud, and wall of stone.