TEXT: Prestigious
  Variants Volume I
  A - B Prestige Classes
  #110
  
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  Player Paraphernalia #110 Prestigious Variants Volume I, A - B Prestige Classes 
  © 2017, The Knotty-Works; Author: John Buckley.
  Some artwork derrived from images found at the British Library’s Digital Collection  
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  1
  Player Paraphernalia #110
  By The Knotty-Works
  Welcome to issue one hundred and ten of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).   This issue 
  introduces the concept of  the Variant Prestige Class.  
  Taking a page from Paizo’s Pathfinder UnchainedTM 
  Variant Multiclassing, the variant prestige class 
  grants features of  a prestige class while allowing 
  the character to focus on a single class.
  Variant Prestige Classes
  The concept of granting class features as 
  feats was an interesting and viable means of 
  allowing players to develop characters that 
  gain some features of another class without 
  restricting the full progression of the original 
  chosen class.
  Variant prestige classes takes that same idea 
  and presents alternate means to obtaining 
  prestige class features without sacrificing the 
  ability to fully progress in a single class.  As 
  with normal prestige classes, variant prestige 
  classes have certain requirements that must 
  be met before the character may choose 
  to take the variant prestige class, though 
  generally more relaxed than the actual 
  prestige class.
  The variant prestige class uses the same 
  progression as the variant multiclassing 
  rules presented in Pathfinder UnchainedTM. 
  The character does not have to choose to 
  take the prestige class until 3rd level, at 
  which point the 3rd level feat may 
  be swapped out for the first feature for the 
  variant prestige class.  Once chosen, the 
  character must swap out his 7th, 11th, 15th, and 
  19th level feats for the variant features of the 
  prestige class.
  Arcane Archer
  While nearly anyone can learn to accurately 
  fire the bow or crossbow, the arcane archer 
  learns to imbue his shots with small bits of 
  arcane energy to enhance his shots.
  Alignment:  Arcane archers may be of any 
  alignment.
  Requirements
  Point Blank Shot and either Precise Shot or 
  the ability to cast 1st level arcane spells.
  Variant Features
  Enhanced Arrows (Su):  At 3rd level, any arrow 
  or bolt fired by the arcane archer gains a 
  +1 enhancement bonus and is treated as 
  magic in regards to damage reduction.  The 
  effect does not occur until the arcane archer 
  actually fires the weapon, he cannot use this 
  ability to grant someone else an enhanced 
  arrow or bolt. 
  Unlike normal magical ammunition, the 
  enhancement bonus does stack with any 
  enhancement bonus from the projectile 
  weapon, though a maximum +5 bonus may 
  be granted.
  
  2
  Elemental Arrows (Su):  At 7th level, the arcane 
  archer may choose to grant his arrows one 
  of the following elemental special abilities 
  as a free action: flaming, frost, or shock.  This 
  ability is in addition to the +1 enhancement 
  granted at 3rd level.
  Far Reaching Arrows (Su):  At 11th level, the 
  arcane archer’s arrows are treated as having 
  the distance special ability.
  Seeker Arrows (Su):  At 15th level, the arcane 
  archer may fire an arrow at a known target 
  within range that will travel unerringly 
  while avoiding obstacles.  The shot ignores 
  concealment or cover modifiers as long as the 
  target is within range and is not completely 
  blocked off from the arrow.  This is a standard 
  action, and only one arrow may be used for 
  this ability.  The arcane archer may use this 
  ability a number of times per day equal to 3 
  + his Intelligence modifier.
  Phase Arrows (Su):  At 19th level, the arcane 
  archer may fire a single arrow as a standard 
  action at a known target within range, 
  traveling on a straight path that magically 
  passes any non-magical barrier within its 
  path.  The arrow ignores concealment, 
  cover, armor, and shield modifiers.  The 
  arcane archer may use this ability 3 times per 
  day.
  Arcane Trickster
  While nearly anyone can learn to accurately 
  fire the bow or crossbow, the arcane archer 
  learns to imbue his shots with small bits of 
  arcane energy to enhance his shots.
  Alignment:  Arcane tricksters can be any 
  nonlawful alignment.
  Requirements
  Bluff 3 ranks and Disable Device or Sleight of 
  Hand 3 ranks, ability to cast Mage Hand.
  Variant Features
  Ranged Legerdemain (Su):  At 3rd level, the 
  arcane trickster may use either the Disable 
  Device or Sleight of Hand skill in conjunction 
  with his Mage Hand.  The DC of any task 
  completed this way is increased by 
  5, plus an additional 5 for every 10 ft. beyond 
  25 ft.  Weight restrictions for Mage Hand still 
  apply and only skills in which the arcane 
  trickster has at least 1 rank can be used with 
  this ability.
  Distracting Attack (Ex):  At 7th level, the arcane 
  trickster may make attempt to feint a single 
  opponent within 30 ft. as a move action.  If 
  the arcane trickster doesn’t have a class 
  feature that grants precision damage (i.e. 
  sneak attack), this feature also grants them 
  the ability to cause +1d6 points of damage 
  against the opponent feinted with this ability.  
  The arcane trickster may use this ability once 
  a day, plus one additional time per day at 
  11th level and every four levels thereafter 
  (maximum 4/day at 19th level).
  Trickster’s Touch (Su):  At 11th level, the arcane 
  trickster may cast 3 spells per day without 
  verbal or somatic components.  The spell is 
  treated as if enhanced by the Silent Spell 
  and Still Spell metamagic feats.  The arcane 
  trickster does not have to know either feat 
  and the spell’s effective level is not changed.  
  Using this feature is a free action.  The arcane 
  trickster gains one additional use per day at 
  15th and 19th level.
  Obscuration (Su):  At 15th level, the arcane 
  trickster may become invisible (as the Greater 
  Invisibility spell) as free action.  He can remain 
  invisible a total number of rounds per day 
  equal to his class level, though they need not 
  be consecutive.  The arcane trickster uses his 
  class level as his effective caster level for this 
  ability.
  Trickster’s Spell (Su):  At 19th level, the arcane 
  trickster may choose to feint a spell as a move 
  action.  The arcane trickster makes a single 
  bluff check, and uses that to compare the DC 
  for each target that may be impacted by his 
  spell.  If the arcane trickster’s feint succeeds, 
  targets are denied their dexterity bonus for 
  Reflex saves or touch AC as required by the 
  spell.  Will saves are also impacted, and those 
  successfully feinted by the arcane trickster 
  may not add their Wisdom modifier to their 
  Will save.
  
  3
  Assassin
  Murder for hire–while many find it distasteful–
  can be profitable and necessary evil in more 
  evolved societies.  While anyone can kill 
  another, the assassin does it with deliberate 
  forethought 
  and 
  finesse, 
  understanding 
  that discretion is the best way to get repeat 
  business.
  Alignment
  The assassin must be evil in alignment.
  Requirements
  Disguise or Stealth 3 ranks, cause at least 
  +1d6 points of precision damage (i.e. sneak 
  attack).
  Variant Features
  Poison Use (Ex):  The assassin is trained in 
  the use of poison at 3rd level.  He cannot 
  accidentally poison himself when applying 
  poison to a weapon.  
  In addition, the assassin continually samples 
  his wares to build up his immunities and 
  gains a +1 resistance bonus versus poisons 
  beginning at 3rd level, increasing by +1 every 
  four levels thereafter.
  Deadly Strike (Ex):  At 7th level, the assassin 
  may attempt to kill or paralyze a victim he 
  has studied before making the death blow 
  with a melee attack.  The assassin must 
  study his intended victim for 3 consecutive 
  rounds, spending a standard action each 
  round before attempting to strike the victim.  
  If the target detects the assassin’s presence 
  or perceives him as an enemy, the assassin 
  may not use the deadly strike (though sneak 
  attack damage is still possible if the victim 
  is denied his Dexterity or is flanked).  If the 
  assassin manages to elude detection as 
  such and successfully strikes the victim, it 
  is allowed a Fortitude save (DC 10 + the 
  assassin’s class level + Intelligence modifier) 
  to avoid the effect of the deadly strike.  If the 
  saving throw fails, the victim either becomes 
  paralyzed for 1d6 rounds plus 1 round per 
  level of the assassin or it is struck dead. 
  A successful saving throw results in a normal 
  sneak attack.
  Creatures immune to precision (sneak attack) 
  damage cannot be affected by this ability.  
  If the attack is not successful, or the victim 
  succeeds in the saving throw, the assassin 
  must spend another 3 rounds studying the 
  target before he may attempt the deadly 
  strike again.
  True Death (Su):  Beginning at 11th level, 
  those killed by the assassin tend to stay that 
  way.  Anyone attempting to raise a victim 
  of the assassin from the dead must make a 
  caster level check with a DC equal to 15 + 
  the assassin’s class level. If the check fails, 
  the spell fails and the material component 
  is wasted.  Casting Remove Curse on the 
  dead first ends the effect of this ability, but 
  the caster of the Remove Curse must also 
  make a caster level check with a DC + the 
  assassin’s class level.
  Silent Strike (Ex):  At 15th level, the assassin 
  learns how to hide his deadly strike from 
  others.  Whenever he uses his deadly strike 
  to successfully kill or paralyze his victim, he 
  may make a Stealth check as a free action 
  (opposed by the Perception of those within 
  the vicinity) to prevent them from identifying 
  him as the killer.  If successful, those around 
  him will not notice the death until the 
  beginning of his next turn.
  Swift Death (Ex):  At 19th level, the assassin may 
  use his deadly strike against a foe without 
  studying it before hand.  The victim must still 
  not perceive the attack or that the assassin is 
  a threat and susceptible to the sneak attack 
  damage.
  Battle Herald
  The tide of battle can easily be turned with 
  the inspiration of the troops, overcoming 
  even the greatest of odds.  The battle herald 
  is trained both in battle and leadership, 
  providing both direction and motivation as 
  necessary to spur on his allies to overcome 
  nearly any obstacle.
  
  4
  Alignment
  The battle herald may be of any alignment.
  Requirements
  Diplomacy or Perform (oratory) 3 ranks and 
  one of the following class features: aura of 
  courage, challenge, or inspire courage.
  Variant Features
  Inspired Command (Ex):  At 3rd level, the 
  battle herald may inspire courage (as the 
  bardic performance ability).  If the character 
  is a bard, he adds 2 additional rounds of 
  bardic performance per day, but they must 
  be used to perform inspire courage.  If the 
  character is not a bard, he initially grants as +1 
  morale bonus versus charm and fear effects 
  and a +1 competence bonus to attack and 
  weapon damage rolls.  This bonus increases 
  by +1 every five levels thereafter (maximum 
  of +4 at 18th level).  Characters that are not 
  bards may use this feature a total number of 
  rounds per day equal to their class level.
  The battle herald’s inspired command also 
  grants the morale bonus to allies CMD and 
  Fortitude saves.
  As the bardic performance, this feature 
  requires both audible and visual requirements 
  and if the battle herald cannot be seen or 
  heard then the ally gains no benefit from 
  it.  If the battle herald is deaf, there is a 20% 
  chance that this effect fails to inspire others.
  Forceful Command (Ex):  At 7th level, the 
  battle herald’s command can be clearly 
  heard over the clash of steel, gaining a 
  +2 bonus with Diplomacy and Intimidate 
  checks as long as the recipient understands 
  the battle herald’s language.
  The battle herald may share one chosen 
  teamwork feat with allies as a standard 
  action, granting all allies within 30 ft. the 
  effects of the feat for 3 rounds as the cavalier’s 
  tactician class feature.  If the character is a 
  cavalier, he gains one additional use of his 
  tactician feature per day.
  Victory Banner (Ex):  At 11th level, the battle 
  herald inspires allies within 60 ft. by 
  waving her battle standard.  This functions 
  as the cavalier’s banner feature, granting 
  allies within 60 ft. a +2 morale bonus versus 
  fear based effects and  +1 morale bonus on 
  charge based attacks as long as the banner is 
  clearly visible and carried by the battle herald.
  If the battle herald is a cavalier, the effective 
  range of the cavalier’s banner feature 
  extends to 90 ft.
  Once a day, the battle herald may use 
  his banner to inspire greatness in others as 
  the bardic performance feat.  Use of this 
  performance consumes time from his Inspired 
  Command feature (or bardic performance if 
  the battle herald is a bard) equal to 2 rounds 
  per round.  He may grant the benefits of this 
  effect up to a number of allies equal to his 
  Charisma modifier (minimum of 1).
  Brilliant Command (Ex):  At 15th level, the battle 
  herald’s inspired command  also grants the 
  morale bonus to Will saves and concentration 
  checks.  If the battle herald becomes 
  incapacitated 
  (dazed, 
  killed, 
  paralyzed, 
  stunned, or unconscious), the effect of the 
  inspired command continues for a number of 
  rounds equal to the battle herald’s Charisma 
  modifier (minimum of 1) as long as she has 
  enough inspired command to grant the 
  bonus.  If the battle herald intentionally ends 
  the effect, the bonuses granted from the 
  inspired command immediately end.
  Deadly Inspiration (Ex):  At 19th level, the 
  battle herald’s inspired command also 
  grant allies (as well as himself) within 30 ft. 
  the benefits of the Diehard feat.  Allies that 
  remain conscious while at negative hit points 
  continue to gain the bonuses of the battle 
  herald’s inspired courage.
  If the battle herald is killed in battle, allies 
  within 60 ft. that see the battle herald fall 
  gain the effects of the inspired command for 
  an additional number of rounds equal to the  
  battle herald’s Charisma modifier (minimum 
  of 1), even if the battle herald was not using 
  the inspired command.  If the battle herald 
  was using the inspired command, these 
  additional rounds stack with the rounds 
  granted from the battle herald’s brilliant 
  command feature.
  
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