Guild Adventurer (3.5e Prestige Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
Adventuring guilds have been around almost as long as adventuring has. With their trophy rooms full of pipe-smoking lecturers and living icons, here is where true greatness can be learned. The Guild Adventurer prestige class represents those who spend their time among such stalwarts learning from the best and the lucky. Guild Adventurers purposely listen to hours of drudge to pick up hints and secrets that the elite care to drop from time to time to those who look up to them. The rare occasion is when a young Guild Adventurer gets to follow an old one on "One of his last forays into the Unknown!"
- Skills: Must have at least 3 Knowledge skills with 8 ranks each.
- Feats: Must have any 3 of the following Feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Toughness (or Improved Toughness).
- Special: Must join an adventurer's guild and complete a "harrrowing" quest for some famous nick-nack or gew-gaw that you donate to the Guild's trophy room.
Behold! I give you the Tome of Nortwiller the Third: The Wartticus! World famous for his Wart Removal Spells!
| Base Attack
|Special||Spells per Day|
|1st||+0||+1||+1||+1||Skill Focus, Keep Ability|
|2nd||+1||+2||+2||+2||Guild Skill||+1 Caster/Manifester Level (Arcane, Divine, or Psionic) or Spellcasting Bonus*|
|4th||+3||+3||+3||+3||Bonus Feat||+1 Caster/Manifester Level (Arcane, Divine, or Psionic) or Spellcasting Bonus*|
|6th||+4||+4||+4||+4||Guild Secret||+1 Caster/Manifester Level (Arcane, Divine, or Psionic) or Spellcasting Bonus*|
Class Skills (4 + Int modifier per level)
Proficiencies: The Guild adventurer gains no armor proficiencies, but does gain a single martial or exotic weapon proficiency of his choice.
Bonus Feat: At the 4th and 7th level the Guild Adventurer gains a bonus feat. This feat can be any feat he qualifies for.
Guild Skill(Ex): The Guild Adventurer can choose at 2nd and 5th levels to gain either the Evasion ability or the Uncanny Dodge ability. If they already have both feats, they may choose either Improved Evasion or Improved Uncanny Dodge.
Guild Secret(Su): At 3rd and 6th level the Guild Adventurer can choose a Guild Secret feat. Ignore any prerequisites these feats may normally have.
- Attune Magic Weapon (Ebberron Campaign Setting)
- Extra Rings (Ebberron Campaign Setting)
- Wand Mastery (Ebberron Campaign Setting)
- Double Wand Wielder (Complete Arcane)
- Wandstrike (Complete Arcane)
- Delay Potion (Complete Mage)
- Magic Device Attunement (Complete Mage)
Keep Ability (Ex): Upon taking his first level as a Guild Adventurer, they may choose a single (non-prestige) class ability that increases with level and apply it to their prestige class. An example would be a Monk's Unarmed Damage progression. If they had levels in monk and chose that as their ability to keep then for each level of Guild Adventurer they took that ability would increase as normal. This aspect of the guild adventurer allows for almost any similar ability to be continued. Examples: Familiar Benefits, Animal Companion benefits, a Paladin's Smite Evil ability, a Bard's Bardic Music or Knowledge abilities.
Skill Focus (Ex): As a bonus feat at 1st level, the Guild Adventurer gains Skill Focus on a single skill of his choice.
At 2nd, 4th, and 6th levels a Guild Adventurer either gains an additional Spellcasting Level (or Manifester Level for Psionics) with the standard increase in spells and spellcasting (arcane or divine) per day. Or they may choose to take two 0-level arcane spells as spell-like abilities. Each spell chosen is castable once per day and has a DC of 10 plus their Cha bonus. Caster level is equal to 1/2 their Guild Adventurer's level. The Guild adventurer may choose the same spell if they wish gaining multiple uses of that spell per day equal to the number of times it is chosen.
Note: Guild Adventurers who leave a guild before finishing this prestige class can no longer progress in it, however they do not lose any of the benefits or abilities they have earned already.