TEXT: #41
  Core Prestige Classes 
  (BarBarian, Bard, and CleriC)
  
  B
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
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  Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
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  Player Paraphernalia #41 Core Prestige Classes (Barbarian, Bard, and Cleric) 
  ©2015, The Knotty-Works; Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
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  1
  Player ParaPhernalia #41
  By the Knotty-Works
  Welcome to the forty-first issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  Going 
  in a new direction with the Player Paraphernalia, 
  this issue introduces the first two of a new 
  series of prestige classes.  Prestige classes in 
  general seem to be an outdated game mechanic, 
  especially with the introduction and explosion 
  of archetypes and hybrid classes along with 
  the nearly unlimited options of multi-classing.  
  However, these prestige classes were crafted from 
  core and base classes.  Now the argument may be 
  made that multi-classing with the desired class 
  has the same effect, but these prestige classes 
  compact many of the class abilities into 5 levels, 
  allowing the character to focus on a favored class 
  while taking a few levels in the prestige class to 
  gain the desired effects of the secondary class.  
  These prestige classes tend to focus on one or 
  two concepts of the original class, so not all of the 
  class features are available, but the progression 
  of those features that are included is accelerated 
  compared to the normal multi-class route.
  The first three prestige classes in the series is 
  presented below, the barbarian, the bard, and the 
  cleric.
  Barbarian (Prestige Class)
  Passion and simmering fury, mix these 
  ingredients together with a healthy dose of 
  brutal savagery and you get the barbarian. 
  While most focus on training and disciplined 
  techniques of martial warfare, the barbarian 
  prefers to just wade in and release his inner 
  demon to wreak havoc on enemy forces.
  Role:  Barbarians prefer to wade into hand 
  to hand combat and dealing with their 
  opponent eye-to-eye.  Although they 
  may lack the defensive capabilities 
  of other martial classes, their rage driven 
  abilities allows them to quickly dispatch foes 
  before a target can effectively react.
  Alignment:  Any non-lawful alignment is 
  acceptable for the barbarian prestige class.
  Hit Die: d12
  Requirements
  Ability Scores: Str 13, Con 15
  Base Attack Bonus: +5.
  Class Skills
  Acrobatics, Climb, Craft, Handle Animal, 
  Intimidate, Knowledge (nature), Perception, 
  Ride, Survival, and Swim.
  Skill Ranks per Level:  4 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiencies:  The 
  barbarian is proficient with simple and martial 
  weapons.  He is proficient with light and 
  medium armor and shields (except tower 
  shields).  If the barbarian casts arcane spells, 
  the chance for arcane spell failure applies 
  when wearing armor and carrying a shield.
  Rage (Ex):  At 1st level the Barbarian may 
  enter a state of bestial fury that allows him 
  greater ferocity and tenacity during combat.  
  At 1st level the Barbarian can initiate a rage 
  as a free action that grants him a +4 morale 
  bonus to his Strength and Constitution, +2 
  morale bonus to Will saves, but suffers a -2 
  AC penalty.  He may rage a total number of 
  rounds per day equal to 6 + his Constitution 
  modifier at 1st level, gaining 2 additional 
  rounds per level after first.  These rounds do 
  not need to be consecutive, but once 
  a rage ends (which may be done 
  
  2
  as a free action) the barbarian is fatigued 
  for twice the number of rounds equal to 
  the rounds spent in a rage.  The barbarian 
  may not go into a rage while suffering the 
  effects of any condition including exhausted, 
  fatigued, sickened, etc.  The number of daily 
  uses is automatically renewed after 8 full hours 
  of rest.
  The increase in Constitution does grant 
  additional hit points, but unlike temporary 
  hit points these are deducted from the 
  barbarian’s hit points at the end of the rage.  
  The barbarian may not use any Charisma, 
  Dexterity, or Intelligence based skills except 
  for acrobatics, fly, intimidate, or ride while in a 
  rage as well.
  [Optional] Unchained Rage (Ex):  At 1st level 
  the Barbarian may enter a state of bestial fury 
  that allows him greater ferocity and tenacity 
  during combat.  At 1st level the Barbarian can 
  initiate a rage as a free action that grants 
  him a +2 bonus on melee attacks, melee and 
  thrown weapon damage, and Will saves, 
  but suffers a -2 AC penalty.  He also gains 2 
  temporary hit points per Hit Die which are lost 
  first when the barbarian takes damage and 
  any additional hit points are lost when the 
  rage comes to an end.  If the barbarian goes 
  into a rage within 1 minute of his previous 
  rage any lost temporary hit points are not 
  regained when the rage is renewed.
  He may rage a total number of rounds per 
  day equal to 6 + his Constitution modifier at 
  1st level, gaining 2 additional rounds per level 
  after first.  These rounds do not need to be 
  consecutive, but once a rage ends (which 
  may be done as a free action) the barbarian 
  is fatigued for 1 minute.  The barbarian may 
  not go into a rage while suffering the 
  effects of any condition including exhausted, 
  fatigued, sickened, etc.  The number of daily 
  uses is automatically renewed after 8 full hours 
  of rest.
  The barbarian may not use any Charisma, 
  Dexterity, or Intelligence based skills except 
  for acrobatics, fly, intimidate, or ride while in a 
  rage as well.
  This optional class ability replaces Rage 
  above.  If Unchained Rage is used, the 
  barbarian must select the Unchained Greater 
  Rage below instead of Greater Rage.
  Rage Power:  Beginning at 2nd level and 
  every level thereafter the barbarian may 
  choose a rage power from the list of the Core 
  Barbarian’s Rage Power list (or the Unchained 
  Rage Powers list if using the optional 
  Unchained Rage class ability).  The barbarian 
  must meet the prerequisites listed for the rage 
  power.  However, the barbarian’s effective 
  level is treated as twice his current class level.
  Uncanny Dodge (Ex):  At 3rd level the 
  barbarian cannot be caught flat-footed 
  or lose his Dexterity bonus to his AC if the 
  attacker is invisible.  However, if the barbarian 
  is helpless or the opponent successfully 
  performs the feint action against him.
  Greater Rage:  At 5th level the barbarian’s 
  Strength and Constitution morale bonus 
  increases to +6 while he enters a rage 
  and his Will morale bonus increases to +4.  
  Adjustments to the barbarian’s hit points 
  also apply as listed under Rage.  Once the 
  barbarian ends his rage he is only fatigued for 
  a number of rounds equal to the time spent in 
  a rage.
  [Optional] Unchained Greater Rage:  At 5th 
  level the barbarian’s melee attack, 
  Barbarian Progression Table
  Base Attack 
  Bonus
  Saving Throws
  Level
  Fort
  Ref
  Will
  Special
  1
  +1
  +1
  +0
  +0
  Rage, Rage Power
  2
  +2
  +1
  +1
  +1
  Rage Power
  3
  +3
  +2
  +1
  +1
  Rage Power, Uncanny Dodge
  4
  +4
  +2
  +1
  +1
  Rage Power
  5
  +5
  +3
  +2
  +2
  Rage Power, Greater Rage
  
  3
  melee and thrown damage, and Will save 
  increases to +3 and the Barbarian gains 3 
  temporary hit points her Hit Die.  Once the 
  barbarian ends his rage he is only fatigued for 
  a number of rounds equal to the time spent in 
  a rage up to a maximum of 1 minute.
  This class ability replaces the Greater Rage 
  ability listed above and the Barbarian must 
  have selected Unchained Rage rather than 
  Rage as his 1st level class ability.
  Bard (Prestige Class)
  Talented and skilled, some performers find 
  more excitement traveling abroad while 
  looking for both adventure and new venues 
  to ply their art and story.  The bard is more 
  than an artist or performer, she is also versed 
  in the arts of persuasion and inspiration, even 
  in the most stressful of situations.  And finally, 
  she is a fount of untold knowledge, picking 
  bits and pieces of information from her 
  journeys to quickly coalesce such disparate 
  tales and stories into relatable and relevant 
  information for nearly any situation.
  Role:  When it comes to social skills and 
  etiquette, bards excel as the face of any 
  adventuring group.  She is also capable of 
  defending herself but prefers to inspire and 
  support her friends and allies than facing 
  enemies in hand to hand combat.
  Alignment:  The bard prestige class may be of 
  any alignment.
  Hit Die: d8
  Requirements
  Ability Scores: Int 13, Cha15
  Skills: Perform 5 ranks
  Spells: Able to cast either divine or arcane 
  spells
  Class Skills
  Acrobatics, Appraise, Bluff, Climb, Craft, 
  Diplomacy, Disguise, Escape Artist, Intimidate, 
  Knowledge (all), Linguistics, Perception, 
  Perform, Profession, Sense Motive, Sleight 
  of Hand, Spellcraft, Stealth, and Use Magic 
  Device.
  Skill Ranks per Level:  6 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiencies:  The bard 
  is proficient with all simple weapon and the 
  longsword, rapier, sap, short sword, shortbow, 
  and whip.  She is also proficient with light 
  armor and shields (except tower shields).  The 
  bard may cast arcane spells with a somatic 
  component while wearing light armor without 
  suffering a chance of arcane spell failure.  
  However, the same does not apply if the 
  bard chooses to use a shield.  The chance 
  for arcane spell failure applies if the bard 
  chooses to wear medium or heavy armor.
  Bardic Knowledge (Ex):  At 1st level bard adds his 
  class level to all knowledge skill checks and he 
  may make knowledge skill checks untrained.
  Bardic Performance:  Beginning at 1st level the 
  bard gains the ability to affect others with his 
  ability to perform in one of several styles from 
  acting to singing.  These effects often include 
  magical effects that can affect everyone 
  around him, including herself.  At 1st 
  level the bard may use her bardic 
  Bard Progression Table
  Base Attack 
  Bonus
  Saving Throws
  Level
  Fort
  Ref
  Will
  Special
  Spells per Day
  1
  +0
  +0
  +1
  +1
  Bardic Performance (Countersong, 
  Fascinate), Bardic Knowledge
  2
  +1
  +1
  +1
  +1
  Bardic Performance (Inspire 
  Competence, Inspire Courage)
  +1 level spellcasting class
  3
  +2
  +1
  +2
  +2
  Bardic Performance (Suggestion), 
  Lore Master
  4
  +3
  +1
  +2
  +2
  Bardic Performance (Dirge of Doom)
  +1 level spellcasting class
  5
  +3
  +2
  +3
  +3
  Bardic Performance (Inspire 
  Greatness), Jack of All Trades
  
  4
  performance a total number of rounds per day 
  equal to 6 + her Charisma modifier and gains 
  an additional two rounds per day each level 
  thereafter.
  Starting the bardic performance is a standard 
  action and can then be maintained as a 
  free action each round thereafter.  Ending a 
  bardic performance is also a free action and 
  a bard may end one effect and start another 
  one in the same round as a standard action, 
  only one effect may be active at a time.  The 
  performance cannot be disrupted but if the 
  bard is incapacitated (including paralyzed, 
  stunned, or knocked unconscious) or killed the 
  effect automatically ends.
  Depending on the type of performance, a 
  bardic performance may have either audible or 
  visual components or both.  If the performance 
  has an audible component, the target must 
  be able to hear the bard in order for it to have 
  any effect.  If the performance has a visual 
  component, the target must be able to see 
  the bard in order for it to have any effect.  If 
  the bard is deaf there is a 20% chance that the 
  bardic performance will fail if it has an audible 
  component and if the bard is blind there is a 
  50% chance that the bardic performance will 
  fail if it has a visual component.  These effects 
  do stack so if the bardic performance has 
  both audible and visual components and the 
  bard is both blind and deaf, the chance of 
  the bardic performance failing is 70%.  A failed 
  attempt does count against the daily limit for 
  the number of uses the bard may use her bardic 
  performance.
  At 5th level the bard may initiate a bardic 
  performance as a move action.
  Countersong (Su):  At 1st level the bard may 
  counter a magic effect that depends on sound 
  (but not spells that have a verbal component) 
  with a bardic performance with an audible 
  component.  Each round the bard makes a 
  perform skill check and any creature within 30 
  feet that is affected by a sonic or language 
  dependent magical effect may use the bard’s 
  perform check as the saving throw if the initial 
  saving throw fails and the perform skill check 
  result is higher.  If the sonic based spell or 
  magical effect has a duration longer 
  than instantaneous and the target is already 
  under the effect of the spell or magical effect, 
  the creature is allowed to use the bard’s 
  performance check as a new saving throw to 
  try and overcome its effects.  This ability does 
  not function against abilities that do not allow a 
  saving throw.
  Fascinate (Su):  At 1st level the bard may 
  attempt to fascinate one or more creatures 
  with his performance.  One creature within 90 
  feet that can see and hear the bard must make 
  a Will save with a DC equal to 10 + the bard’s 
  class level + her Charisma modifier.  If the saving 
  throw is unsuccessful, the creature sits and 
  quietly observes the performance for as long 
  as the bard continues to maintain it.  Creatures 
  that succeed cannot be fascinated by the 
  bard for a period of 24 hours.  The bard may 
  attempt to fascinate two creatures at 3rd level 
  and three creatures at 5th level.  Fascinated 
  creatures suffer a -4 penalty on skill checks 
  made as reactions including perception checks.  
  If combat or other immediate dangers are 
  present the creature is not subject to this effect.  
  Any potential threats to the creature allow it to 
  make a new saving throw against the effect.  
  Fascinate is an enchantment (compulsion), 
  mind-affecting ability and requires both audible 
  and visual components to function.
  Inspire Competence (Su):  At 2nd level the bard 
  can use her performance to aid an ally succeed 
  at a task as long as its use makes sense.  The ally 
  must be within 30 feet of the bard and gains a 
  +2 competence bonus on skill checks as long 
  as the bardic performance is in effect.  This 
  performance requires an audible component 
  and does not lend itself to the stealth skill.  The 
  bard cannot inspire competence in herself.
  Inspire Courage (Su):  At 2nd level the bard can 
  use her bardic performance to grant both 
  herself and her allies a +1 morale bonus on 
  saving throws against mind-affecting and fear 
  effects and a +1 competence bonus on attack 
  and damage rolls.  This bonus increases to +2 
  at 4th level for both the saving throws, attack, 
  and damage rolls.  The ally must be able to 
  perceive the bard’s performance based on the 
  components of the performance (audible, 
  visual, or both).
  
  5
  Suggestion (Sp):  At 3rd level the bard may use 
  her performance to make a suggestion (as 
  the spell) to one creature which is under her 
  Fascinate performance effect.  This bardic 
  performance does not interrupt the Fascinate 
  performance, but it does take a standard 
  action.  The creature is allowed a Will saving 
  throw (same DC  as the Fascinate performance 
  ability, 10 + bard’s class level + her Charisma 
  modifier).  Succeeding the suggestion saving 
  throw does not automatically end the Fascinate 
  effect, but the creature is allowed another 
  saving throw for the Fascinate effect at the 
  beginning of its next turn as a free action.  The 
  suggestion is an enchantment (compulsion) 
  mind-affecting and language dependent ability 
  and must have an audible component.
  Dirge of Doom (Su):  At 4th level the bard may 
  attempt to frighten her enemies with a dread 
  inspired performance with both audible and 
  visual components.  All enemies within 30 feet of 
  the bard become shaken as long as they can 
  see and hear the bard.  The effect does not 
  stack with other conditions (it cannot be used to 
  increase the effect in a creature that is already 
  shaken to become frightened or panicked).  This 
  performance is a mind-affecting fear effect.
  Inspire Greatness (Su):  At 5th level the bard 
  learns how to inspire greatness both to herself 
  and one ally within 30 feet that can see and 
  hear the bard.  Both the bard and the ally gain 
  2d10 bonus hit dice that grant temporary hit 
  points including twice the Constitution modifier 
  added to the total.  The bard and ally also gains 
  a +2 competence bonus on attack rolls and 
  a +1 competence bonus on Fortitude saving 
  throws.  The additional hit dice are counted for 
  any effect of spells or spell-like abilities that are 
  Hit Die dependent.  This performance is a mind-
  affecting ability and relies on both audible and 
  visual components.
  Additional Spells per Day:  At 2nd and 4th level, 
  the bard gains new spells per day for one class 
  in which she has the ability to cast arcane or 
  divine spells.  She gains no additional benefits 
  that the class would have gained including any 
  bonus spells or spells known.
  Lore Master (Ex):  At 3rd level the bard may 
  take 10 on any knowledge skill checks 
  in which she has at least 1 rank or roll for the skill 
  normally.  Once per day she may take 20 on a 
  single knowledge skill check she has at least 1 
  rank as a standard action.
  Jack of All Trades (Ex):  At 5th level the bard may 
  use any skill untrained regardless of whether or 
  not it can be used as such.  Rules for using skills 
  untrained still apply.
  Cleric (Prestige Class)
  Divinely driven and inspired to greater acts 
  of veneration, the cleric serves both as priest, 
  evangelist, and emissary to his faith and deity.  
  Devoted to the ideals of his deity, the cleric 
  seeks to both spread the word and wisdom 
  of his faith as well as step to directly confront 
  those that threaten those ideals.  Armed both 
  with prayer and martial prowess, the cleric 
  tackles those that would deny or defame his 
  faith and its tenets.
  Role:  Both capable in martial combat and 
  aiding allies, the cleric’s power grants him a 
  unique position within his band of brothers.  
  Being able to step up and face an enemy 
  from a hand’s breadth or from afar while 
  keeping his allies from death’s door allows 
  the cleric to take on nearly any aspect 
  required by his companions.  Empowered by 
  the domain associated with his deity or faith 
  the cleric wields supernatural energies and 
  power for the benefit of his allies or the ill of his 
  enemies.
  Alignment:  The cleric prestige class may be 
  of any alignment but at least one element 
  of his alignment must match his deity’s 
  alignment.
  Hit Die: d8
  Requirements
  Ability Scores: Wis 13
  Skills: Knowledge (religion) 5 ranks
  Class Skills
  Appraise, Craft, Diplomacy, Heal, Knowledge 
  (arcana), Knowledge (history), Knowledge 
  (nobility), Knowledge (planes), Knowledge 
  (religion), Linguistics, Profession, Sense 
  Motive, and Spellcraft.
  
  6
  Skill Ranks per Level:  2 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiencies:  The cleric 
  is proficient with the favored weapon of 
  his deity.  He is also proficient with light and 
  medium armor and shields (except the tower 
  shield).  If the cleric can cast arcane spells, 
  he suffers the normal chance of arcane spell 
  failure while wearing any armor or carrying a 
  shield.
  Aura (Ex):  The cleric has a powerful aura 
  corresponding to his deity’s alignment (see 
  Detect Evil spell).
  Domain:  The cleric may choose a single domain 
  from the list of available domains associated 
  with his deity.  If he selects an alignment 
  domain, it must match his deity’s alignment.  The 
  cleric may choose to espouse an ideal rather 
  than a deity in which case he may choose any 
  domain that is relevant to the spiritual belief 
  being venerated.
  The cleric gains a power associated with the 
  domain at 1st level.  Another power is gained 
  at a higher level, any power associated with a 
  level higher than what the cleric prestige class 
  may attain, he gains the power at 5th level.
  Orisons (Sp):  The cleric may prepare four orisons 
  (0 level spells) per day drawn from the cleric 
  spell list.  Casting these spells does not consume 
  a spell slot and they may be cast as desired.
  Spells (Sp):  The cleric may cast divine spells 
  drawn from the cleric spell list.  He is restricted 
  from casting alignment based spells that is 
  opposed to his deity’s own alignment.  The cleric 
  may choose any cleric spell list but must spend 
  an hour in meditation to prepare the spells 
  to be used for the day.  The cleric must 
  have a Wisdom score equal to at 
  least 10 + the spell level and the DC for any spell 
  cast is equal to 10 + the spell level + his Wisdom 
  modifier.  He may only cast a certain number of 
  spells per day as listed on the Cleric Progression 
  Table, but he does gain bonus spells based on 
  his Wisdom.  The cleric also gains one extra spell 
  per level in which he has at least one spell slot 
  but it must be filled with the spell of the domain 
  chosen.
  Channel Energy (Su):  The cleric may generate 
  a wave of sacred or profane energy (based 
  on his deity and alignment).  A good or neutral 
  cleric that worships a good deity or faith may 
  channel positive energy while an evil or neutral 
  cleric that worships an evil deity may channel 
  negative energy.  Positive energy may be 
  used to either heal living creatures or damage 
  undead while negative energy has the opposite 
  effect.  A neutral cleric that worships a deity or 
  ideal that is neither good or evil may choose 
  either type of energy but once the decision is 
  made it cannot be changed.
  The cleric may channel energy as a standard 
  action that doesn’t provoke attacks of 
  opportunity and affects everyone within 30 
  feet of the cleric.  The energy burst may either 
  heal or damage 1d6 points of damage per 
  level of the cleric and the cleric may use this 
  ability a number of times per day equal to 3 + 
  his Charisma modifier.  If damage is dealt, those 
  affected are allowed a Will saving throw with 
  a DC equal to 10 + the cleric’s class level + his 
  Charisma modifier.
  This class ability grants the cleric the ability to 
  take feats that modify the Channel Energy 
  class ability, though he must meet any other 
  prerequisites required for the feat.  The cleric 
  must be able to boldly present his holy symbol 
  to use this ability.
  Cleric Progression Table
  Base Attack 
  Bonus
  Saving Throws
  Spells per Day
  Level
  Fort
  Ref
  Will
  Special
  0
  1st
  2nd
  3rd
  1
  +0
  +1
  +0
  +1
  Aura, Channel Energy 1d6, Domain, Orisons
  4
  1
  —
  —
  2
  +1
  +1
  +1
  +1
  Channel Energy 2d6
  4
  2
  —
  —
  3
  +2
  +2
  +1
  +2
  Channel Energy 3d6
  4
  2
  1
  —
  4
  +3
  +2
  +1
  +2
  Channel Energy 4d6
  4
  3
  2
  —
  5
  +3
  +3
  +2
  +3
  Channel Energy 5d6, Domain Power
  4
  3
  3
  1
  
  7
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 41 - Core Prestige Classes (Barbarian, Bard, and Cleric).pdf