In the following patch, a number of prestige classes will have their requirements changed. Added are some skills and feats a character of one of these classes would logically need. Some of which were also originally in the handbooks they came from. They are generally not combat-centered, so it will hopefully encourage choosing a class for the RP possibilities it presents rather than how you can squeeze the maximum value of AC out of a character.
I realize these changes may be painful to some, but a more even playing field with more varied characters possessing non-combat fields of expertise should serve everyone's fun in the long run, with DM's being better able to tune their events and letting people shine in more colorful ways than just the red of bloodshed
The list I'll post here so that people who were pre-planning their characters can alter their course ahead of time. Note: These changes are not yet in effect, but they are scheduled.
Master of Many Forms
Nature's Warrior
Assassin
Eldritch Knight
Frenzied Berserker
Combat Medic
Mystic Theurge
Red Dragon Disciple
Dreadmaster
Thayan Knight
Feats:
- Added custom history feat: Bloodletter
- Changed Leadership feat:
- Sundren's custom 'Survivor' feat is now called Adaptability.
I realize these changes may be painful to some, but a more even playing field with more varied characters possessing non-combat fields of expertise should serve everyone's fun in the long run, with DM's being better able to tune their events and letting people shine in more colorful ways than just the red of bloodshed

The list I'll post here so that people who were pre-planning their characters can alter their course ahead of time. Note: These changes are not yet in effect, but they are scheduled.
Master of Many Forms
Skills: Knowledge: Nature 8 ranks, Knowledge: The Planes 4 ranks.
Feats: Alertness, Great Fortitude, Adaptability, Guardian Of The Grove.
Special: Wild Shape Class feature
Feats: Alertness, Great Fortitude, Adaptability, Guardian Of The Grove.
Special: Wild Shape Class feature
Nature's Warrior
Alignment: Any neutral.
Base Attack Bonus: +6
Skills: Survival 8 ranks, Knowledge: Nature 10 ranks, Knowledge: The Planes 3 ranks.
Feats: Track, Weapon Focus (Unarmed Strike).
Special: Wild Shape Class feature
Base Attack Bonus: +6
Skills: Survival 8 ranks, Knowledge: Nature 10 ranks, Knowledge: The Planes 3 ranks.
Feats: Track, Weapon Focus (Unarmed Strike).
Special: Wild Shape Class feature
Assassin
Alignment: Any evil.
Skills: Hide 8 ranks, Move Silently 8 ranks, Disguise 5 ranks.
Feats: Bloodletter.
Skills: Hide 8 ranks, Move Silently 8 ranks, Disguise 5 ranks.
Feats: Bloodletter.
Eldritch Knight
Skills: Knowledge: Arcana 8 ranks.
Feats: Weapon Proficiency (Martial), Armor Proficiency (Light), Armor Proficiency (Medium), Arcane Armor Proficiency (Light), Arcane Armor Proficiency (Medium).
Spellcasting: Able to cast 3rd level arcane spells.
Feats: Weapon Proficiency (Martial), Armor Proficiency (Light), Armor Proficiency (Medium), Arcane Armor Proficiency (Light), Arcane Armor Proficiency (Medium).
Spellcasting: Able to cast 3rd level arcane spells.
Frenzied Berserker
Alignment: Any nonlawful.
Base Attack Bonus: +6
Skills: Jump 8 ranks.
Feats: Cleave, Great Cleave, Power Attack, Second Wind.
Base Attack Bonus: +6
Skills: Jump 8 ranks.
Feats: Cleave, Great Cleave, Power Attack, Second Wind.
Combat Medic
Alignment: Any Non Evil
Spells: Divine Level 1
Skills: Concentration 8 ranks, Heal 10 ranks.
Feats: Dodge, Combat Casting, Skill Focus(Heal).
Spells: Divine Level 1
Skills: Concentration 8 ranks, Heal 10 ranks.
Feats: Dodge, Combat Casting, Skill Focus(Heal).
Mystic Theurge
Skills: Knowledge: Arcana 8 ranks, Knowledge: Religion 8 ranks, Spellcraft 5 ranks.
Feats: Magic Attuned, Skill Focus (Spellcraft).
Spells: Able to cast 2nd-level arcane spells and 1st-level divine spells.
Feats: Magic Attuned, Skill Focus (Spellcraft).
Spells: Able to cast 2nd-level arcane spells and 1st-level divine spells.
Red Dragon Disciple
Skills: Lore 8 ranks, Knowledge: History 4 ranks.
Feats: Magic Attuned, Dragon's Oath.
Class: Bard or Sorcerer.
Spellcasting: Able to cast 2nd-level arcane spells.
Feats: Magic Attuned, Dragon's Oath.
Class: Bard or Sorcerer.
Spellcasting: Able to cast 2nd-level arcane spells.
Dreadmaster
Feats: Skill Focus(Intimidate), Spell Focus (Enchantment), Leadership, Fealty To Bane.
Skills: Intimidate 8 ranks, Sense Motive 6 ranks, Knowledge: Local 4 ranks.
Base Attack Bonus: +4
Spellcasting: Able to cast 3rd-level divine spells.
Special: Must worship Bane as a deity.
Skills: Intimidate 8 ranks, Sense Motive 6 ranks, Knowledge: Local 4 ranks.
Base Attack Bonus: +4
Spellcasting: Able to cast 3rd-level divine spells.
Special: Must worship Bane as a deity.
Thayan Knight
Feats: Iron Will, Weapon Focus (Longsword), Disarm.
Skills: Intimidate 8 ranks, Knowledge: Arcana 4 ranks, Knowledge: Local 2 ranks.
BAB: +6
Alignment: Any non good
Race: Human
Special: Sworn Allegiance to the Red Wizards of Thay
Skills: Intimidate 8 ranks, Knowledge: Arcana 4 ranks, Knowledge: Local 2 ranks.
BAB: +6
Alignment: Any non good
Race: Human
Special: Sworn Allegiance to the Red Wizards of Thay
Feats:
- Added custom history feat: Bloodletter
You have proven yourself as a cold-blooded murderer in another's name and left the scene just as easily. Under the veil of darkness.
Type of Feat: General
Prerequisite: Minimum Level 6, Charisma 13+
Specifics: You are the sort of person others want to follow, and inspire them to fight for causes you uphold. As a result, your nearby companions gain a +1 bonus to their attack rolls. If you also possess the Natural Leader background feat, the influence range of your leadership is more than doubled. But other than that the effects do not add up.
Prerequisite: Minimum Level 6, Charisma 13+
Specifics: You are the sort of person others want to follow, and inspire them to fight for causes you uphold. As a result, your nearby companions gain a +1 bonus to their attack rolls. If you also possess the Natural Leader background feat, the influence range of your leadership is more than doubled. But other than that the effects do not add up.
You thrive under circumstances that require you to adapt, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.
Benefit: You get a +1 bonus on Fort Saves and a +2 bonus on Survival checks.
Benefit: You get a +1 bonus on Fort Saves and a +2 bonus on Survival checks.

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