Loremaster

Hit Die: d4.

Requirements

To qualify to become a Loremaster (Lor), a character must fulfill all the following criteria.

Skills: Knowledge (any two) 7 ranks

Feats: Any three metamagic feats, plus Skill Focus (Knowledge [any Knowledge skill]).

Spells: Able to cast seven different divination spells, one of which must be 3rd level or higher.

Class Skills

The Loremaster's class skills are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills) (Int), Perform (Cha), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points Per Level: 8 + Int modifier



Table 1: The Loremaster
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st +0 +0 +0 +2 Secret +1 level of existing class
2nd +1 +0 +0 +3 Lore +1 level of existing class
3rd +1 +1 +1 +3 Secret +1 level of existing class
4th +2 +1 +1 +4 Bonus language +1 level of existing class
5th +2 +2 +2 +4 Secret +1 level of existing class
6th +3 +2 +2 +5 Greater lore +1 level of existing class
7th +3 +2 +2 +5 Secret +1 level of existing class
8th +4 +3 +3 +6 Bonus language +1 level of existing class
9th +4 +3 +3 +6 Secret +1 level of existing class
10th +5 +4 +4 +7 True lore +1 level of existing class


Class Features
All of the following are class features of the Loremaster.

Weapon and Armor Proficiency: Loremasters gain no additional weapon or armor proficiencies.

Spells Per Day: At the indicated levels, the character 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 any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic feats, etc.), except for an increased effective level of spellcasting. If the character had more than one arcane or divine spellcasting class before becoming a Loremaster, she must decide to which class she adds the new level for purposes of determining spells per day.

Secret: At 1st level and every two levels thereafter, the Loremaster chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can't choose the same secret twice.

Lore: At 2nd level, a Loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Bonus Languages: A Loremaster can choose any new language at 4th and 8th level. She is automatically fluent in the language, but she can only read or write it, not both.

Greater Lore (Ex): At 6th level, a Loremaster gains the ability to understand magic items, as with the identify spell. This ability is usable three times per day and requires 10 minutes of study.

True Lore (Ex): At 10th level, once per day a Loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. As with the greater lore ability, this requires 10 minutes to accomplish.

Table 2: Loremaster Secrets

Level +
Int Mod
Secret Effect
1 Skill mastery 4 ranks of a skill in which the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell*
10 More newfound arcana 1 bonus 2nd-level spell*
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