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Efiride by saraforlenza-d5fhy9z

Prodigies are born with the grace of the gods, being naturally talented in all they endeavor. They have the ability to take normal everyday tasks and turn them into a romance of light and song. Prodigies bring their grace to everything around them in amazing ways that others could only dream of.

AdventuresEdit

Prodigies tend to be either loners or the centers of attention depending on how they use their amazing powers. Misunderstood by the populace at large, prodigies may find themselves traveling around a lot, or may even join cults dedicated to using their powers in more direct ways. At one point or another in their lives, prodigies usually go out and seek to better understand their powers and where they came from.

CharacteristicsEdit

Prodigies can cast a modest amount of spells through the wild talents they were gifted with at birth. As they learn to channel and harness their powers, prodigies learn to produce amazing results through everyday tasks. As they rely upon their skills to succeed in daily life, being a prodigy can sometimes be seen as more of a punishment than a blessing when danger strikes, but once the threat subsides, anyone would be grateful to have brought him along.

AlignmentEdit

Prodigies can be of any alignment, it all depends on how they were perceived by society growing up. In areas that their talents were seen as a gift prodigies tend to be lawful. However when they are shunned, they are likely to be as chaotic as they come.

ReligionEdit

Some prodigies believe that their powers come from the heavens, but very few prodigies know, specifically, where their powers come from. Prodigies are known to try out many religions during their lives in an attempt to fit in somewhere. If they become discouraged, many withdraw from religion completely. Others go off adventuring in search of the source of their mystical powers.

BackgroundEdit

Many prodigies are born in places that are in some way special or enchanted. This could be next to a specific oak tree, or atop a lost shrine. As they grow, prodigies and their families notice their talents swelling, as everything they attempt ends up mystical and magnificent. Prodigies that try and hide their powers have a hard time doing so. When others learn about their talents, they are either shunned from society or rushed into a powerful position.

RacesEdit

Prodigies can be found in just about any intelligent race, although, they are most commonly found in areas that are less structured and more chaotic in nature. In cultures with no concrete belief system, prodigies may be looked at as gods themselves.

Other ClassesEdit

Prodigies get along best with those who can appreciate their powers. Some rogues see them as rivals, while other rogues are grateful to share the load of being the party’s skill backbone. Prodigies do best in groups where there are more than enough combatants to keep them alive, as the prodigy can take over just about any non-combat situation but isn’t as effective in combat as some other classes.

Game Rule InformationEdit

Abilities: Charisma is important for the prodigy because her spellcasting depends on it. Intelligence is useful to the prodigy as it grants her more skill points, thus enabling better use of her supernatural powers. A good Constitution score allows the prodigy to live longer in combat and boosts her feeble Fortitude save. All in all prodigies are likely to use all abilities at one time or another.

Hit Die: d6.

Starting Gold: 4d4 x 10 gp.

Starting Age: Moderate (+20% of adulthood).

Class Skills: The following are the class skills (and the relevant ability for each) of the prodigy class: Appraise (Int), Astral Charting (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills; taken individually) (Int), Leadership (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (-), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Taunt (Cha), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points: 8 + Int modifier.

Table: The ProdigyEdit

Level

Base Attack

Fort

Ref

Will

Special

Spell Points

Max Spell Level

1

+0

+0

+2

+2

Marvel, Omnibus, Spellcasting

0

0th

2

+1

+0

+3

+3

Marvel

1

1st

3

+2

+1

+3

+3

Marvel

3

1st

4

+3

+1

+4

+4

Bonus Feat, Marvel

5

1st

5

+3

+1

+4

+4

Marvel

7

1st

6

+4

+2

+5

+5

Marvel

11

2nd

7

+5

+2

+5

+5

Marvel

15

2nd

8

+6/+1

+2

+6

+6

Bonus Feat, Marvel

19

2nd

9

+6/+1

+3

+6

+6

Marvel

23

2nd

10

+7/+2

+3

+7

+7

Marvel

27

3rd

11

+8/+3

+3

+7

+7

Miracle

35

3rd

12

+9/+4

+4

+8

+8

Bonus Feat, Miracle

43

3rd

13

+9/+4

+4

+8

+8

Miracle

51

3rd

14

+10/+5

+4

+9

+9

Miracle

59

4th

15

+11/+6/+1

+5

+9

+9

Miracle

67

4th

16

+12/+7/+2

+5

+10

+10

Bonus Feat, Miracle

79

4th

17

+12/+7/+2

+5

+10

+10

Miracle

91

4th

18

+13/+8/+3

+6

+11

+11

Miracle

103

5th

19

+14/+9/+4

+6

+11

+11

Miracle

115

5th

20

+15/+10/+5

+6

+12

+12

Bonus Feat, Miracle

127

5th

Class FeaturesEdit

The following are the class features of the prodigy class:

Weapon and Armor Proficiencies

A prodigy is proficient with all simple weapons. Prodigies are proficient with light armor only, and no and shields. A prodigy ignores arcane spell failure caused by light armors when casting prodigy spells. A multiclass prodigy still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting

A prodigy casts arcane spells, which are drawn from the prodigy spell list (see below). To learn or cast a spell, a prodigy must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a prodigy’s spell is 10 + the number of spell points spent on the spell (including metamagic costs) + the prodigy’s Charisma modifier.

A prodigy’s ability to cast spells is limited by the spell points she has available (shown on the table above). A prodigy gains bonus spell points each time she gains a level in prodigy equal to her Charisma modifier + ½ of her new class level (rounded down). A prodigy is limited in the number of spell points per round she can use. The maximum number of spell points per round a prodigy can use is equal to her level. A spell costs a number of spell points equal to 1 + the spell level. Metamagic effects cost an amount of spell points equal to the normal increased spell level +1 (so the Maximize Spell feat would cost a prodigy 4 additional spell points).

A prodigy may know a number of spells from each spell level equal to 3 + her Charisma modifier, all of which are gained as soon as she is capable of casting that level of spell (shown on the table above). It is possible for her to learn spells above that limit, but the costs are high. She may only learn spells from the prodigy spell list (see below). A prodigy need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spell points for the day. She does not have to decide ahead of time which spells she’ll cast. The prodigy’s caster level is equal to ½ of her class level (round down, minimum caster level 1).

Learning New Spells

A prodigy can learn any spell from her list, but learning spells beyond the ones she innately gains is tasking and requires a sacrifice. To learn a spell, a prodigy must pay an amount of gold equal to spell level squared x 500 (or 250 gp in case of 0-level spells) for special rare materials. In addition, the prodigy must either have a teacher (another arcane spellcaster who knows the spell - that person need not to be a prodigy though), a scroll with the spell (which is destroyed in the process of learning it), or spend a number of days equal to spell's level squared on developing the spell from scratch (6 hours for a 0-level spell).

Omnibus (Ex)

A prodigy has a knack for most skills. Whenever she gains her first rank in any class skill, she automatically gains the +3 miscellaneous bonus that normally requires the expenditure of a skill point to gain.

Marvel (Su)

At 1st level and every level up through 10th, the prodigy uncovers another special talent hidden within her and develops an ability to use one of her skills in an amazing way. The prodigy must have at least 1 rank in a skill in order to choose the Marvel associated with it. When an ability describes making a skill check, that check is made as part of the normal skill check unless noted otherwise, and the prodigy gains the listed effects so long as she meets the listed DC, irrespective of the DC of the task she is attempting. Unless otherwise stated, a Marvel ability skill check takes as long as a normal check for that skill.

Appraise: A prodigy can make an Appraise check as standard action to sense precious materials within 100 ft. Depending on the check's result, she detects the following: DC 10 - copper, DC 15 - silver, DC 20 - gold, gems, DC 25 - platinum, mithril, adamantine. The prodigy can take 10 or 20 on this check.

Astral Charting: If the prodigy makes an Astral Charting check DC 22, she receives a +4 competence bonus on her next skill check which must be made no more than 1 hour later.

Balance: Ignore all difficult terrain by succeeding a DC 25 Balance check, and the prodigy becomes immune to nausea permanently.

Bluff: The prodigy’s opponents get no bonus on their Sense Motive checks when the prodigy tells a radical lie when she makes a DC 15 Bluff check.

Climb: The prodigy can scale surfaces with such speed and agility that she appears to run up the side of a wall. When climbing, the prodigy moves at her normal speed. Furthermore, the prodigy may move along a vertical surface as if it were a flat section of ground so long as she ends her move on a level surface. For example, a prodigy with a move of 40ft. could run 10ft. straight up a wall, 20ft. across the wall, and then 10ft. back down to the floor. If for any reason the prodigy is forced to end her move while on a wall, she immediately falls to the floor unless she is somehow secured in place. This ability works only if the prodigy is wearing light or no armor and carries no more than a light load.

Concentration: As a move action a prodigy can attempt to make the first five points of damage that she receives until the beginning of her next round non-lethal damage by making a DC 20 Concentration check. For every 5 points beyond 20 the prodigy can make one more point of damage non-lethal.

Craft: The prodigy does not need Artisan’s Tools to make successful Craft checks. Also, a prodigy must fail a check by 9 or lower to make no progress in a week, and must fail by 10 or more to ruin half the raw materials and have to pay half the original raw material cost again.

Decipher Script: The prodigy can read magic as per the spell at will and read in total darkness, even in magical darkness. This does not allow her to see in darkness other than to read.

Diplomacy: By making a successful Diplomacy check DC 25, a prodigy can create a suggestion effect that affects anyone involved with the negotiation.

Disable Device: A prodigy can make a Disable Device check from a distance of 10 ft. by making a DC 15 Disable Device check. For every additional 5 ft. away she wishes to attempt, the DC increases by 5. This check is separate from the check to actually disable the device.

Disguise: On a DC 20 check, the prodigy may, if she wishes to, use her check as a casting of the disguise selfspell.

Escape Artist: A prodigy can make an Escape Artist check to navigate her way through force effects and other solid magical barriers. The DC is equal to 10 + the level of the spell + the caster’s key casting ability modifier.

Forgery: With a DC 15 Forgery check, the prodigy never raises anyone’s suspicions when she presents a forged document, and therefore no one receives any bonuses on opposing checks. The prodigy’s forgery is good enough to fool divination spells of up to 3rd level.

Gather Information: The prodigy never has to pay for information; in addition, the prodigy’s Gather Information checks take minutes rather than hours.

Handle Animal: The prodigy may make a Handle Animal check DC 15 to produce a calm emotions spell effect that surrounds her in a 30ft. radius and a DC 20 check produces a charm animal spell effect in that area.

Heal: The amount of hit points a Heal check cures is not limited by the prodigy’s Wisdom score. Also, he may apply the first aid effect of the Heal skill up to three times per day to a given individual.

Hide: The prodigy can become blurred as per the blur spell with a Hide check DC 15, or become invisible with a Hide check DC 20 as per the invisibility spell, for a number of rounds per day equal to half her ranks in the Hide skill (rounded down).

Intimidate: If a prodigy makes a DC 15 Intimidate check, she causes all opponents in a 30ft. radius to become shaken for 3 rounds. An Intimidate check against a single opponent can cause it to become panicked for 1 round. The opponent and the prodigy make opposed rolls like a normal demoralizing Intimidate check.

Jump: The prodigy is treated as always having a running start on Jump checks and doesn’t suffer penalties on standing jumps.

Knowledge:

o Ancient history: With a DC 25 Knowledge (ancient history) check, the prodigy can produce a legend lore effect.

o Arcana: The prodigy is under the constant effect of the detect magic spell.

o Astronomy: With a DC 25 Knowledge (astronomy) check, the prodigy can produce a know direction effect.

o Architecture and engineering: If the prodigy succeeds on a DC 15 Knowledge (architecture and engineering) check, she produces a detect secret doors spell effect.

o Dungeoneering: The prodigy is under the constant effect of the detect snares and pitsspell.

o Gaming: By making a Knowledge (gaming) check DC 30, the prodigy can turn any natural 1 on a d20 roll into a natural 20. This ability is usable once per day.

o Geography: A DC 15 Knowledge (geography) check gives the prodigy an insight into her terrain and gives her a +1 circumstance bonus to her attack rolls, and makes her immune to ambushes and surprise rounds, for the next hour, while within a 100 ft. radius of where she made the check. This increases by +1 for every 5 points the DC is beaten by. With a DC 20 check, the prodigy gains further insight into the terrain around her and receives a +2 circumstance bonus to Jump, Climb, Balance, Swim, or Tumble checks made in a 100ft. radius from where she made the check for the same duration. This increases by +2 for every 5 points that the prodigy beats the DC by.

o History: If the prodigy makes a successful Knowledge (history) check DC 20, she produces a speak with dead spell effect.

o Local: The prodigy can attune herself to any community. This attunement takes 1 week of living in the community. After the attunement time, the prodigy can no longer get lost in the community and always knows the geography of the area 100ft. in all directions of her current position. This ability functions in the sewers, inside buildings, and in other confusing areas.

o Military tactics: With a DC 20 Knowledge (military tactics) check, the prodigy no longer is able to be flanked, and when flanking, she gains a +2 bonus to damage rolls as well as the normal benefits from flanking. For every 5 points she beats the DC by, these effects are shared with one ally within 30 ft. of the prodigy when she makes this check. These benefits last until the end of the encounter.

o Nature: A prodigy can make a Knowledge (nature check) DC 15 to produce a detect animals spell effect.

o Nobility and royalty: A prodigy can make a Knowledge (nobility and royalty) check DC 15 to call in a small favor from a low-level noble once every other day (this is at the DM’s discretion and may be used less based on excessive use). On a Knowledge (nobility and royalty) check DC 25, the prodigy can call in a favor from a mid-level noble once a week (this is at the DM’s discretion and may be used less based on excessive use).

o Religion: The prodigy is under the constant effect of the detect undead spell.

o The planes: With a DC 15 Knowledge (the planes) check, the prodigy produces a summon monster I spell effect. For every 10 points the prodigy beats the DC by, she produces the next higher level summon monster spell.

Leadership: The prodigy can make a Leadership check DC 20 to grant all of her allies within 30 ft. of her when she makes the check a +2 morale bonus to attack rolls, saves, and AC until the end of the encounter. For every 5 points she beats the DC by, this bonus increases by +1.

Listen: The prodigy can hear normally in areas of magical silence with a DC 20 Listen check.

Move Silently: The prodigy can make a DC 15 Move Silently check to become invisible to blindsight/blindsense for 1 round or a DC 20 check to become invisible to tremorsense for 1 round.

Open Lock: A prodigy never takes a penalty to Open Lock checks when she’s not using thieves’ tools; in addition, if the prodigy succeeds on a DC 20 Open Lock check, she picks the lock as a standard action rather than a full-round action. A DC 25 Open Lock check results in the prodigy picking the lock as a move-action. The prodigy must still meet the DC for opening the lock for the class abilities to work.

Perform: By succeeding a DC 20 Perform check during a performance, a prodigy can produce one of the following spell effects: cause fear, charm person, hypnotism, sleep, or remove fear. The target(s) must be actively paying attention to the performance for at least ten minutes for the spell effect to take effect.

Profession: The prodigy can earn twice her Profession check result in gold pieces per week of dedicated work.

Ride: The prodigy may make a Ride check instead of a charge attack when attempting a mounted charge. If she hits, she may leap from the saddle and the attack is resolved as a normal charge but with a +4 bonus to damage. The prodigy uses her mount’s speed as part of her charge action.

Search: The prodigy gains the trapfinding ability. Additionally, with a DC 20 Search check, she may search a 5ft. by 5ft. square or a volume of goods 5ft. on a side as a swift action.

Sense Motive: The prodigy can detect the alignment aura of a target she can see (as the detect good/evil/law/ and chaos spells) as an immediate action with a Sense Motive check, with the DC of the creatures HD.

Sleight Of Hand: With a DC 10 Sleight of Hand check, the prodigy produces a mage hand or open/close spell effect. With a DC 20 Sleight of Hand check, the prodigy produces a levitate spell effect but only pertaining to objects. Opponents do not get a +4 bonus when searching her person and all opponents take a -5 penalty to their Spot checks to notice her use of Sleight of Hand.

Speak Language: With a DC 10 Speak Language check, the prodigy produces a ghost soundspell effect. With a DC 15 Speak Language check, the prodigy produces a ventriloquism spell effect. And with a DC 20 Speak Language check, the prodigy produces a whispering wind spell effect. This is an exception to the rule that the Speak Language skill does not actually involve any checks. These checks are standard actions.

Spellcraft: When a prodigy casts a spell, she can make a DC 15 + spell level Spellcraft check to change the school of magic the spell comes from.

Spot: The prodigy gains low-light vision. If the prodigy succeeds on a Spot check (DC = her opponent’s AC), she reduces the effective concealment of the target by up to 20%.

Survival: The prodigy is under a constant detect poison spell effect and can, if she succeeds on a Survival check DC 20, produce a delay poison spell effect. She also gains a +5 circumstance bonus on Survival checks when hunting and tracking for food.

Swim: The prodigy takes no penalties for fighting underwater. Also, she no longer takes an armor check penalty when making Swim checks. The prodigy can hold her breath an additional number of rounds equal her Swim check.

Taunt: By making a DC 20 Taunt check, the prodigy can cause a command effect against her target.

Tumble: Additional opponents do not add to the prodigy’s Tumble DC and she no longer suffers any armor check penalty when tumbling.

Use Magic Device: If the prodigy uses a wand and succeeds on a Use Magical Device check DC 30, she activates the wand as a move action.

Use Rope: A prodigy can, as a full-round action, Use Rope to make a lasso to attack her enemies with. A prodigy must succeed at a Use Rope check (DC = her opponent’s touch AC). A lasso’s maximum range is 10ft. If she hits, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If she controls the lasso by succeeding on an opposed Strength check while holding it at the start of the target’s turn (taking a move action on the part of the victim), the entangled creature can move only within the limits that the lasso allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with an Escape Artist check with a DC equal to the prodigy’s Use Rope check as a full-round action. The lasso has hit points equal to the rope’s hit points and can be burst with a DC 25 Strength check (also a full-round action). A lasso is useful only against creatures within one size category of the prodigy. For instance, a Small character wielding a lasso can entangle Tiny, Small, or Medium creatures. It takes a full-round action to retrieve and reset a lasso.

Bonus Feat

At 4th level and every 4 levels thereafter, the prodigy gains a bonus feat from one of the following categories: Eldritch, General, Racial, Talent, or Transformation.

Miracle (Su)

At 11th level the prodigy unlocks even more potent inner talents. Starting at 11th level and every level thereafter, the prodigy gains a Miracle ability. She may choose a Marvel ability instead if desired. A prodigy must have the marvel ability for a particular skill before she may select the Miracle ability for that skill.

Appraise: A prodigy can make an Appraise check as standard action to sense magic items within 100 ft. Depending on the check's result, she detects the following: DC 15 - minor items, DC 20 - medium items, DC 25 - major items, DC 30 - artifacts. The prodigy can take 10 or 20 on this check.

Astral Charting: If the prodigy makes an Astral Charting check DC 30, she receives a +8 competence bonus on her next skill check which must be made no more than 1 hour later.

Balance: The prodigy is able to walk on unstable surfaces, even water, by succeeding a DC 25 Balance check.

Bluff: With a DC 30 Bluff check, the prodigy is immune to lie-detecting spells and abilities, though her opponent perceives that she isn’t.

Climb: The prodigy adheres to any solid surface, even slippery surfaces. She never suffers penalties for the type of surface she is attempting to climb, climbs at her full speed with no penalty to her check, and never risks falling when failing a climb check.

Concentration: The prodigy can make a Concentration check as a move action, against a DC 30, to gain DR 10/- for the rest of the round.

Craft: The prodigy can repair any magical item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.

Decipher Script: The prodigy can read any language and can read while blind. This does not allow the prodigy to speak or write in those languages, however.

Diplomacy: Any attempt of Diplomacy, even a failed attempt, increases the opponent’s attitude by one step. Also, a DC 35 Diplomacy check can create the effects of a dominate person spell with a duration 5 rounds.

Disable Device: A prodigy can make a melee touch attack against a construct and then make a Disable Device check to deal damage equal to its result. An attack in this fashion could cause the construct to become inert (at the prodigy’s option) with a DC 35 Disable Device check.

Disguise: On a DC 30 check, the prodigy may use her check as a casting of the alter self spell if she chooses to.

Escape Artist: By making a DC 25 Escape Artist check the prodigy produces the effects of a freedom of movementspell with a duration of 5 round.

Forgery: The prodigy’s forged documents are always successfully believed and aren’t discernible as false by any means of divination magic when she succeeds at a DC 35 Forgery check.

Gather Information: With a DC 30 Gather Information check, the prodigy’s attempt to gather information becomes a casting of the detect thoughts spell is she wishes.

Handle Animal: By making a DC 30 Handle Animal check, all attempts by the prodigy at the Handle Animal skill calms animals per the spell in a 100ft. radius and makes them friendly towards the prodigy. This can also be done with magical beasts, but the DC becomes 40 instead.

Heal: The prodigy no longer requires a healer’s kit to use the Heal skill.

Hide: If the prodigy succeeds on a Hide check DC 30 the prodigy becomes invisible (as the spell) for a number of round equal to her prodigy level.

Intimidate: If a prodigy succeeds at an Intimidate check DC 30, she produces a fear spell effect in a 10ft. radius.

Jump: A prodigy can make a Jump check DC 25 to produce a levitate spell effect on herself. A DC 30 Jump check produces a fly spell effect.

Knowledge:

o Ancient history: The prodigy remembers the deeds of ancient heroes. With a DC 30 check, she may gain the use of any feat she qualifies for until the end of the encounter.

o Arcana: If the prodigy succeeds on a Knowledge (arcana) check DC 25, she can produce any 1st level arcane spell that she has personally witnessed. For every 10 points she beats the DC by, she can produce the effect of a spell 1 level higher.

o Astronomy: With a DC 35 check, the prodigy can produce the effects of a contact other plane spell.

o Architecture and engineering: If the prodigy succeeds on a Knowledge (architecture and engineering) check DC 30, she produces a stone shape spell effect.

o Dungeoneering: If the prodigy succeeds on a Knowledge (dungeoneering) check DC 30, she produces a spider climb spell effect while in a dungeon (the DM has the discretion as to what constitutes a dungeon).

o Gaming: By making a DC 30 Knowledge (gaming) check as a swift action, the prodigy can add her Luck modifier as a luck bonus to all attack rolls, skill or ability checks, or saving throws she makes until the beginning of her next turn.

o Geography: With a DC 30 Knowledge (geography) check, the prodigy produces a pass without trace spell effect. With a DC 35 Knowledge (geography) check, the prodigy produces a find the path spell effect.

o History: A prodigy can tell what the history of the immediate future will be by making a Knowledge (history) check DC 25 as an immediate action. This gleans her an insight bonus of +2 on her next roll and this bonus increases by +2 for every 5 points the prodigy beats the DC by.

o Local: The prodigy becomes a virtual treasure trove of knowledge regarding her community. When meeting a person native to her community, she automatically knows their name, where they live, and what they do for a living.

o Military tactics: With a DC 25 check, the prodigy can replace her own initiative roll, along with the rolls of all allies within 30 ft. of her, with any other initiative roll made by herself or any ally within that area. With a DC 35 check, she becomes immune to attacks of opportunity until the end of the encounter.

o Nature: A prodigy can make a Knowledge (nature) check DC 20 to produce an endure elements spell effect. On a DC 25 result, the prodigy is not hindered by inclement weather, magical or otherwise for 10 rounds.

o Nobility and royalty: A prodigy can make a Knowledge (nobility and royalty) check DC 35 to call in a small favor from a high-level noble once a month (this is at the DM’s discretion and may be used less based on excessive use). On a DC 45 check, the prodigy can call an audience from no less than the king or queen of the land twice a year (this is at the DM’s discretion and may be used less based on excessive use).

o Religion: The prodigy can use his Knowledge of the religious arts to harm or heal undead. The prodigy rolls a Knowledge (religion) check and the result either deals damage to or heals undead (prodigy’s choice). This ability only affects the undead and does not extend to the living. Deathless creatures are not immune to this effect. Additionally, the prodigy may make a Knowledge (religion) check DC 40 as a full round action to produce the effect of an aid spell.

o The planes: With a DC 40 Knowledge (the planes) check, the prodigy produces a lesser planar ally spell effect. With a DC 50 check, the prodigy produces a lesser planar bindingspell effect.

Leadership: The prodigy’s followers actually pay her to be associated with her. She receives a monthly tithe from her followers equal to 1 gp per follower level from each.

Listen: A prodigy can make a Listen check DC 30 to give herself blindsense out to 60ft. for a number of rounds equal to half her prodigy level.

Move Silently: If the prodigy succeeds on a Hide check DC 30, the prodigy can produce a silence spell effect that affects only the prodigy for a number of rounds equal to her prodigy level.

Open Lock: If the prodigy succeeds at a DC 35 Open Lock check, she produces a knock spell effect. This ability extends to magically sealed doors of all but the most powerful abjuration magic (DM’s discretion).

Perform: The prodigy is a skilled performer and knows how to work a crowd for a quick buck or small favor. Once a day, the prodigy can spend 1 hour and make a single Perform check. If she succeeds at a DC 31 or higher, she makes that amount in gold and may receive a favor from a spectator (at the DM’s discretion).

Profession: The prodigy is considered the consummate professional in her area of expertise and is always offered the best paying gigs in the area. Once a month, the prodigy can earn 5 times the result of her Profession check for a weeks’ worth of dedicated work.

Ride: If the prodigy has the Mounted Combat feat and makes a DC 20 Ride check, she may use it twice per round. If the prodigy has the Trample feat and makes a DC 25 Ride check, she may spur her mount to trample through as many as 5 opponents and may end this action with the leap from the saddle ability gained by the Ride skill marvel.

Search: The prodigy can produce the effects of a detect poison/magic/undead/secret doors/traps spell with a DC 15 Search check.

Sense Motive: By succeeding a DC 25 Sense Motive check, a prodigy can detect thoughts as the spell. Also, by succeeding a DC 30 Sense Motive check, a prodigy can detect scrying as the spell.

Sleight Of Hand: Opponents now take a -10 penalty on Spot checks against the prodigy’s Sleight of Hand checks. Sleight of Hand checks made as swift actions only take a -10 penalty rather than a -20 penalty. Additional Sleight of Hand checks made after an initial failure only increase the DC by 5 instead of by 10.

Speak Language: Whenever the prodigy succeeds at a Speak Language check DC 25 as a standard action, she produces a tongues spell effect for 1 minute. This is an exception to the rule that the Speak Language skill does not actually involve any checks.

Spellcraft: On a Spellcraft check DC 35, a prodigy can produce a dispel magic spell effect. This improves to a greater dispel magic effect with a DC 45 check, and a disjunction spell effect with a DC 55 check.

Spot: The prodigy gains darkvision out to 60 ft. In addition, if she makes a Spot check DC 45, she produces a true seeing spell effect that lasts for 1 round. She may also make 1 Spot check as an immediate action once per encounter.

Survival: The prodigy gains a +10 bonus to Survival checks when using it to track. In addition, if the prodigy succeeds on a Survival check DC 40, she produces a neutralize poisonspell effect.

Swim: The prodigy gains a swim speed per round equal to her base land speed plus her Swim check. The prodigy can take full-round actions without losing her held breath.

Taunt: With a DC 40 Taunt check, the prodigy can produce the effects of a sanctuary spell on all of her allies within line of sight. It only applies to the target of the prodigy’s Taunt check.

Tumble: The prodigy can tumble through any type of terrain without an increase to the Tumble check’s DC. A DC 30 Tumble check allows the prodigy to ignore 30ft. of falling damage and an additional 10ft. for every 5 points she beats the DC by.

Use Magic Device: If the prodigy uses a wand and succeeds on a DC 40 Use Magic Device check, she activates the wand as a swift action.

Use Rope: The prodigy can cast animate rope with a Use Rope DC 25 check.

Prodigy Spell ListEdit

0-Level: create water, detect magic, detect poison, ghost sound, guidance, know direction, mending, open/close, prestidigitation, purify food and drink, read magic.

1st-level: alarm, animate rope, calm animals, cause fear, charm animal, charm person, command, comprehend languages, deathwatch, detect secret doors, detect snares and pits, disguise self, endure elements, erase, feather fall, hide from animals, hide from undead, hold portal, lesser confusion, jump, longstrider, pass without trace, remove fear, sanctuary, ventriloquism.

2nd-level: aid, bear’s endurance, blur, bull’s strength, calm emotions, cat’s grace, darkvision, delay poison, detect thoughts, eagle’s splendor, find traps, fox’s cunning, hideous laughter, identify, knock, levitate, locate object, make whole, obscure object, owl’s wisdom, phantom trap, scare, see invisibility, speak with animals, spider climb, status, undetectable alignment.

3rd-level: arcane sight, clairaudience/clairvoyance, create food and water, discern lies, fire trap, glibness, glyph of warding, good hope, illusory script, invisibility, nondetection, quench, rage, remove disease, secret page, suggestion, tongues, water breathing, water walk.

4th-level: air walk, charm monster, confusion, fear, locate creature, minor creation, neutralize poison, phantasmal killer, speak with dead.

5th-level: fabricate, greater command, legend lore, major creation, mass suggestion, passwall.

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