Landwalker
(PRESTIGE CLASS)

These scouts are called Landwalkers. This is because they are commanded to travel overland routes and must maintain peak fitness. They are stealthy, and trained to blend in and remain quiet both in the wilds and inside civilization. Frequently they are also expert trappers. Many Landwalkers have a dabbling in all sorts of skills... they can be healers, scholars, disciplined fighters... they frequently are trained to make the best use of their senses, and are good at seeing and hearing what others do not.

Engine requirements:
-BAB: 7
-Must have the following feats: Iron Will, Dodge, and Stealthy.
-Lore: 10
-Hide and Move Silently: 8
-Alignment must be non-lawful, non-evil

HD: d8
Same attack class as cleric.
Skills: 6 + int /level
Class skills:
Concentration
Disable Trap
Heal
Hide
Listen
Lore
Move Silently
Search
Set Trap
Spot
Tumble
Craft Trap

Abilities/feats:
Level 1: Favored Enemy: Orc; Skill focus in Lore
Level 2: Deneir's Eye
Level 3: Sneak Attack 1d6
Level 4: Favored Enemy: Giant
Level 5: Tymora's Smile
Level 6: Lliira's Heart
Level 7: Brew Potion
Level 9: Blindfight
Level 10: Improved Initiative
Level 12: Epic Superior Initiative
Level 15: Uncanny Dodge
Level 20: Epic Dodge

Also, at levels 6, 12, and 18 character gets one extra feat, to be chosen between the following:
Toughness,
Weapon Finesse,
Epic Will,
Skill focus in either hide or move silently,
Sneak Attack 2d6,
Bane of Enemies (if you meet the requirements).

Swashbuckler
(PRESTIGE CLASS)


The Swashbuckler is a charming rogue, a scoundrel, a cunning mental adversary; oft-sailor, oft-horseman, oft-running from the law. These men and women tend to be excellent fighters, though in the style of riposte and parry, rather than more heavy-handed styles. They are men and women who can hold their drink, whose ability to find treasure and the like is simply uncanny. They are an enigma, and as likely to pinch your bum as look at you.

Engine requirements for this Class:
-Skills: Parry 10, Taunt and Tumble 5
-BAB 4
-Feats: Dirty Fighting, Dodge, Disarm
-All alignments allowed

Class Ability: Dexterity
Saving Throw: Bard
HD: d8
Attack Class: 2
Skills: 6 + int/lvl

Class skills:
Heal
Lore
Parry
Persuade
PickPocket
Spot
Search
SetTrap
Taunt
Bluff
Intimidate
Tumble

Special Abilities:

- Bravado/Feint: Makes Swashbuckler appear more confident than they are. Similar to War Cry. 1/use day.
- Knave's Charm: Temporary bonus to the following skills: bluff, persuade, pick pocket, parry, perform and a slight increase to charisma. Useable 1/day.

Knave's Charm
This ability of the Swashbuckler is their way of using their innate charm to the greatest advantage; using this ability, which they have available once per day, increases their charisma, and their parry, perform, persuade, pick pocket, and bluff skills. The duration is based on the level of the Swashbuckler (in that class).

Bravado
This ability of the Swashbuckler functions the same as the War Cry spell; except that the level of the Swashbuckler factors in.

Mistress
(PRESTIGE CLASS)

These leather-clad sexy creatures revel in pain and agony. They love to hear the screams of the tortured, and are also partial to a bit of pain themselves. Slaves as they are to their unnatural and perverted urges, Mistresses have a desperately low tolerance of good characters and any work that is not strictly combat or torture related. They love to use a whip as main weapon or a dagger in particular cases.

REQUIREMENTS
Human, Elf, Drow
Only women
Charisma 15
Alignment: Any evil
Persuade: 5
Taunt: 8
Intimidate: 5
Weapon Focus: Whip (1d6)
Weapon Focused: Dagger
Weapon Finess
Spring attack
Cannot use shields


Class Ability: Charisma
Saving Throw: Bard
Hit Dice: 1d8
Attack class: 1
Skills: 4+int/lvl

Class Skills:
Concentration
Discipline
Healing
Parry
Persuade
Taunt
Appraise
Tumble
Bluff
Intimidate

LEVEL PROGRESSION
3  Bonus Feat: Use poison
6  Bonus Feat: Aimed Shot
10 Special power: Seduction of the Mistress
11 Bonus Feat: Improved Disarm
13 Special power: Dominated person
14 Dexterity +2
15 Bonus Feat: Epic reflexes
16 Special power: Deadly lashes
17 Charisma +2
18 Bonus Feat: Weapon Specialization - Whip
19 Special power: Hold person
20 Bonus Feat: Death attack
21 Dexterity + 2
22 Special power: Bestow curse
25 Special power: Dominate Monsters
27 Charisma + 2
28 Special power: Wail of the banshee
29 Bonus Feat: Epic Dodge
30 Special power: Deadly Gaze

Seduction of the Mistress
Component(s): Verbal, Somatic
Range of action: Contact
Area of Effect/Target: Single
Duration: 1 hour per level
Saving Throw: Harmless
Spell Resistance: No.

The target's Charisma increases by 2d4 + 1.

Deadly Lashes
Descriptor(s): sonic
Component(s): verbal, somatic
Range of action: personal
Area of Effect/Target: caster
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No

The mistress is surrounded by magical whips that can hurt any creature that tries to hit her, dealing an amount of sonic damage equal to 10d6 +1 damage per level.

Deadly Gaze
Component(s): Verbal, Somatic
Range of action: Close
Area of Effect/Target: Single
Duration: Instant
Saving Throw: Fortitude partial
Spell Resistance: Yes

The target must make a Fortitude saving throw or die. If he does it successfully, he still takes 10d6 points of damage.

Epic Mistress
An Epic Mistress is a concentration of seduction, perversion and sadism. Her powers of manipulation and mind control become more and more powerful as does the care she bestows on her body. Some of these women are rumored to be offspring of the worst of all evils.

Hit die: d8
Skill Points: 4 + Int modifier.
Bonus Feats: A Mistress gains a feat at levels 23, 26, 29, 32, 35, 38, and 40.

Adepta Sororitas
(PRESTIGE CLASS)


The Adepta Sororitas, also known as the Sisters of Battle, are an elite sisterhood of warriors raised from infancy to adore and worship the Emperor of Mankind. Their fanatical devotion and unwavering spiritual purity is a bulwark against corruption, heresy and evil attack, and once battle has been joined they will stop at nothing until their enemies are utterly crushed. The Sisters of Battle are trained to the peak of human ability and stand amongst Mankind's most dedicated and disciplined warriors. Wherever there are foes of the Emperor, the Sisters of Battle will be found fighting with faith and steel. When not actively prosecuting the Ecclesiarchy's wars, the battle-sisters of the Orders Militant divide their time between rigorous training and devout worship of the God-Emperor. Indeed, to the Adepta Sororitas, the disciplines are nigh inseparable, for whilst combat drills and studies of battle tactics can hone the body and the mind, only penitent prayer can bolster the spirit, and all three are required to defeat the Imperium's foes. The combination of combat doctrine and prayer is most evident on the battlefield, where battle-sisters loudly proclaim their faith in hymn and verse as they march to war, calling upon the Emperor to aid them in the fight against their enemies. The intense, unquestioning nature of this faith is a potent weapon indeed, manifesting as divine inspiration that drives the Sororitas to unprecedented feats of martial prowess. Sisters of Battle gripped with holy fervour banish worldly fears from their minds, shrug off mortal wounds, and summon preternatural strength to smite their foes. The Sisters of Battle believe their faith to be a weapon stronger than any steel, and those who witness their battlefield miracles are left in no doubt that the spirit of the Emperor indeed walks with these pious warriors.  

REQUIREMENTS:
- Only women
- Only human
- Alignment: Lawful neutral or true neutral
- Skills: 10 Discipline, 5 Intimidate
- BAB 7
- Feats: Strong Soul, Armor Proficiency (Heavy), Weapon Proficiency (War), Toughness, Great fortitude

Class Skill: Strength
Saving Throw: Fighter
Hit Dice: 1d10
Attack class: 1
Skills: 4+int/lvl

Class Skills:
Concentration
Discipline
Healing
Parry
Taunt
Intimidate

Special bonuses per level:
1: Talent: Power Attack
3: Talent: Cleave
5: Talent: Heavy Armor Optimization
7: Talent: Bullheaded
9: Talent: Blind fight
11: Talent: Aura of Courage
15: Talent: Ecclesiastical power
17: Talent: Whirling Attack
22: Talent: Epic prowess
25: Talent: Improved Whirlwind Attack
28: Talent: Immunity to fire
30: Purification Fire

Ecclesiastical power

Type of talent: Class
Prerequisite: Adepta Sororitas level 15
Use: selected
Specifics: The Adepta Sororitas is able to channel a portion of her deity's power twice per day, giving her a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to her strength bonus. She also gains damage reduction of 10/+5. The attack and saving throw bonuses increase by +2 at level 10.

The bonus damage (reported as divine damage) is from a damage increase effect, so it ignores both damage resistance and damage immunity.
The attack, damage, and saving throw bonuses increase by a further +2 every five levels and the damage reduction increases as well.

Damage Reduction:
15: 10/+5
20: 15/+6
25: 20/+7
30: 25/+7

Attack / damage / save bonus
15: +3
20: +5
25: +7
30: +9

Purification Fire
Type of talent: Class
Prerequisite: Adepta Sororitas level 30
Details: The Adepta deals 35d6 Energy damage to a single target by invoking the sacred power of the Inquisition. Can be used twice a day.
Usage: launch.

Epic Adepta Sororitas
Epic Adepta Sororitas is considered a Canoness. A canoness is a veteran warrior of many hundreds of battles who has risen to her position through a combination of strong leadership, shrewd tactical genius, obedience and compliance with the Ecclesiarchy and above all, her sheer overarching faith in the God-Emperor. As a guardian of her battle-sisters' souls, a canoness is also responsible for the spiritual well-being of those under her command. A canoness' non-military duties include leading the Order in its prayer services, performing rites of initiation and overseeing the running of the Order.

Hit die: d10
Skill Points: 4 + Int modifier.
Bonus Feats: An Adepta Sororitas gains a bonus feat at levels 23, 26, 29, 32, 35, 38, and 40.
Bonus Feats of an Adepta Sororitas: Armor Skin, Epic Damage Reduction, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Improved Stun Fist, Overhelming Critical, Superior Initiative
Selectable Epic Class Feats: Blinding speed

Grey Knight
(PRESTIGE CLASS)

The Grey Knights have many abilities that standard Knights lack. These powers are psychic in nature. In fact, all Grey Knights possess a degree of psychic ability and are highly-accomplished psykers. Beside these powers, the Grey Knights are highly-skilled close combat fighters. Most Grey Knights who are masters of melee combat are able to win against even the most seemingly impossible of odds.

REQUIREMENTS
Only humans
Strength: 17
Alignment: legal neutral, pure neutral
BAB: 6
Discipline: 8
Power attack
Knockdown
Armor Proficiency (Heavy)
Weapon Proficiency (War)
Strong soul
Weapon Focus: Halberd
Cannot use shields

Class Ability: Strength
Saving Throw: Fighter
Hit Dice: 1d12
Attack class: 1
Skills: 4+int/lvl

Class Skills:
Concentration
Discipline
Healing
Parry
Persuade
Taunt
Intimidate
Craft Armor
Craft Weapon

LEVEL PROGRESSION

3  Bonus Feat: Cleave
7  Bonus Feat: Blindfight
11 Psionic Power: Psionic Energy
12 Bonus Feat: Aura of Courage
14 Psionic Power: Flame strike
14 Bonus Feat: Armor skin
17 Psionic Power: Mind fog
18 Bonus Feat: Weapon of choice - Halberd
20 Psionic Power: Displacement
22 Constitution +2
23 Psionic Power: Psychic Barrier
24 Constitution +2
25 Bonus Feat: Increased multiplier - Halberd
26 Psionic Power: Firestorm
28 Constitution +2
29 Psionic Power: Psychic Storm
30 Epic Spell: Epic Psychic Barrier

Psionic Energy
Component(s): verbal, somatic
Range of action: medium
Area of Effect/Target: huge
Duration: instant
Additional counter spells:
Saving Throw: Partial will
Spell Resistance: Yes

The grey knight is capable of striking a group of enemies with a source of psychic energy for 1d8 points of damage for every two levels of the knight, up to a maximum of 5d8. Enemies who fail a Will save are also stunned for 1-6 rounds.

Psychic Barrier
Component(s): Verbal, Somatic
Range of action: Contact
Area of Effect/Target: Single
Duration: 1 hour per level
Additional counter spells: Finger of Death
Saving Throw: Harmless
Spell Resistance: None

The target becomes immune to any spells, spell-like abilities, and death effects.

Psychic Storm
Descriptor: acid, electricity
Component: verbal, somatic
Range of action: personal
Area of Effect/Target: colossal
Duration: 10 turns
Additional counter spells:
Saving Throw: Special Reflexes
Spell Resistance: Yes

The area around the grey knight is struck by lightning and acid rain. Each turn, all enemies within the area of ​​effect take 3d6 points of acid damage. Those who fail a reflex saving throw take an additional 3d6 points of electricity damage.

Epic Psychic Barrier
The grey knight summons a sturdy psychic barrier around him, which protects him from impact, penetration, and slash damage. Barrier provides 50/+20 damage reduction for 1 turn per level.

Epic Grey Knight
The Epic Grey Knights are the legendary Chapter 666 - and although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. Each member of the chapter undergoes a gruelling and torturous selection process, and even once inducted, their harsh training regime is without equal. In battle, they move as an army of silver ghosts, surrounded by awe, and equipped to the teeth to deal with the worst foes that Chaos can raise to meet them.

Hit die: d12
Skill Points: 4 + Int modifier.
Bonus Feats: A Grey Knight gains a feat at levels 23, 26, 29, 32, 35, 38, and 40.