General Prestige Class : Taker

by Christopher Campbell, Dragon #287

Takers belong to the Fated faction, which advocates survival of the fittest. If you can take it (and keep it), you were meant to have it. If you want something, go and get it. Adventurers in general are attracted to this philosophy, for it is the primary motivation for adventuring. Fighters and barbarians tend to play the bully, while bards, clerics, sorcerers, and wizards use a more subtle approach to get all they desire. Rogues are particularly attracted to the Fated faction for obvious reasons.

Requirements

To qualify to become a Taker, a character must fulfill all the following criteria:

Class Skills

The taker's class skills are Appraise, Bluff, Concentration, Diplomacy, Forgery, Gather Information, Intimidate, Knowledge (Any), Listen, Profession, Search, Sense Motive, Spot, and Survival.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the taker prestige class.

Weapon and Armor Proficiency: A character who takes a level of taker becomes proficient with all simple weapons, light armor, and shields.

Survival Skill: Choose one non-exclusive skill. The taker gains a competence bonus to that skill equal to his taker class level. The taker can choose another skill at every other level.

Larger Than Life: At 2nd level and higher, the taker can grow in size and power, taking on an aspect that represents his self-importance. This spell-like ability works exactly like a righteous might spell cast by a cleric of a level equal to the taker's character level. Use of this ability is a standard action, and the taker can use it a number of times per day as determined by level.

Aura of Confidence: At 4th level and higher, the taker's confidence in himself rubs off on allies nearby and disturbs enemies. This spell-like ability works exactly like a prayer spell cast by a cleric of a level equal to the taker's character level. Use of this ability is a standard action and the taker can use it a number of times per day as determined by level.

Charisma Increase: When a taker reaches 5th level, and again at 10th level, his Charisma score increases by 1. This is not an enhancement bonus; it is an ability score increase.

Supreme Confidence: At 10th level, the taker is so confident in his abilities that he gains a morale bonus to attack rolls and saving throws equal to his Charisma bonus. This is an extraordinary ability.

Spells: A taker gains the ability to cast a small number of arcane spells. To cast a spell, the taker must have a Charisma score of at least 10 + the spell's level, so a taker with a Charisma of 10 or lower cannot cast these spells. Taker bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the taker's Charisma modifier. The taker's spell list appears below; a taker has access to any spell on the list and can freely choose which to cast, just like a sorcerer.

When the taker gets 0 spells of a given level, he gets only bonus spells for that spell slot. A taker without a bonus spell for that level cannot yet cast spells of that level. Bonus spells are based on Charisma.

Spells gained from being a taker cannot be cast on others. All of the spells cast from the taker spell list are treated as though they have a range of personal.

TakerHit Die: d6
CLBABFortRefWillSpecialSpells per Day
1st+0+0+2+oSurvival skill0---
2nd+1+0+3+oLarger than life (1/day)1---
3rd+2+1+3+1Survival skill20--
4th+3+1+4+1Aura of confidence (1/day)31--
5th+3+1+4+1Survival skill, Charisma increase32--
6th+4+2+5+2Larger than life (2/day)32o-
7th+4+2+5+2Survival skill331-
8th+6+2+6+2Aura of confidence (2/day)332-
9th+6+3+6+3Survival skill3320
10th+7+3+7+3Larger than life (3/day), Charisma increase, supreme confidence3331

Taker Spell List

Source: Dragon #287


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