Ich hoffe auf konstruktive Kritik und hoffe dass trotz des Verlusts der Formatierung die Tabellen noch irgendwie Sinn ergeben.
Die PrC ist gedacht als Spezialist für Informationsbeschaffung in der Gesellschaft.
The Informant
Hit Die: d6
Requirements
Skills: Bluff 7 Ranks, Diplomacy 7 Ranks, Gather Information 7 Ranks, Sense Motive 7 Ranks
Feats: Skill Focus (Gather Information)
Class Skills:
The informant’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Informant
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Bardic Knowledge, Gathering of News
2nd +1 +0 +3 +3 1/day Comprehend Language, Evasion
3rd +2 +1 +3 +3 Informant’s Skill I, Uncanny Dodge
4th +3 +1 +4 +4 1/day Tongues
5th +3 +1 +4 +4 Bonus Feat, 3/day Comprehend Language
6th +4 +2 +5 +5 1/week Legend Lore, Informant’s Skill II
7th +5 +2 +5 +5 Improved Uncanny Dodge, 3/day Tongues
8th +6 +2 +6 +6 Bonus Feat
9th +6 +3 +6 +6 Informant’s Skill III
10th +7 +3 +7 +7 1/week Vision, Improved Evasion
—— Spells per Day ——
Level 1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 2 0 — —
4th 3 1 — —
5th 3 2 0 —
6th 3 3 1 —
7th 3 3 2 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 3
Class Features
Weapon and Armor Profiency: Informant’s are proficient with all simple weapons, plus the hand crossbow, rapier, short bow (including composite short bow) and the short sword. They are proficient with light armor but not with shields.
Spells: Beginning at 1st level, an informant gains the ability to cast a number of arcane spells which are drawn from the Informant’s Spell List which is given below. He can cast any spell he knows without preparing it ahead of time. To cast a spell, an informant must have a Charisma score of at least 10 + the spell’s level, so an informant with a Charisma of 10 or lower cannot cast these spells. Informant bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the informant’s Charisma bonus. When the informant gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an informant can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level informant spell the informant can cast. An informant may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Table: Informant Spells Known
—— Spells Known ——
Level 1st 2nd 3rd 4th
1st 21 — — —
2nd 3 — — —
3rd 3 21 — —
4th 4 3 — —
5th 4 3 21 —
6th 4 4 3 —
7th 4 4 3 21
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
1 Provided the informant has sufficient Charisma to have a bonus spell of this level.
Bardic Knowledge: An informant may make a special bardic knowledge check with a bonus equal to his informant level + his Intelligence modifier (note that Bard Levels and Informant Levels stack for this purpose, so a 4th level bard and 3rd level informant will have a bonus of 7 + Intelligence modifier) to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. An informant may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Gathering of News: Beginning at first level an informant adds his informant level as a bonus on all Gather Information checks.
Comprehend Languages (SP): 1/day an informant of 2nd level or higher may use this ability which works exactly like the Comprehend Language spell cast by a sorcerer of the informant’s class level. Starting at 5th level an informant may use this ability 3/day.
Evasion (EX): At 2nd level and higher, an informant can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the informant is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Informant’s Skill: An informant gains additional boni on several socializing skills which he requires for his daily work.
Informant’s Skill I: at 3rd level the informant gains a +2 bonus on either Bluff, Diplomacy or Sense Motive
Informant’s Skill II: at 6th level the informant gains a +2 bonus on either Bluff, Diplomacy or Sense Motive which ever he has not chosen already, and adds an additional +2 bonus to his previous or his new gained bonus, so his boni are +4/+2
Informant’s Skill III: at 9th level the informant gains a +2 bonus on either Bluff, Diplomacy or Sense Motive which ever he has not chosen already, and adds an aditional +2 bonus to one of his previous boni or his new gained bonus, so his boni are either +6/+2/+2 or +4/+4/+2
Uncanny Dodge (EX): Starting at 3rd level, an informant retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Tongues (SP): 1/day an informant of 4th level or higher may use this ability which works exactly like the Tongues spell cast by a sorcerer of the informant’s class level. Starting at 7th level an infromant may use this ability 3/day.
Bonus Feat: at 5th level and every 3 levels there after, so again at 8th level, an informant gets a bonus feat which he has to choose from the following list: Craft Wand [Item Creation], Craft Wondrous Item [Item Creation] Negotiator, Scribe Scroll [Item Creation], Skill Focus (Bluff), Skill Focus (Diplomacy), Skill Focus (Sense Motive) or any [Meta Magic] – Feat.
Legend Lore (SP): 1/week an informant of 6th level or higher may use this ability which works exactly like the Legend Lore spell cast by a sorcerer of the informant’s class level.
Improved Uncanny Dodge (EX): At 7th level, an informant can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the informant. The exception to this defense is that a rogue at least four levels higher than the informant can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Vision (SP): 1/week an informant of 10th level or higher may use this ability which works exactly like the Vision spell cast by a sorcerer of the informant’s class level.
Improved Evasion (EX): At 10th level an higher the informant benefits from this ability as well. This ability works like evasion, except that while the informant still takes no damage on a successful Reflex saving throw against attacks that allow a Reflex savingthrow for half damage, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Informant Spell List
Informants choose their spells from the following list:
1st Level: Charm Person, Comprehend Languages, Detect Secret Doors, Disguise Self, Erase, Expeditious Reatreat, Feather Fall, Hypnotism, Identify M, Magic Mouth M, Nystul’s Magic Aura, Obscure Object, Silent Image, Sleep, Undetectable Alignment, Ventriloquism.
2nd Level: Alter Self, Blindness/Deafness, Blur, Calm Emotions, Cat’s Grace, Darkness, Daze Monster, Detect Thoughts, Eagle’s Splendor, Enthrall, Fox’s Cunning, Glitterdust, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Minor Image, Mirror Image, Misdirection, Silence, Suggestion, Tongues, Whispering Wind.
3rd Level: Blink, Charm Monster, Clairaudience/Clairvoyance, Daylight, Deep Slumber, Dispel Magic, Displacement, Gaseous Form, Geas, Lesser, Glibness, Haste, Illusory Script M, Invisibility Sphere, Leomund’s Tiny Hut, Major Image, Phantom Steed, Scrying F, Sculpt Sound, Secret Page, See Invisibility, Sepia Snake Sigil M, Slow.
4th Level: Detect Scrying, Dimension Door, Dominate Person, Freedom of Movement, Hallucinatory Terrain, Hold Monster, Invisibility, Greater, Legend Lore M F, Leomund’s Secure Shelter, Locate Creature, Modify Memory, Rainbow Pattern, Zone of Silence.