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Ardent Dilettante

(Planar Handbook variant, p. 55)

A diversity of interests and a moderate level of ability in one skill can lead one to become an ardent dilettante.

Requirements

To qualify to become a 1st-level ardent dilettante, a character must fulfill all the following criteria.

  • Skills: Any skill 8 ranks, any other five skills 1 rank in each.
  • Special: Must recount five experiences, one for each of the different senses, at a festhall or sensorium run by the Society of Sensation.

To qualify to become a 4th-level ardent dilettante, a character must fulfill all the following criteria.

  • Skills: Perform (any single skill) 8 ranks, any other skill 5 ranks, any other five skills 1 rank in each.
  • Special: Proficiency with at least two martial weapons.
  • Spells: Ability to cast 1st-level arcane or divine spells.

To qualify to become a 7th-level ardent dilettante, a character must fulfill all the following criteria.

  • Skills: Perform (any single skill) 8 ranks, any Strength-based skill 5 ranks, any Dexterity-based skill 5 ranks, any other three skills 1 rank in each.
  • Special: Proficiency with at least four martial weapons and one exotic weapon.
  • Spells: Ability to cast 1st-level arcane spells and 1st-level divine spells.
  • Special: The character must have visited three different planes.

To qualify to become a 10th-level ardent dilettante, a character must fulfill all the following criteria.

  • Skills: Perform (any single skill) 8 ranks, any Strength-based skill 5 ranks, any Dexterity-based skill 5 ranks, any Constitution-based skill 5 ranks, any Intelligence- or Wisdom-based skill 5 ranks.
  • Special: Proficiency with at least four martial weapons and one exotic weapon.
  • Spells: Ability to cast 1st-level arcane spells and 1st-level divine spells.
  • Special: The character must have visited six different planes.
  • Special: The character must have died and returned to life or unlife.

Hit die

d8

Skill points

6 + Int

Class Features

Weapon and Armor Proficiency: Ardent dilettantes gain no profi ciency with any weapon or armor.

Spells per Day/Spells Known: At each ardent dilettante level after 1st, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class. She does not, however, gain any other benefi t a character of that class would have gained (improved undead turning, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an ardent dilettante, the player must decide to which class to add each ardent dilettante level for determining spells per day, spells known, and overall caster level.

Heightened Senses (Su): An ardent dilettante gains a competence bonus on Listen, Search, Sense Motive, and Spot checks equal to 1 + one-half her class level.

Lore: An ardent dilettante hears many intriguing rumors and learns odd facts while traveling. She may make a special lore check (1d20 + her ardent dilettante level + her Int modifier) to see whether she knows some relevant information about a notable person, place, or thing. This ability is otherwise identical to the bardic knowledge ability (see page 28 of the Player's Handbook). If an ardent dilettante has a similar ability from another class (such as bard or loremaster), her ardent dilettante levels stack with those class levels for determining the success of the lore check.

Enthrall (Sp): Starting at 2nd level, an ardent dilettante can recount one of her many adventures or experiences, capturing the attention of an audience as with an enthrall spell. An ardent dilettante can use this ability once per day for every two class levels she has. Caster level equals character level; save DC 12 + Cha modifi er.

Joie de Vivre (Sp): An ardent dilettante of 3rd level or higher takes such obvious pleasure in life that she can influence those around her to feel the same way, as with a good hope spell. An ardent dilettante can use this ability once per day for every three class levels she has. Caster level equals character level; save DC 12 + Cha modifier.

Bonus Feat: At 4th level, 7th level, and 10th level, an ardent dilettante gains a bonus feat. She must meet the prerequisites for the feat she selects.

Sense Link (Sp): At 4th level, an ardent dilettante becomes able to establish a link with another creature within 30 feet, gaining the benefit of a clairaudience/clairvoyance spell centered on that creature's position. Once the link is established, distance is not a factor (though it works only on the plane you and the target currently occupy). Caster level equals ardent dilettante level; save DC 13 + Cha modifi er.

Scent (Ex): At 5th level, an ardent dilettante's sense of smell becomes so acute that she gains the scent special quality (see page 314 of the Monster Manual).

Seen It Before (Su): Beginning at 6th level, an ardent dilettante can make a Will save to identify an illusion by perceiving it with any of her senses, even if the illusion provides sensory input for that sense. The DM should make this save in secret, to avoid alerting players that the character is witnessing an illusion. If the save fails, the ardent dilettante doesn't get another one until she interacts with the illusion.

See It Again (Su): Once per day, when targeted by or in the area of a spell effect, an ardent dilettante of 8th level or higher can use her next action (if it is made within 1 round of the casting) to duplicate the casting of the spell, with all aspects identical. For instance, an ardent dilettante subjected to a dominate person spell cast by a 12th-level sorcerer can use an identical dominate person effect in the next round. The duplicated effect has the same save DC, range, and duration as if the original caster had cast it. The ardent dilettante automatically knows all relevant information about the spell in question (its name, effect, save DC, and so on).

Blindsense (Ex): At 9th level, an ardent dilettante's senses become so attuned to her surroundings that she gains blindsense out to 10 feet.

Death Holds No Mysteries (Su): When a 10th-level ardent dilettante is brought back from the dead by such magic as raise dead and resurrection, the ardent dilettante does not lose a level.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +2 +0 Heightened senses, lore
2nd +1 +0 +3 +0 Enthrall +1 level of existing spellcasting class
3rd +1 +1 +3 +1 Joie de vivre +1 level of existing spellcasting class
4th +2 +1 +4 +1 Bonus feat, sense link +1 level of existing spellcasting class
5th +2 +1 +4 +1 Scent +1 level of existing spellcasting class
6th +3 +2 +5 +2 Seen it before +1 level of existing spellcasting class
7th +3 +2 +5 +2 Bonus feat +1 level of existing spellcasting class
8th +4 +2 +6 +2 See it again +1 level of existing spellcasting class
9th +4 +3 +6 +3 Blindsense 10 ft. +1 level of existing spellcasting class
10th +5 +3 +7 +3 Bonus feat, death holds no mysteries +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Animal Empathy Cha yes no
Appraise INT no no
Autohypnosis WIS yes no
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Control Shape WIS no no
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Handle Animal CHA yes no
Heal WIS no no
Hide DEX no yes
Iaijutsu Focus CHA no no
Innuendo Wis yes no
Intimidate CHA no no
Intuit Direction Wis yes no
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (psionics) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Lucid Dreaming WIS yes no
Martial Lore INT yes no
Move Silently DEX no yes
Open Lock DEX yes no
Perform CHA no no
Pick Pocket Dex yes yes
Profession WIS yes no
Psicraft INT yes no
Read Lips Int yes no
Ride DEX no no
Scry Int yes no
Search INT no no
Sense Motive WIS no no
Sleight of Hand DEX yes yes
Speak Language None yes no
Spellcraft INT yes no
Spot WIS no no
Survival WIS no no
Swim STR no yes
Truespeak INT yes no
Tumble DEX yes yes
Use Magic Device CHA yes no
Use Psionic Device CHA yes no
Use Rope DEX no no

Spells for Ardent Dilettante