In a reclusive monastery in the heart of an ancient forest, a varied group of druids and arcane spellcasters train together. The adherents of this monastery work to perfect a unique fighting and spellcasting style that relies on wielding a pair of daggers at all times. Some of these students - known as daggerspell shapers - blend the fighting style with druid magic, spinning a deadly web of steel in front of them as they perform powerful feats of natural magic, or blending their daggers into the claws and talons of their wild-shaped forms.
Daggerspell shapers see the precise martial powers of their twin-dagger style and their magic as an extension of one powerful philosophy. The shapers seek truth in all things, believing that you can seperate right from wrong and nature from corruption with the clean slice of a blade. Although never numerous, shapers are respected as judges, warriors, and defenders of the weak.
Almost every daggerspell shaper begins her career as a druid, taking a level or two of rogue after a few successful adventures. These individuals are drawn to the exotic fighting style and balanced ideals of the guild. Although most daggerspell shapers are primarily spellcasters, some have more complicated multiclass pathways that include ranger or barbarian levels. These shapers follow all the precepts of the guild, but they are more likely to defend nature with the steel of their daggers than with their spells.
Requirements
Alignment: Any nonevil
Skills: concentration 8
Feats: Weapon Focus (Dagger), Two-Weapon Fighting, Wild Shape, Sneak Attack 1d6
Class Features
HD: d6
BAB: Medium
High Saves: Reflex, Will
Weapon and Armor proficiency: None
Class Skills: Craft Weapon, Craft Armor, Concentration, Heal, Hide, Listen, Lore, Move Silently, Spellcraft, Spot, Survival, Tumble
Skill points: 6 + Int modifier
Class Abilities
Level 1: Daggercast, Wild Shape (1/day)
Level 2: Dagger claws
Level 3: Sneak Attack +1d6
Level 5: Wild Shape (2/day)
Level 6: Sneak Attack +2d6
Level 7: Wild Shape (3/day)
Level 8: Enhanced wild shape
Level 9: Sneak Attack +3d6
Level 10: Daggerspell flurry, Wild Shape (4/day)
Spellcasting: At each level (starting at level 2), a daggerspell shaper gains new spells per day as if he had also gained a level in a divine spell-casting class to which he belonged before adding the prestige class level.
Daggercast: When making a melee touch attack spell the shaper uses her dagger to deliver the spell, adding the daggers damage to the spells.
Wild Shape: Daggerspell shaper class levels stack with druid levels (along with Lion of Talisid and Nature's Warrior) to determine wild shape abilities. A daggerspell shaper gains one additional daily use of her wild shape ability at 1st level, 5th level, 7th, and 10th level.
Dagger Claws: When a daggerspell shaper of 2nd level or higher uses wild shape, she adds any magical properties of daggers that she is holding in each hand into the natural attacks of her new form. The magic of a single dagger affects only the natural attacks made with the corresponding limb in the shaper's animal form.
Enhanced Wild Shape: Starting at 8th level, a daggerspell shaper can preserve the enchantments granted by her equipment while in wild shape even if the equipment can't be worn normally by her new form.
Daggerspell Flurry: A 10th-level daggerspell shaper can blend divine fury with a flurry of dagger attacks. When using this ability, the shaper delivers a divine charge to the target from her primary dagger. This takes a standard action to charge the dagger and will last for 10 minutes or until discharged on the first melee hit. This ability can be used 5 times a day.
NOTE
This PrC has been changed from PnP. Daggercast has been changed from delivering a touch spell when attacking with a dagger to delivering a dagger attack when using a melee touch spell. This is to support NWN2. Enhanced Wild Shape: This has been changed from only granting Strength, Con, and Dex enhance bonuses to the wildshape to allow all item bonuses to transfer as if each item has the Wild item property. Daggerspell Flurry has changed from allowing any spell to be quickened when attacking with a dagger to allowing the player to charge up a dagger as a standard action with an OnHit property that deals 5d6 divine damage (one charge, so it affects the target only once). Based on feedback I may tweak this ability to be weaker or remove the limit on times per day if it is too weak.