Professional Documents
Culture Documents
Prestige Classes
Introduction
Class Skills
Alignment:
Class Table
This table details how a character improves as he or she gains
experience levels. Class tables typically include the following:
Class Features
Special characteristics of the class. When applicable, this section
also mentions restrictions and disadvantages of the class. Class
Features include some or all of the following.
number of attacks.
Fort Save: The base save bonus on Fortitude saving throws. The
characters Constitution modifier also applies.
Ref Save: The base save bonus on Reflex saving throws. The
characters Dexterity modifier also applies.
Will Save:
Special:
Hit Dice:
Table of Contents
Angelic Hunter
Arkenvaldi Battle Thanes
Avenger
Avenger [Divine/Dire]
Barbarian [Berserker]
Barbarian [Savage]
Barbarian [Wallriders]
Barbarian [Wardog]
Barbarian [Woad Raider]
Beastmaster
Blademaster [Generic]
Elven Bladedancer
Elven Blademaster
Dossian Whispering Edge Blademaster
Giulmar Drowned Lady Blademaster
HanHaarstani Blademaster
Mezzona Water Serpent Blademaster
Ohjavian Thunder Crescent Blademaster
Phanoshani Ribboned Blademaster
Tantavosi Crossbone-Mantis Blademaster
Veshandi Piercing Eye Blademaster
Vezanti Death Spiral Blademaster
Bladestormer
Blood Guard
Blood Guardians
Bondbreaker of Hathor
Caravaneer
Chaos Warrior
Choldani Bleeding Way Weaponmaster
Cleric [Crusader]
Cleric [Green Hand of Osiris]
Cleric [Order Of The Guardians]
Cleric [Hierophant of Lathander]
The number of skill points the character starts with at 1st level, the
number of skill points gained each level thereafter, and the list of
class skills.
2
4
5
6
8
9
10
11
14
16
17
19
21
22
24
26
27
28
29
31
32
33
35
36
37
40
41
42
43
44
46
47
49
50
52
53
54
56
57
59
60
61
62
63
64
65
66
68
69
71
72
73
74
75
77
78
79
80
82
83
84
85
87
88
89
90
91
93
94
95
97
98
99
101
102
104
106
108
110
111
114
115
116
117
118
119
121
122
124
125
127
128
128
130
132
134
136
138
139
141
142
143
144
145
146
147
150
152
153
154
155
156
158
159
161
162
163
164
165
166
167
169
170
171
173
175
176
177
178
180
182
183
184
186
187
188
189
190
195
196
197
199
200
201
202
204
205
207
209
210
211
213
214
216
217
218
219
220
221
222
223
224
225
226
228
229
230
232
233
235
235
237
238
240
241
243
244
245
246
248
249
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
Detect Evil, Divine Grace, Angelic Constitution, Evolve, Protection from Evil
+2
+3
+0
+3
+3
+3
+1
+3
Divine Luck
+4
+4
+1
+4
+5
+4
+1
+4
Divine Repost
+6
+5
+2
+5
+7
+5
+2
+5
+8
+6
+2
+6
+9
+6
+3
+6
10
+10
+7
+3
+7
Requirements
Class Features
Weapons and Armour: Hunters are proficient with all simple and
martial weapons, with all types of armour, and with shields.
Divine Grace (level 1): Add Charisma bonus to all saving throws.
If paladin, increase by +1.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (Cha), Concentration (Con), Intimidate (Cha), Intuit Direction
(Wis), Knowledge (the Planes), Knowledge (Religion), Listen
(Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot
(Wis),
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+0
Guilimes Tide
+2
+3
+3
+0
+3
+3
+3
+1
+4
+4
+4
+1
+5
+4
+4
+1
Immersion of Blades
+6
+5
+5
+2
+7
+5
+5
+2
Flowing Step
+8
+6
+6
+2
+9
+6
+6
+3
10
+10
+7
+7
+3
Steel Waterfall
Requirements
Base Attack Bonus +5
Skills: Balance: 3 Ranks
Feats: Ambidexterity, Dodge, Two Weapon Fighting, Weapon
Focus: battleaxe, Weapon Focus: longsword
Hit Die D8
Class Skill
Balance, Craft, Handle Animal, Heal, Knowledge: Religion
(Giulme). Listen, Sense Motive, Spot, Tumble
Skill Points Int Bonus + 4 / level
Class Features
Weapon and Armour Proficiencies: This prestige class grants no
additional weapon or armour proficiencies.
Arkenvaldi Battle Thane: The combat abilities below are usable
when the practitioner is dual wielding a longsword and a battleaxe
as noted in the individual abilities descriptions. Additionally, some
of the abilities are not usable while encumbered or wearing armour
heavier than light as described in the individual abilities
descriptions. Abilities whose description does not mention being
restricted to when the Thane is dual wielding or unencumbered are
not restricted.
Guilimes Tide: At 1st level the Battle Thane has learned to use a
special weighted cloak when fighting for greater protection. He is
able to use this cloak to turn blades. Such a cloak is made of heavy
leather reinforced with metal and treated in all ways as a Buckler
with two exceptions:
1) The practitioner may attack with their off hand and still gain the
AC benefit of the cloak;
2) The AC bonus afforded is equal to 1+ 1/3 the practitioners class
level rounded down, so that a 6th level Battle Thanes would gain a
+3 to AC from the device and a 10th level Battle Thane gains a +4
to AC. The cloaks are common in New Arkenvald and Guilmari, but
rare to non-existent beyond.
Overflowing the Banks: At 2nd level the Battle Thane has learned
to use his offhand weapon to create an opening for his primary
hand. When dual wielding a Longsword and battleaxe the Thane
may sacrifice any offhand attacks for a +2 circumstance bonus to hit
with all attacks made by the primary hand for that round per offhand
attack sacrificed.
Avenger
Adapt to the Flow: At 3rd, 6th, and 9th levels the Battle Thane has
learned to find a natural rhythm when dual wielding a Longsword
and battleaxe. Rather than trying to force the weapons into preset
moves the Thane instead allows them to find their own course,
adjusting his own body to follow the flow. The Thane offsets the
penalty for dual wielding a Longsword and battleaxe by 1 at 3rd
level, by 2 at 6th level, and by 3 at 9th level when unencumbered
and not wearing armour heavier than light. Thus at 9th level the
Thane suffers a 1 penalty to his primary and offhand attacks when
using a Longsword and a battleaxe.
Quickening of the Narrows: The Battle Thanes train to move fast
in battle, relying on their momentum to see them thru enemy lines.
At 4th and 8th levels the Thanes speed and athleticism has reached a
new plateau of development. The Thane gains +10 Move at 4th
level and additional +10 Move at 8th when in combat,
unencumbered, and not wearing armour heavier than light. Combat
is defined as any period of time administered in Initiative order for
this purpose.
Immersion of Blades: At 5th level the Battle Thane has fully
mastered using the Longsword and battleaxe in tandem. The Thane
gains the use of Improved Two Weapon Fighting when dual
wielding a Longsword and battleaxe, unencumbered, and not
wearing armour heaver than light.
Flowing Step: At 7th level the Battle Thane has learned to float
about in combat like water through a narrows, finding a way past
intervening obstacles. The Thane gains Mobility as a Bonus Feat
when unencumbered and not wearing armour heavier than light.
Steel Waterfall: At 10th level the Battle Thane has learned a
frightening technique, mimicking the flow of a river and the fury of
a waterfall, they hurl themselves into a rush, landing blows upon
opponents as water splashes from a fall. The practitioner gains
Passing Attack as a virtual Feat (listed below) when dual wielding a
longsword and battleaxe, unencumbered and not wearing armour
heavier than light.
New Feat
Passing Attack [Fighting Style]
You are skilled at moving through a melee and striking foes as you
go.
Prerequisites: Dodge, Mobility
Benefit: The practitioner of this type of style may move his normal
movement as a full action, making a single standard action attack on
each opponent as he wishes along his path of movement until he
runs out of attacks or movement. The practitioner does draw Attacks
of Opportunity, but may use other abilities such as the prerequisite
Mobility Feat to offset this. This Feat is usable in conjunction with
Improved Trip and Improved Disarm.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Determination
Shield of Faith
Greater Determination
Strength Boost
Tongues
Charisma Boost
10
10
Weapon of Vengeance
Requirements
Base Attack Bonus: +8
Alignment: Any Good
Class: Fighters, Rangers, Paladins, and Clerics
Race: Humans, Dwarves, Elves, Half Elf, and Halflings
Feats: Weapon Focus: Any
Special: Ride: 8 ranks Intimidate: 8 ranks Concentration: 8 ranks
Hit Dice: D10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (Char), Concentration (Con), Craft (Int), Diplomacy (Char),
Intimidate (Char), Profession (Wis), Ride (Dex), Swim (Str).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are Class Features of the avenger prestige class.
Weapons and Armour: Avenger's gain no new proficiencies.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+2
+2
+3
+3
+3
Divine/Dire Aura
+3
+3
+3
+3
+4
+4
+4
+4
Divine/Dire Aura
+5
+4
+4
+4
+6
+5
+5
+5
Divine/Dire Aura
+7
+5
+5
+5
+8
+6
+6
+6
Divine/Dire Aura
+9
+6
+6
+6
10
+10
+7
+7
+7
Requirements
Class Features
Divine/Dire Aegis: At 1st level and every other level thereafter the
Avenger gains Divine/Dire Aegis. Divine/Dire Aegis gives the
Avenger increasingly better protection from harm. The Avenger
gains Damage Reduction as noted on the class progression chart,
which is effective versus all attacks. This is an extraordinary ability.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Divine/Dire Aura: At 2nd level the Avenger has pleased his patron
deity sufficiently that he is granted a powerful protective Aura. This
Aura is invisible to the naked eye, but is apparent to Detect Magic,
True Seeing, and Alignment-specific detections keyed to the
Avengers own alignment; therefore the Aura of an Avenger
dedicated to a Chaotic Good power would be apparent to both
Detect Good and Detect Chaos. This Aura imparts several
advantages to the Avenger: The Avenger is immune to possession
and domination.
The Avenger has a Spell Resistance equal to the class level +10.
I am the Avenger: At 10th level the Avenger may call upon his
patron deity for aid once per day as a full round action. The Avenger
gains a temporary +10 Sacred/Profane bonus to his Strength,
Dexterity, and Constitution, which last full 10 rounds once started.
After 10 rounds the bonuses are gone, and the Avenger suffers a V4
fatigue penalty to his Strength, Dexterity, and Constitution for 10
rounds. This is a supernatural ability. Avengers abusing this ability
will face censure from their patrons as determined by the DM.
Special: Should a Divine Avenger ever fall from grace, he qualifies
for Anti-paladin ship under the Blackguard Prestige Class,
converting his Divine Avenger levels into Blackguard levels as
described in the DMG under the Blackguard Prestige Class.
Barbarian [Berserker]
I will eat your heart...
Description
Each brother must choose a path following the wolf or the bear.
Some berserks are ulfhedinn or wolf-coats. As you can guess,
these warriors can change into wolves. Others are bjornsark, or
bear-shirts, who can take the form of bears. The two varieties of
berserkers do not get along and will quickly fall to blows if around
each other for too long.
Berserkers are mystic Alfar warriors whose devotion to the their cult
of fury allows them to transform themselves into animalistic
engines of carnage. These warriors are part of a mystic brotherhood
of Odin worshippers that are highly valued for their battle prowess
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+3
+0
+0
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements:
Class Skills
The berserkers class skills (and the key ability for each skill) are
Animal Empathy (Cha, exclusive skill), Climb (Str), Craft (Int),
Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis),
Jump (Str), Listen (Wis), Swim (Str), and Wilderness Lore (Wis).
Class Features
Weapon and Armour Proficiency: A berserker gains no additional
proficiencies with weapons or armor.
Wild Shape: At 1st level, a berserker gains the spell-like ability to
polymorph self into either a wolf or a bear (but not a dire animal)
and back again once per day. Unlike the standard use of the spell,
however, the berserker may only adopt one form depending upon
association either wolf or bear. As stated in the spell description,
the berserker regains hit points as if he or she has rested for a day.
but suffers a 2 penalty to AC and -4 to Int. The bear form also has
damage reduction 5/+1.
The increase in Constitution increases the berserkers hit points by 2
(or 3 for bears) points per level, but these hit points go away at the
end of the rage when the Constitution score drops back to normal.
While raging, a berserker cannot use skills or abilities that require
patience and concentration. (The only class skills he cant use while
raging are Craft, Handle Animal, and Intuit Direction.) He can use
any feat he might have except for Expertise, item creation feats,
metamagic feats, and Skill Focus (if its tied to a skill that requires
patience or concentration).
A fit of rage lasts for a number of rounds equal to 5 + the characters
(newly improved) Constitution modifier. The berserker may not
prematurely end the berserk range. If no foes are present the
berserker must make an Int check, DC 10 to identify a friend. If
successful, the berserker will wander in search of prey. If not, they
will attack without mercy.
At the end of the rage, the berserker is fatigued (4 to Strength, 4
to Dexterity, cant charge or run) for the duration of that encounter.
The berserker can only fly into a rage once per encounter, and only
a certain number of times per day (determined by level). Entering a
rage takes no time itself, but the berserker can only do it during his
action.
Barbarian [Savage]
Description
The savage is a type of barbarian that has no understanding of the
words civilised. The Savage is a nomad hunter of the great jungles
and forests. His primary goals in life are to protect his tribe, and
secure a mate.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+3
+0
+0
+3
+3
+1
+1
Bash +1d6
+4
+4
+1
+1
Rage 2/day
+5
+4
+1
+1
Spring Attack
+6
+5
+2
+2
Bash +2d6
+7
+5
+2
+2
Rage 3/day
+8
+6
+2
+2
+9
+6
+3
+3
Bash +3d6
10
+10
+7
+3
+3
Requirements
Base Attack Bonus: +5
Skills: Wilderness Lore +5 ranks
Class Features
Weapon and Armour Proficiencies: The savage knows how to use
the following weapons, Dagger, Sickle, club, Half Spear, Quarter
Staff, Short Spear, Darts, Sling, Axe throwing, Hand Axe, battle
Axe, Great Axe, Great Club, Long Spear, Short bow, Short Bow
Composite, Long Bow, and the Long Bow Composite. Also The
Savage knows how to use, Small Wooden Shields, Large Wooden
Shields, Leather Armour, Studded Leather Armour and Hide
Armour.
Rage: When in a rage the savage gains the following benefits, +4
strength and +4 constitution and a +2 moral bonus to Will saves.
Also the Savage suffers a 2 penalty to AC. The increase in
Constitution raises the barbarians hit points by 2 points per level,
These temporary hit points go away at the end of the rage when
constitution score drops to normal. (These extra hit points are not
loosed first way temporary hit points are; see Core Rule Book I pg.
129).
While raging a Savage cannot use any skills that require patience
and concentration, such as moving silently or casting spells. He can
use any feat he might have except expertise, item creation feats,
Metamagic feats. A fit of rage last for a number of rounds equal to
Barbarian [Wallriders]
Description
Most decent, upstanding people don't want to know about the bad
things, the painful things, the ugly things in life. They want to be
protected, and would rather just skip all the details. The Wallriders
understand this, and it suits them just fine.
Those people, they just get in the way.
When Daran Kar-Thone and his men first travelled the Plains of
Bally Mor, they saw only the first signs of what was to come. They
didn't hear the shrieks of the desert cats as magic broke their bones
and fused them into new shapes. They didn't feel the first rumblings
deep beneath the earth as the first Juba-Hai awoke.
They didn't see the village of Makra Teth as it was slowly, painfully
consumed by an Anomaly over a period of one week.
But others saw. The barbarians who lived in the heartland knew it
better than any other. They knew something was wrong, but Marka
Teth sealed it. Only 13 members of the village, a Bear Claw hunting
party, escaped. They returned from a week's outing the day it began.
Soon, it became obvious that they could do nothing, even as their
wives and children begged for their aid. For the next 7 days and
nights, all 13 stood unwavering, bearing mute witness to the horror
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+2
+1
+0
Cold Rage
+3
+3
+1
+1
Species Enemy
+4
+3
+2
+1
Savage Calm
+5
+3
+2
+2
+6
+4
+2
+2
+7
+5
+2
+2
+8
+5
+3
+2
+9
+6
+3
+3
Species Enemy
10
+10
+7
+3
+3
Requirements
Class: Barbarian
Base Attack Bonus: +10
Hit Dice: D10
Alignment: Any
Feats: Cleave, Great Cleave, Power Attack, Toughness
Special: Hide: 4 ranks Listen: 3 ranks Move Silently: 3 ranks Spot:
3 ranks Wilderness Lore: 5 Ranks Must have at least 1 level of
Barbarian. Bonus Skill: Knowledge (Deathwaste)
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str); Craft (Int); Handle Animal (Wis); Hide (Dex); Jump
(Str); Listen (Wis); Move Silently (Dex); Ride (Dex); Search (Wis);
Spot (Wis); Tracking (Wis); Tumble (Dex); Wilderness Lore (Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Class Features
Weapons and Armour: A Wallrider is proficient with all simple
and militia weapons. They are proficient with light only, and can use
all shields. Note that armour check penalties for armour heavier
than leather apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pocket, and Tumble, and that carrying
heavy gear imposes a check penalty on Swim checks.
Elemental Resistance (Ex): To survive in the harsh climate that
surrounds the Deathwaste, the Wallriders have trained their bodies
and minds to resist damage from the elements. Starting at first level,
Wallriders have a resistance of 11 vs. fire, cold, acid, electrical and
sonic attacks. This resistance increases by 1 for each level of
Wallrider, up to 20 at 10th level.
Barbarian [Wardog]
Description
The Barbarians of the northern plains possess a well-deserved
reputation as ferocious warriors, but even among these skilled
fighters, there are the elite. The Wardogs represent the best of the
clans, brought together and trained as calvary units to act on behalf
of the tribe. Eschewing traditional horses in favour of a specially
bred and trained Dire Wolf, the Wardog rider functions with his
mount as a single, devastating combat unit. At the pinnacle of their
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+3
+0
+0
+3
+3
+1
+1
Bonus Feat
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
Bonus Feat
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
Bonus Feat
10
+10
+7
+3
+3
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Restrictions
Break Your Mount: In order to be accepted into the Wardogs, the
prospective rider must "break" his mount, choosing from a pool of
specially bred Dire Wolves raised by the Wardogs. Far from docile
and domesticated, the whelps are raised to enhance their natural
philosophy. The DM may rule that fulfilling the other requirements
assumes success in the breaking of the mount, requiring only that
the candidate actually locate and petition a Wardog band, or
breaking the mount may be fully played as an encounter. Note:
Unless the candidate has taken the Ride skill ranks in Ride (Dire
Wolf) -- an unlikely prospect -- then they are subject to the usual
Ride penalties as set forth in the Player Handbook (for example,
Class Features
Weapon and Armour Proficiencies: Wardogs are skilled with all
simple and martial weapons, light armour, medium armour and
shields. Note that armour check penalties for armour heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks
suffer a -1 penalty for every 5 pounds of armour and equipment
carried.
Law of the Pack: The hierarchy within a Wardog band is in one
sense incredibly rigid, and in another sense remarkably fluid. The
band is ruled by a Sirdar whose word is law. The Sirdar and his
mount comprise the most potent fighting unit within the band.
While no one can question the ruling of a Wardog Sirdar, anyone is
always free to challenge the current Sirdar in single combat
("single" referring to rider and mount combined). The winner
becomes the new Sirdar.
New Feat
Also, the rider's mount is now his closest companion and the
existing Charisma bonus regarding Dire Wolves and penalty
regarding humanoids increase to +4 and -4, respectively. Also, the
rider gains a Charisma bonus of +2 when dealing with any canine or
canine-derived creature (including normal wolves, gnolls and
werewolves).
Benefit: The penalty you suffer when using a ranged weapon while
riding is reduced by 2. This is in addition to the benefits provided by
Mounted Archery. Thus, you suffer a -2 penalty in your mount is
running and no penalty if your mount is taking a double move.
Deadly Charge
You are trained to make a merciless mounted charge, trading
ferocity for defence.
Benefit: When mounted and using the charge action, you deal triple
damage with your melee weapon (and quadruple damage with a
lance). However, due to the recklessness of the attack the usual
charge penalty to AC is doubled (in modifier and duration; thus, -4
for 2 rounds applied to both rider and mount). This ability
supersedes the Spirited Charge feat.
You and your mount move and act in perfect synchronicity, which
translates into uncanny reaction speed.
Table
Wardog
Level
Bonus
HD
Natural
Armour
Str Adj.
Int Score
Special
1-2
+2
+1
+1
3-5
+4
+3
+2
6-8
+6
+5
+3
9-10
+8
+7
+4
Share Rage: When the Wardog rider goes into a Rage while
mounted, the mount may Rage, as well. The duration of the Rage is
determined by the rider, as is the potency of the Rage. Thus, a rider
capable of Greater Rage imbues his mount with Greater Rage, as
well. If the rider dismounts during the Rage, the mount's Rage
comes to an end.
Share Uncanny Dodge: The mount is considered to have Uncanny
Dodge to the same degree as its rider. The mount only benefits from
this ability when the rider is mounted.
Share Damage Reduction: The mount is considered to have
Damage Reduction to the same degree as the rider. The mount only
benefits from this ability when the Rider is mounted.
Spell Resistance: The mount's Spell Resistance equals the Wardog's
class level +5. To affect the mount with a spell, a spellcaster much
make a caster level check (1d20 + caster level) at least equal to the
mount's Spell Resistance.
I dont know, but wed better get back to the encampment and let
the centurion know about this.
If they dont catch us first! Lookwoad raiders! the scout
pointed at a score of barbarians who had outdistanced the rest of the
horde and were closing in on the two soldiers. They were nude,
carrying a shield in one hand and a spear in the other. Blue war
paint covered their bodies in swirling patterns. Most distressing of
all, they were running faster than the soldiers horses.
Description
Most woad (rhymes with road) raiders start their careers as
barbarians. They come from tribal cultures on the fringes of
civilization based on the Celtic peoples of ancient Western Europe.
Their martial abilities stem from their savagery, courage and faith in
their tribal gods. They largely eschew armor, preferring to go into
battle naked, with only their faith and a shield to protect them. They
are quick, and can cross a battlefield in a fraction of the time that a
heavily armored force could. Their appearance is unnerving, to say
the least, and tends to frighten opponents into making mistakes, if
not fleeing the battlefield altogether.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
2nd
+2
+3
+3
+0
Spring Attack
3rd
+3
+3
+3
+1
4th
+4
+4
+4
+1
Demoralizing Insult
5th
+5
+4
+4
+1
Blitz
6th
+6
+5
+5
+2
7th
+7
+5
+5
+2
8th
+8
+6
+6
+2
Frightful Presence
9th
+9
+6
+6
+3
10th
+10
+7
+7
+3
Requirements
To qualify as a woad raider, a character must fulfill all of the
following criteria:
Base Attack Bonus: +6
Alignment: Any non-lawful
Skills: Intimidate 8 ranks Knowledge (Religion) 4 ranks Spear
Focus (spear [any type]) or Weapon Focus (javelin)
Feats: Rage, Run, Dodge, Mobility, Weapon
Hit Die: d12
Class Skills
The woad raiders class skills (and the key ability for each skill) are:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Intuit Direction (Wis), Jump (Str), Knowledge (religion) (Int),
Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier
Class Features
Weapon and Armor Proficiency: The Woad Raider is proficient
with all simple and martial weapons, and with light armor and all
shields.
Fast Movement: The woad raiders speed increases by 10 feet
every three levels. The extra speed is only gained while the woad
raider is wearing no armor or light armor (and not carrying a heavy
load).
Imposing Aura: The woad raider uses bluish war paint and tattoos,
made from the woad plant, and often spikes his hair with wet clay.
Beastmaster
Beast Masters come to be not through training, but rather they begin
to feel the pull of the wilds. They begin to feel cramped and trapped
in normal society to point where they can hardly breathe while in a
town, let alone a city. Soon they find they can communicate with
animals.
The most common classes that a Beast Master will arise from are
Rangers, Fighters and especially, Barbarians. Paladins, Clerics and
Monks that worship or dedicate themselves to a nature god/dess
sometimes feel the pull as well. It is uncommon among Druids as
they have already heard the call of the wild, but they are more
common than Wizards, Sorcerers, Rogues, or Bards, all classes that
thrive on civilised society. Wizards are the least common of all,
after all its hard to research spells in the woods.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+1
+0
+2
+1
+2
+0
Cornered Rage
+3
+1
+3
+1
Detect Animals
+4
+2
+3
+1
Feral Senses
+5
+2
+4
+2
Wilderness Advantage
+6
+3
+4
+2
Call Mount
+7
+3
+5
+3
Magic Fang
+8
+4
+5
+3
Stare Down
+9
+4
+6
+4
Dominate Animal
10
+10
+5
+6
+4
Requirements
Class Features
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha, exclusive), Handle Animal (Cha), Hide
(Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move
Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str), Wilderness
Lore (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points at each Level: 4 + Int modifier.
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a 1
penalty for every 5 pounds of armour and equipment carried.
Speak with Animals: The Beast Master at will may speak with
animals, as the spell of the same name, as many times each day
equal to the characters Charisma modifier. This is a supernatural
ability.
Cornered Rage: The Beast Master, when faced with being cornered
by a more powerful foe, can go into a rage much like a Barbarian. If
the PC is cornered by a foe who has 2 or more HD than the PC OR
the party is cornered by a group of enemies whose HD total 1.25x
the partys total HD (rounded up), the Beast Master may choose to
enter a rage. The Beast Master temporarily gains +4 Str, +4 Con,
and a +2 to Fort and Will saves. The Beast Master suffers a 2 AC
penalty while in a Cornered Rage. The rage may last for a number
of rounds equal to 3 + the characters raised Con modifier. The
character may end a rage voluntarily. When the character comes out
of it s/he is winded and is at 2 Dex for the duration of the battle
(Cannot charge or run). All other Rage rules are as the rules for a
Barbarian class character.
This may be used 1/day for every 3 levels obtained (1 at 2nd level, 2
at 5th level, 3 at 8th level). The DM may allow that any situation
that is deemed dangerous and threatening to the characters well
being (surrounded by thugs in a dark, dead-end alley) may provoke
a Cornered Rage regardless of the HD of those involved, but the
Dice
Armour
Adj.
+2
+1
+3
+2
At 10th level, the Beast Master no longer suffers the penalties for
coming down from a Cornered Rage.
8-9
+4
+3
10
+5
10
+4
Spell resistance
Table
Level
Bonus Hit
Natural
Str
Int.
Magic Fang: The Beast Master may use Magic Fang on their
mount or any other creature as per the spell. S/he may use a number
of times equal to 1 x Cha modifier per day. This is a spell like
ability.
Stare Down: The Beast Master may Stare Down animals or beasts
to get them to back off and avoid a fight. S/he may stare down a
number of animals whose HD are equal to or lower than the PCs
overall level (not just the Beast Master levels. In other words, a
Rng6/BM8 can stare down a total of 14 HD of animals or beasts.
This is an Extraordinary Ability.
Dominate Animal: 1/day, the Beast Master may use this ability. It
duplicates the effect of the spell Dominate Animal. This is a spelllike ability.
Special: A Beast Master cannot reside within a town or city. If a
Beast Master stays within a town or city for too long, s/he begins to
lose the beast. For every 2 weeks spent out of contact with nature,
the Beast Master takes a negative level to his/her BM level only.
The BM loses all bonuses and abilities for that level, but they retain
their hit dice.
It would be difficult to keep a BM out of contact with nature for that
significant amount of time. A leisurely stroll through the woods is
sufficient to keep in touch, although a park in the centre of the city
is not sufficient. Such places are man-made and not wild.
Blademaster [Generic]
Description
creatures), the Blade. Master given a choice will always use the
Blade.
What is a Blade?
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+2
+0
+3
+0
+3
+1
+3
+1
+4
+1
+4
+1
+5
+1
+4
+1
+6
+2
+5
+2
+7
+2
+5
+2
+8
+2
+6
+2
+9
+3
+6
+3
10
+10
+3
+7
+3
Crippling Strike
Requirements
Base Attack Bonus: +5
Alignment: Any
Race: Any
Feats: Great Cleave Improved Initiative Expertise Weapon Focus
with a Slashing Weapon (to become weapon of choice) Weapon
Finesse with a Slashing Weapon (to become weapon of choice not
limited to list, but must be a blade)
Special Restrictions: Must forgo learning any more weapons that
do not do Slashing damage once this class is chosen nor can they
improve upon the non-slashing weapons using feats and such. Must forgo learning any ranged weapons that do not do slashing
damage once this class is chosen nor can they improve upon their
ranged weapons using feats and such. - Must forgo use of Armour
other then Light Armour
Hit Dice: D8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraise (slashing weapons only) (Int.), Balance (Dex.), Climb
(Str.), Craft (Int.) (Bladed weapons), Gather Information (Cha.),
Sense Motive (Combat Prediction and Decipher Strategy) (Wis.),
Knowledge (Hearth Wisdom, Streetwise, War) (Int.), Profession
(Wis.), Spot (Wis.), Swim (Str.), and Tumble (Dex.)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
3 + Int modifier skill points per level.
Class Features
Weapons and Armour: Blade Masters are proficient with all
Slashing Weapons
Note that exotic weapons that do slashing damage should be
considered as martial weapons in regards to the character being able
to use them (character will not require the exotic weapons feat for
such slashing exotic weapons).
Aggressive Defence: If the Blade Master is not caught flat-footed
and has the initiative, the Blade Master can opt not to attack a single
opponent who is attacking him/her. Rather then attacking, the Blade
Master uses his/her choice of weapon to defend against that
opponents attack (first melee attack). As a result, the Blade
Masters Attack Bonus is converted as a defence bonus (e.g., if the
Blade Master had +3 to attack bonus, it now becomes +3 to AC).
This ability is cumulative with feats like weapon expertise since it
only involves attack bonuses gained only as a Blade Master. Note
that if attacked by more then one opponent, the Blade Master can
still use Reflex Attack against the other opponents if he/she is of the
appropriate level.
Blade Barrier: Once per round when the character would normally
be hit with a ranged weapon, the character may make a Reflex
saving throw against a DC of 20 (if the ranged weapon has a
magical bonus to attack, the DC increases by that amount). The
Blade Master uses his/her weapon of choice to accomplish this and
can decrease the DC by an equal amount to the magical weapon
bonus if the weapon used is magical. If the character succeeds, the
character deflects the weapon. The character must be aware of the
attack and not flat-footed. Attempting to deflect a ranged weapon
doesnt count as an action. Exceptional ranged weapons cant be
deflected.
Bonus Feats choices: Can only choose a bonus feat from the
following Feats: Alertness, Ambidexterity, Blind-Fight, Combat
Reflexes, Death Blow, Dodge, Improved Disarm, Improved Sunder,
Lightning Reflexes, Mobility, Prone Attack, Quick Draw, and
Sunder.
Crippling Strike: By foregoing initiative, the character places
himself/herself in a position to better react to an attack and counter
attack. As a result, when the Blade Master attacks, he/she increases
the chance to hit and do critical damage. The Blade Master gains +2
to attack and increase the chance to do critical damage by a factor of
3 (e.g., If it took a 19-20 to do critical damage, it would now take
16-20). The Blade Master can only use this extraordinary ability
his/her weapon of choice.
Crippling Strike: By foregoing initiative, the character places
himself/herself in a position to better react to an attack and counter
attack. As a result, when the Blade Master attacks, he/she increases
the chance to hit and do critical damage. The Blade Master gains +2
to attack and increase the chance to do critical damage by a factor of
3 (e.g., If it took a 19-20 to do critical damage, it would now take
17-20). The Blade Master can only use this extraordinary ability
his/her weapon of choice.
Dancing Blade: The Blade Master is able to attack at targets in
his/her path while on the move (at half normal movement rate of if
Blade Master is standing his/her ground). The character may move
his/her normal distance and can make a single attack at each
opponent that is in his/her path/threat range of the characters
weapon of choice. Similar to the Ride-by Attack feat, the Blade
Master does not provoke an attack of opportunity for the opponent
that the character attacks. Note that the character must be using
his/her weapon of choice to be able to do such attacks and for each
opponent after the initial one that he Blade Master attacks this way,
the Blade Master receives a cumulative 2 to attack.
Deadly Strike: By foregoing initiative, the character places
himself/herself in a position to better react to an attack and counter
attack. As a result, when the Blade Master attacks, he/she increases
the chance to hit and do critical damage. The Blade Master gains +1
to attack and increase the chance to do critical damage by a factor of
1 (e.g., If it took a 19-20 to do critical damage, it would now take
18-20). The Blade Master can only use this extraordinary ability
his/her weapon of choice.
Detect Weakness: For every round spent observing your opponent
you are able to detect a weakness in your opponents fighting style
(e.g., repetitive attack manoeuvre, favouring a side, mode of attack,
predictable feign and lunges, etc.). This enables the Blade Master to
gain +1 to attack and +1 to the Blade Masters defence (AC) that is
ELVEN BLADEDANCER
Description
Of the roving elves, there are few as deadly as the Bladedancer.
They are masters of their weapons and have spent their lives in the
study of their chosen weapons. The bladedancer is a warrior skilled
in using magic to supplement their combat prowess.
Some characters may stay at home to defend the elven way, but
many Bladedancers go out and actively promote it. They do this by
seeking out their race's toes and eliminating them, either through
words or actions. Acting as both as diplomats and one-elf armies,
they insure the safety of the elf race.
The Bladedancer gain renown for their supernatural ability with a
blade, and their ability to imbue their weapon with magic. Instead of
working as an integral part of an elven warband they are lone
champions, the dancer needs plenty of room to perform their dance.
This is simple not feasible to have a dancer perform in an organised
disciplined combat unit.
Fighters Rangers, Paladins, and Barbarians become Bladedancers
to add a little magic to their combat abilities. Conversely Wizards
and Sorcerers may take this prestige class to add combat capabilities
to their repertoire. Monks, Clerics, Druids, and Rogues, seldom
become Bladedancers. The best though are Bards whose performing
abilities and magic gel completely with the flashy Bladedancer
style.
In mass combat situations NPC Bladedancers are often found
protecting and preserving the Arcane Archers and their small units
of archers. These units are one of the prime reasons that the elves
are so feared in battle.
Bladedancers have a very distinctive appearance. Not only are they
easily identifiable by their weapon of choice and catlike grace,
Bladedancers are decorated with their schools distinctive tattoo.
Generally that of a large carnivorous animal.
What is a Blade?
To a Blade Master any weapon that does slashing damage only is a
Blade. The most common Blades are single handed swords (that do
slashing damage note short swords dont do slashing damage), but a
few Blade Masters exist that study the fighting forms of larger
weapons such as two handed bastard swords or very rarely bladed
choice this weapon becomes the focus of all the arcane elements of
the class. Without this focus the rest of the powers are not available.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
Spellblade 1/day
+2
+0
+3
+0
Dance 1/day
+3
+1
+3
+1
Spellblade 2/day
+4
+1
+4
+1
Dance 2/day
+5
+1
+4
+1
Spellblade 3/day
+6
+2
+5
+2
Dance 3/day
+7
+2
+5
+2
Spellblade 4/day
+8
+2
+6
+2
Dance 4/day
+9
+3
+6
+3
Spellblade 5/day
10
+10
+3
+7
+3
Dance 5/day
Requirements
Abilities: Strength, Dexterity and Constitution are important, as
they grant the bladedancer the power, swiftness and endurance
necessary to carry out the taxing forms of these lethal dances.
The Bladedancer must be able to cast level 1 arcane spells.
Base Attack Bonus: +5, Balance: 6 ranks, Perform (dance): 6
ranks, Tumble: 6 ranks
Feats: Expertise, Weapon Finesse, Weapon Focus (In the chosen
weapon), Ambidexterity, and Lightning Strike.
Races: Almost all Bladedancers are elves a few are half-elves, and a
very few humans closely allied with the elves have learned the
forms. Bladedancing takes an innate grace and balance that few can
learn and years of practice that the shorter lived humanoids simply
do not have the time to learn.
Alignment: Any.
Hit Dice: d8.
Class Skills
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, pickpocket, and Tumble. Also, Swim checks suffer a 1
penalty for every 5 pounds of armour and equipment carried.
Spellblade: Starting at first level, and every two levels thereafter
(3rd, 5th, 7th, 9th), the bladedancer may place special enchantments
on his weapons. For every two levels gained, an additional
Spellblade enchantment may be learned. This enchantment lasts
through a number of successful strikes equal to the Bladedancers
Intelligence modifier and may be used once per day for every two
levels in this class.
Flameblade: The bladedancer may sheath his weapon in an aura of
fire, dealing an additional 1d6 point of fire damage to any target it
strikes.
Frostblade: The bladedancer may cover the blade of his weapon in
blistering cold; dealing an additional 1d6 point of cold damage to
any target it strikes.
Keenblade: The bladedancer may double the threat range for his
weapon. A longsword would have a threat range of 17-20 instead of
the normal 19-20.
The Prestige class skills (and the key ability for each skill) are:
Class Features
Weapons and Armour: Bladedancers are skilled with all simple
and martial bladed weapons, such as daggers and swords. They have
proficiency with light armour only, as heavier armour impairs their
dances.
They have no proficiency with any blunt or missile weapons, and
disdain their use.
Wave Dance: At second level, the bladedancer learns the first of his
dances. The wave dance is the art of flowing with the movement of
others. While the wave dance is in effect, the bladedancer may add
his Wisdom modifier to his Armour Class or his attack bonus.
However, he must choose one form at the time he initiates the dance
and cannot change unless he begins anew.
Fire Dance: At fourth level, the bladedancer can channel the
destructive power of the raging fire dance through his body. In this
ELVEN BLADEMASTER
Description
[This prestige class represents a demihuman martial arts style. In
this case, its an elven style featuring combat with paired swords,
for the Drizzt fans out there. Its also suitable for standard fighters
and rangers in addition to martial artists.]
The elves are an ancient race, and in their time have evolved many
distinct styles of martial arts. Many are now forgotten, but remnants
of the art of the blade are still known to a select few. The art was
developed in the days before the great sundering of elf and drow,
and ancient elven legends still speak of the mighty feats of the first
blademasters.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+0
+2
+3
+3
+0
Arcane strike
+3
+3
+3
+1
+4
+4
+4
+1
+5
+4
+4
+1
+6
+5
+5
+2
+7
+5
+5
+2
Imbue weapon
+8
+6
+6
+2
Resist magic
+9
+6
+6
+3
10
+10
+7
+7
+3
Requirements
Hit Dice: d8
Restriction
Class Features
Unless otherwise noted, the Blademasters special abilities function
only when he is wearing light or no armour. His combat related
abilities require the use of a longsword, shortsword, rapier or
scimitar. He must also have at least Weapon Focus in the weapon(s)
being wielded; some abilities may impose tighter restrictions.
Weapons and Armour: The Blademaster gains proficiency with
the shortsword, longsword, rapier and scimitar, and with light
armour. He doesnt gain proficiency in the use of any other type of
armour or shield.
Twin Sword Style (Ex): When the Blademaster fights with two
weapons, he can gain a +2 armour bonus to AC against one chosen
opponent. This armour bonus stacks with that provided by regular
armour, but not with that provided by a shield.
*FR: This ability is identical to the Twin Sword Style regional feat
available in the Forgotten Realms campaign setting. If the character
also has this feat, the benefits dont stack.
Arcane Frenzy (Su): The Blademasters control over the mystical
energies he wields allows him to enter a battle frenzy, enhancing his
strength and reflexes to a phenomenal degree. When in a state of
frenzy, he gains a temporary +4 bonus to Strength and a +4 bonus to
Dexterity, and his base speed increases by 10 feet. When in this
state, he cannot use skills or abilities that require patience or
concentration, such as moving silently or casting spells (the class
skills he cant use are Balance, Craft, Hide, Knowledge (arcana and
history) and Move Silently). The frenzy lasts a number of rounds
equal to three plus his Constitution bonus (if any). At the end of the
frenzy, the Blademaster is fatigued (2 to Strength, 2 to Dexterity,
cant charge or run) for the duration of that encounter. Entering the
frenzy takes no time itself, but the Blademaster can only do it
during his action, not in response to somebody elses action.
At 1st level, the Blademaster can use this ability three times per day.
Starting from 5th level, he can use it four times per day, and from
9th level, he can use it up to five times per day.
Arcane Strike (Su): At 2nd level, the Blademaster gains the ability
to channel arcane power into his weapon. When using a melee
weapon with which he has Weapon Focus, his attacks are treated as
if they had at least a +1 magical enhancement bonus. This does not
stack with any actual enhancement bonus or special abilities that the
weapon might have. If the Blademaster takes the Ki Strike feat
separately, the benefits of Arcane Strike and Ki Strike stack.
Improved Two Weapon Fighting (Ex): At 3rd level, the
Blademaster gains the Improved Two Weapon Fighting feat. If he
takes the feat separately, the benefits do not stack.
Dual Weapon Parry (Ex): At 5th level, as an attack of opportunity
the Blademaster can attempt to parry a melee attack that would
otherwise hit him. If his attack roll is higher than the roll that hit
him, he manages to parry the attack. He must be aware of the attack
and not flatfooted. He can only attempt one such parry per round,
regardless of how many attacks of opportunity he is normally
allowed.
Paired Weapon Fighting (Ex): At 6th level, the Blademaster
chooses one type of weapon, his size category or smaller, with
which he has Weapon Focus. When he uses two weapons of that
type, the offhand weapon is treated as light, regardless of what size
it actually is.
Imbue Weapon (Su): At 7th level, the Blademaster gains the ability
to temporarily enchant his swords to achieve a specific effect. The
effect lasts for 1 minute per class level, and can be used once per
day. He can choose from the following special abilities to bestow on
his blade: defending, flaming, frost, shock, or ghost touch. He can
choose to enchant either one or both of his swords; in the latter case,
he can choose different enchantments for each blade. The
Blademaster can use this ability even when wearing medium or
heavy armour.
Resist Magic (Su): At 8th level, the Blademaster gains spell
resistance equal to 20 plus his Charisma modifier.
Greater Two Weapon Fighting (Su): At 10th level, when fighting
with two weapons with which he has Paired Weapon Fighting, the
Blademaster gains a further additional attack with his offhand
weapon at a 10 penalty (thus he gains three offhand attacks in
total). These penalties stack with the regular penalties for fighting
with two weapons. Greater Two Weapon Fighting is a supernatural
ability.
Intertwined with all of this are the Silent Muses, mysterious and
well-feared assassins. Independent of but allied with the Ghost
Council, the Muses run their bloody business of contract killing
from the auspices of the City of Death. The very hint of their name
is enough to send prestigious and powerful men and women into
deep apprehension and an immediate review of their security setup.
The Muses wisely keep their structure and size hidden, thus
heightening their mystery and raising their prices. The skills of the
Silent Muses are many and varied; there is little uniformity of
modus operandi or training. However, almost all Silent Muses and a
rare few outsiders that pay sufficiently for lessons seek to master the
complex weapon style known as the Whispering Edge. The
Whispering Edge style epitomises speed and rapidity of strikes and
is very aggressive, taking advantage of opponents weak spots and is
particularly effective for wounding foes caught off guard or
surprised.
The style is popular amongst Rogues and Assassins, but it is
certainly practised by members of many other professions.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+2
+0
+3
+0
Sneak Attack
+3
+1
+3
+1
+4
+1
+4
+1
Sneak Attack
+5
+1
+4
+1
Requirements
Base Attack Bonus +3
Feats: Expertise, Improved Initiative, and Quickdraw
Skills: Balance: 3 Ranks, Tumbling: 5 Ranks
Abilities: Dex 13+ and Int 13+
Hit Die: D6
New Feat
Scabbarded
Attack
[Fighting Style]
You are skilled at drawing a weapon and attacking so quickly
opponents are caught off guard.
Prerequisite: Quickdraw, Improved Initiative
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Climb, Hide, Intimidate, Jump, Listen, Move Silent,
Sense Motive, Spot, and Tumbling
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points Int Bonus + 4 / level
Class Features
Weapon and Armour Proficiencies: This prestige class grants no
additional weapon or Armour proficiencies. The practitioner may
use any of the below abilities with any bladed weapons that can be
scabbarded, that are medium or light to them, and that they are
proficient with.
The Whisper of the End: At 1st level the Whispering Edge
Blademaster has nearly mastered this particular subtle blade
technique. The practitioner gains Scabbarded Attack as a virtual
Feat (listed below) when fighting with any light or medium melee
weapon that he is proficient with.
Sneak Attack: At 2nd and 4th levels the Whispering Edge
Blademaster gains the ability to inflict an additional +1d6 damage
under certain circumstances. This is identical to the Rogue ability of
the same name (PHB pg47) and is stackable with that ability.
The Whistling Wind: At 3rd level the Whispering Edge
Blademaster has refined their already-blazing speed with a blade
further. The practitioner gains Lightning Attack as a virtual Feat
(listed below) when fighting with any light or medium melee
weapon that he is proficient with.
The Musings of Madness: At 5th level the Whispering Edge
Blademaster has mastered the art of all out attack to silence a foe
permanently and with minimum toil. A dangerous style, even the
most impetuous of old masters uses it wisely. The practitioner gains
Rapid Assault Fighting as a virtual feat.
Rapid
Assault
Style]
[Fighting
the docks by pivoting ramps give access to the city. These gates are
built in an ancient manner lost to modern understanding, with a
double lock system that allows them to be compartmentalised and
drained in case of flooding; this has saved the city proper from a
watery doom several times when waters have risen. The docks and
piers are built on floating supports and attached to the wall in
specific locations by a groove and guide apparatus that allows them
to rise and fall with the tides and occasional floods.
The city is open and clean, crime has little purchase, and the people
are happy in their belief that their goddess watches over them. They
are a friendly and generous people on average, and not given to
violence. Natives are generally passive and approach life with a
what will be, will be mindset. It is quite possible that aside for the
professional armsmen of the city's watch and the famous elite
guards known as the Seaborne that stand vigilance over the Temple
of the Drowned Lady, none of the natives would bother with arts of
the blade if not for their adherence to tradition. The practice of the
fighting technique called the Art of the Drowned Lady is older than
living memory and stretches back into antiquity; it is seen as a holy
observance to the water-goddess. Many devout worshipers learn the
styles teachings to become closer to their chosen deity, though they
avoid its use if at all possible. Pilgrims from faraway lands often
seek out training in the style as part of their holy journey. Outsiders
have learned to their regret that though not overly aggressive the
style is deceptively dangerous and usually do not press a known
master to cross blades unless sure of their own skill.
The style is popular among Fighters, Warriors, Experts, and
Commoners who are worshipers of Giulme, but it is certainly
practised by members of many other professions.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
Guilimes Trident
+2
+0
+3
+0
+3
+1
+3
+1
Guilimes Tide
+4
+1
+4
+1
Flowing Step
+5
+1
+4
+1
Steel Waterfall
Requirements
Class Features
Class Skills
The Prestige class skills (and the key ability for each skill) are:
New Feat
Maine Gauche
Style]
Passing Attack
Style]
[Fighting
You are skilled at moving through a melee and striking foes as you
go.
[Fighting
HANHAARSTANI BLADEMASTER
Description
Nothing is constant or for sure in HanHaarstan. Known as the
Floating City, HanHaarstan is assembled from tied-off houseboats,
quays, coral-anchored piers, and barge houses. There is less than 2
square miles of solid land in the entire metropolis, and not even that
at high tide. Living in a city where nothing is permanently placed,
and all but the largest of floating buildings sways with the waves,
the natives of this perhaps unique city are a flexible and mercurial
folk. The clannish native people owe fealty to the Sea-Kings, the
titular heads of the many ruling families. Each clan member swears
Table
Level
Base Attack
Fort Save
Ref Save
Will Save
Special Abilities
+1
+0
+2
+0
Deck Fighting
+2
+0
+3
+0
+3
+1
+3
+1
Step Aside
+4
+1
+4
+1
+5
+1
+4
+1
Requirements
Base Attack Bonus: +3
Feats: Ambidexterity, Combat Reflexes, Two Weapon Fighting,
Proficiency with Cutlass (Medium Martial Weapon)
Skills: Balance: 5 Ranks
Abilities: Dex 13+
Hit Dice: D8
Class Skills
Step Aside: At 3rd level the Twin Dancer Blademaster has learned
to avoid incoming melee attacks. When wearing no Armour at all,
not using a shield, and not encumbered the Twin Dancer gains a
competence bonus to AC equal to his Base Reflex Save (not his
modified Reflex Save). He looses this bonus anytime he is denied
his Dexterity Bonus to AC.
Dance of the Twin Blades: At 5th level the Twin Dancer
Blademaster has mastered the art of fighting in a swirling melee in
cramped conditions such as the deck of a ship. The practitioner
gains Swirling Melee Fighting as a virtual Feat (listed below) when
fighting with 2 cutlasses that he is proficient with.
New Feat
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Climb, Hide, Jump, Knowledge: Navigation, Move
Silent, Profession: Sailor, Rope Use, Sense Motive, Spot, Swim,
Tumbling
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: Int Bonus + 4 / level
Class Features
Weapon and Armour Proficiencies: This prestige class grants no
additional weapon or Armour proficiencies.
Twin Dancer Style: The below fighting abilities with the exception
of Uncanny Dodge and Step Aside are only usable while the
practitioner is fighting with a cutlass in each hand.
Deck Fighting: At 1st level the Twin Dancer Blademaster is
seasoned to chaotic melees and has mastered the art of capitalising
on opponents mistakes. The practitioner gains Punishing Attack as a
virtual Feat (listed below) when fighting with 2 cutlasses that he is
proficient with.
Uncanny Dodge: At 2nd and 4th levels the Twin Dancer
Blademaster gains a level of Uncanny Dodge. At 2nd level the Twin
Dancer no longer looses his Dex bonus to AC when caught flat
footed. At 4th level the Twin Dancer can no longer be flanked under
normal circumstances. This functions identically to the Rogue and
Barbarian ability of the same name, and is stackable with both as
described on page 56 of the PHB (thus a Rogue 7/Twin Dancer 4
would have the Uncanny Dodge of an 11th level Rogue).
Swirling
Melee
Fighting
[Fighting Style]
You are skilled at fighting in a chaotic melee.
Prerequisite: Combat Reflexes, Base Attack +6
Benefit: In any melee encounter where you are in the threat zone of
any three opponents at the beginning of your turn, you gain a +3
dodge bonus to your AC and a +3 competence bonus to your melee
attacks until your action in the following round. However, you may
not move more than a 5 foot step for the round.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities
+1
+0
+2
+0
Hypnotic Feint
+2
+0
+3
+0
+3
+1
+3
+1
Bonus Feat
+4
+1
+4
+1
Entangling Coils
+5
+1
+4
+1
Viper Strike
Requirements
Base Attack Bonus: +4
Feats: Dodge, Combat Reflexes, Expertise, Weapon Focus or
Finesse: Rapier
Skills: Bluff: 5 Ranks
Abilities: Dex 13+, Int 13+
Hit Dice: D8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Gather Information, Jump, Sense Motive, Spot,
Tumbling
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: Int Bonus + 4 / level
Class Features
Weapon and Armour Proficiencies: This prestige class grants no
additional weapon or Armour proficiencies.
The Water Serpent: This style relies on the use of a Rapier in the
primary hand. All of the special Class Features and virtual feats
listed below are only usable in conjunction with a Rapier wielded in
the users primary hand.
Feinted Attacks
Style]
[Fighting
Counter Dodge
Style]
Defensive
Manoeuvrings
[General]
[Fighting
You are skilled at reading opponents moves and striking where they
will be rather than where they are.
Prerequisite: Alertness, Dodge
Benefit: The practitioner gains a +1 competence bonus to hit in
melee versus any opponent benefiting from a dodge bonus to their
AC. This serves to completely cancel the Dodge Feat and to offset
any other dodge bonuses by 1, such as those granted by Expertise
and Mobility.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities
+1
+2
+0
+0
Winter Moon
+2
+3
+0
+0
Bonus Feat
+3
+3
+1
+1
Blurring Crescent
+4
+4
+1
+1
Bonus Feat
+5
+4
+1
+1
Thundering Blow
Requirements
Base Attack Bonus: +4
Class Features
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Intimidate, Spot, Tumble
New Feat
Multiple
Level
Attack
[Fighting Style]
You are skilled at forcing your opponent into positions that leave
them vulnerable to your attacks.
Prerequisite: Base Attack +6, Power Attack
Benefit: The practitioner of this type of style may merge his top two
melee attack bonuses into a single melee attack with a bonus equal
to the sum of the two separate attacks. This is a full-round action
and only 2 attacks may be merged thus. Effectively the practitioner
fakes one or more attacks to create an opening for another. The
merged attack bonus only applies to the multiple level attack itself
and then reverts to the practitioners highest normal base attack
immediately. Example: Dearl the Mighty has an attack bonus of
+14/+9 with his mighty greatsword. His current opponent is proving
well defended, so on his next initiative Dearl announces that he is
making a multiple-level attack. Rather than making his normal 2
melee attacks at +14/+9 he makes a single melee attack at +23; if
Dearl killed his opponent with his multiple level attack and Cleaved
through to another opponent, he would attack using his normal
highest base attack of +14.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities
+1
+0
+2
+0
+2
+0
+3
+0
Spring Attack
+3
+1
+3
+1
+4
+1
+4
+1
Whirlwind Attack
+5
+1
+4
+1
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Craft, Jump, Perform, Sense Motive, Spot,
Tumbling
Class Features
Weapon and Armour Proficiencies: The practitioner gains the
Exotic Weapon Proficiency: Ribboned Sword, which applies to all
Martial and Simple swords which the practitioner is proficient with
that also have Ribbons affixed to their hilt and/or pommel. This
prestige class grants no other additional weapon or Armour
proficiencies.
'Ribboned' Abilities: At 1st, 3rd, and 5th level the Phanoshani
Ribboned Blademaster learns a technique developed around the use
of 3'-6' long coloured ribbons or scarves attached firmly to the hilt
and/or pommel of a Medium or Light sword they are particularly
proficient with by a trained weaponsmith.
The below abilities may only be used when the stylist is wielding a
weapon ribboned in this manner.
Anyone else trying to employ such a Ribboned Sword suffers
penalties exactly as if they were non-proficient with the weapon.
Proficiency with a Ribboned Sword is an Exotic Weapon
Proficiency that has no special inherent benefits; its usefulness is
limited to a combat style such as the Phanoshani's.
The Ribboned Blade: At 1st level the Ribboned Blademaster has
learned to swirl his sword's ribbons around and distract his
opponent through a variety of footwork, blade flashes, and ribbon
pops. The Ribboned Blademaster gains Weapon Flurry as a virtual
Feat (listed below).
Spring Attack: At 2nd level the Ribboned Blademaster has learned
to leap and dance about the battlefield, warding off foes and striking
where least expected. The practitioner gains Spring Attack as a
virtual Feat.
The Ribboned Toss: At 3rd level the Ribboned Blademaster has
learned a difficult and tricky manoeuvre whereby they launch their
sword at their opponent while maintaining a grip on the end of its
New Feat
Weapon Flurry
Style]
[Fighting
Unorthodox
Attacks
[Fighting Style]
You are skilled at adopting strange poses, moving unusually, and
generally adopting bizarre positions in combat. This can sometimes
disconcert foes for significant advantage but can also make you
dangerously vulnerable to more skilled opponents.
Prerequisite: Expertise, Dexterity 13+, Base Attack +6
Benefit: To use this Feat, the practitioner must declare that he is
using it and pass a Reflex Save versus a his opponents highest
attack bonus before making his own attack. If facing multiple
opponents, use the single highest attack bonus of all the opponents.
If he succeeds the practitioner gains a +5 circumstance bonus to
both his attack rolls and to his AC until his next action in the
following round. Should he fail his Reflex save then the practitioner
suffers a 5 circumstance penalty to hit and to AC until his next
action in the following round.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities
+1
+2
+2
+0
+2
+3
+3
+0
Pin Shield
+3
+3
+3
+1
+4
+4
+4
+1
The Crossbone
+5
+4
+4
+1
The Mantis
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff, Gather Information, Hide, Move Silent, Sense Motive, Spot,
Tumbling
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: Int Bonus + 4 / level
New Feat
Counterattack
Style]
[Fighting
Class Features
Weapon and Armour Proficiencies: This prestige class grants no
additional Weapon or Armour proficiencies.
The Crossbone-Mantis Style: All special Class Features listed
below are dependent on the practitioner wielding 2 swords that he is
proficient with. If the practitioner does not meet this requirement for
any reason, he may not use these abilities until such a time as he
acquires 2 swords with which he is proficient. The Two-bladed
Sword may not be used with this style.
Off Hand Parry: At 1st level the Crossbone-Mantis Blademaster
has learned to use his off hand sword to ward off attacks. The
practitioner gains Off Hand Parry (Sword & Fist page 7) as a virtual
Feat when fighting with 2 swords that he is proficient with.
Pin Shield: At 2nd level the Crossbone-Mantis Blademaster has
learned the basics of the style and may use his off hand sword to
interfere with his opponents shield use. The practitioner gains Pin
Shield (Sword & Fist page 8) as a virtual Feat when fighting with 2
swords that he is proficient with
Close Quarters Fighting: At 3rd level the Crossbone-Mantis
Blademaster has learned to interpose his off hand sword between
himself and would be grapplers. The practitioner gains Close
Quarters Fighting (Sword & Fist page 5) as a virtual Feat when
fighting with 2 swords that he is proficient with, but must hit and
practitioner fails either roll, nothing further happens and the action
is over. If grappled or thereafter pinned in following rounds the
opponent has the option of releasing his weapon, which breaks the
hold but also leaves the opponent disarmed. The practitioner may do
any of the things normally allowed in a grapple. The practitioner
does not draw an Attack of Opportunity from his opponent when
engaging in a Weapon Binding attempt.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities
+1
+0
+2
+0
Delay Opponent
+2
+0
+3
+0
Analyse Opponent
+3
+1
+3
+1
Deconstruct Technique
+4
+1
+4
+1
Find Opening
+5
+1
+4
+1
Piercing Eye
Requirements
Base Attack Bonus +3
Feats: Dodge, Expertise
Skills: Concentration: 3 Ranks, Search: 5 Ranks
Abilities: Dex 13+ and Int 13+
Saves: Base Reflex 2+
Hit Die: D6
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Concentration, Gather Information, Jump, Knowledge:
(All), Profession, Search, Sense Motive, Spot
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points Int Bonus + 4 / level
Class Features
Weapon and Armour Proficiencies: This prestige class grants no
additional weapon or Armour proficiencies.
The Piercing Eye Style: This style and all of the below abilities are
only usable with the following weapons: Dagger, Cutlass, Long
Sword, Rapier, Sabre, Scimitar , Short Sword.
Delay Opponent: At 1st level the Piercing Eye Blademaster has
learned to hold his opponent off. When fighting defensively or using
the full defence option the practitioner gains a +2 Dodge bonus to
AC in addition to all other bonuses. Dodge bonuses stack.
Analyse Opponent: At 2nd level the Piercing Eye Blademaster has
learned to observe patterns and flaws in his opponents fighting
style. When Fighting Defensively the practitioner may study a
single opponent as a free action; the practitioner announces his
intention and makes a Search check versus a DC of 20 + the
opponents top Attack Bonus with the weapon they are currently
using including enhancement bonuses as applicable. If successful,
the practitioner has found a weakness in the opponents style and
gains a competence bonus to hit versus that opponent equal to his
class level. If the opponent switches weapons, the Piercing Eye
stylist must analyse them again vs. their top Attack bonus with the
new weapon. Once a practitioner has analysed an opponents style
with a specific type of weapon or combination of weapons, they
gain their bonus vs. that opponent for 5 rounds per class level
whenever they are using that same weapon type or combination.
Future attempts versus an opponent that has been successfully
analysed in the past are vs. a difficulty of 15 + the opponents top
Attack bonus with the weapon they are using. The practitioner may
have this effect active versus multiple foes, but may analyse only
one opponent per round.
opponent that has been successfully analysed using the 2nd level
ability listed above, the practitioner also gains a bonus to damage
equal to his class level versus that opponent.
The Piercing Eye: At 5th level the Piercing Eye Blademaster has
developed sufficient control to land blows in foes unprotected and
weakest areas. As a full attack action the practitioner may make a
single melee touch attack with his weapon against an opponent
successfully analysed by the 2nd level power listed above.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities
+1
+0
+2
+0
Spiral Thrust
+2
+0
+3
+0
Fleet of Foot
+3
+1
+3
+1
Spiral Twist
+4
+1
+4
+1
Spiral Deflection
+5
+1
+4
+1
Spiral Step
+6
+2
+5
+2
Spiral Disarm
+7
+2
+5
+2
Quick Reflexes
+8
+2
+6
+2
Spiral Disengage
+9
+3
+5
+3
Spiral Dance
10
+10
+3
+7
+3
Spiral Strike
Requirements
Base Attack Bonus: +6
Feats: Combat Reflexes, Death Blow, Dodge, Expertise, Improved
Disarm, Improved Initiative, Weapon Focus: Rapier
Abilities: Dex 13+
Class Features
Hit Die: D8
Class Skills
Death Spiral style: All of the below abilities named with the Spiral
moniker are usable only when fighting with a Rapier in the primary
hand.
The Prestige class skills (and the key ability for each skill) are:
New Feat
Defensive
Manoeuvrings
[General]
You are skilled at protecting your flanks in melee.
Prerequisite: Dodge, Combat Reflexes
Benefit: You gain a +1 Dodge bonus versus all opponents flanking
you unless caught flat-footed. Note that Dodge bonuses stack.
Deflect
and
Disengage
[Fighting Style]
You are greatly skilled at protecting your weapon in melee.
Prerequisite: Improved Disarm
Benefit: The practitioner gains a +4 bonus to opposed attack rolls
when opponents attempt to Sunder or Strike his weapon, and vs.
Disarm attempts.
Spiral Dance: At 9th level the Death Spiral Blademaster has
mastered the art of turning multiple opponents against themselves.
The practitioner gains Melee Mastery as a virtual Feat (listed below)
when fighting with a Rapier in his primary hand.
Bladestormer
Description
Weaponmasters seek union with one weapon through mastery of the
extraordinary power of ki. The Bladestormer seeks ultimate mastery
over the wielding of two weapons, and he accomplishes this almost
entirely through raw skill. Although, accomplished Bladestormers
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+2
+0
+3
+0
+3
+1
+3
+1
+4
+1
+4
+1
+5
+1
+4
+1
Improved Critical
+6
+2
+5
+2
+7
+2
+5
+2
+8
+2
+6
+2
+9
+3
+6
+3
Superior Critical
10
+10
+3
+7
+3
Requirements
Base Attack Bonus: +5
Skills: Intimidate: 4 ranks
Weapon: Masterwork or better quality weapons.
Feats: Power Attack, Cleave, Great Cleave, Ambidexterity, TwoWeapon Fighting, Weapon Focus (In both weapons if two different
kinds of weapons are used.)
Hit Dice: d10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Intimidate (Cha), Knowledge (weaponry) (Int), Listen (Wis), Sense
Motive (Wis), and Spot (Wis). See Chapter 4: Skills in the Players
Handbook for skill descriptions.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Maximum Damage Strike: After you score a hit with one of your
weapons, you do not roll dice to determine the damage. Instead, you
figure the normal maximum damage (not a critical hit) you can
inflict with that weapon and do that much damage to the target. This
ability cannot be used when you roll a successful critical hit.
Enhanced Initiative: You gain the listed bonus to initiative rolls.
This ability stacks with the Improved Initiative feat.
Improved Two-Weapon Fighting: At 2nd level, the Bladestormer
gains the Improved Two-Weapon Fighting feat.
Superior Weapon Focus: Stacking on top of any existing Weapon
Focus bonus, this ability grants a Bladestormer an additional +1 to
attack rolls with a single weapon type of choice.
Combat Reflexes: At 4th level, the Bladestormer gains the Combat
Reflexes feat.
Superior Two-Weapon Fighting: In addition to the extra attacks
granted by Two-Weapon Fighting and Improved Two-Weapon
Fighting you get a third attack with the off-hand weapon, albeit at a
-10 penalty.
Superior Combat Reflexes: This ability lets you make a total
number of attacks of opportunity in a round equal to your Dexterity
modifier plus your Wisdom modifier.
Supreme Cleave: At 8th level, the Bladestormer gains the ability to
take a 5-foot step before making a Cleave or Great Cleave attack.
Superior Critical: Gain the Improved Critical feat for free. If you
already possess this feat, add an additional +2 to your weapon of
choices threat range for critical hits.
Blood Guard
Description
As said, in the Thomas Covenant series Haruchai are naturally an
aggressive race. The Haruchai entered the land as an army, on a
mission from their homes in the Westron mountains to overrun
Revelstone, but met by Kevin and astounded at his compassion,
swore an oath of service to him, the strength of which defies time.
They became the Blood-guard. Traditionally the Bloodguard wield
no weapons relying on the natural agility, accuracy and hardy
constitution to see them escape from campaign after campaign
uninjured.
The Bloodguard are the great Defenders of the Lords in the Thomas
Covenant series. Their dedication surpasses everyone else in the
Land. Preserved by the Vow. Have given an oath so strong that it
keeps them from time and death. Bloodguard are masters in dealing
quick, lethal unarmed blows. It is said that no one can match the
unarmed capabilities of the Bloodguard.
Most Blood-guard are fighters, although rangers, paladins, monks
and barbarians can also benefit from this prestige class. Bloodguard
rogues, wizards and sorcerers are not known, but it is possible for
these classes. to become Bloodguard. Bards will find this prestige
class unsuitable. Bloodguard never wear armour or shields and
never use weapons, relying on their natural combat abilities.
Player characters playing a Blood-guard arent as free compared to
other PCs. The Blood-guard have to follow the rules and missions
of their lords. Most of them constantly guard the keep were their
lords live.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Armour
Bonus
Special
+1
+2
+2
+2
+1
+2
+3
+3
+3
+2
+3
+3
+3
+3
+2
Unarmed enhancement +2
+4
+4
+4
+4
+3
Great Health
+5
+4
+4
+4
+3
Unarmed enhancement +3
+6
+5
+5
+5
+4
+7
+5
+5
+5
+4
Unarmed enhancement +4
+8
+6
+6
+6
+5
+9
+6
+6
+6
+5
Unarmed enhancement +5
10
+10
+7
+7
+7
+6
Requirements
Alignment: Any Lawful
Race: Human, Haruchai
Base Attack Bonus: +10
Skills: Heal: 3 ranks, Listen: 5 ranks, Sense Motive: 5 ranks, Spot:
5 ranks.
Feats: Ambidexterity, Endurance, Iron Will, Improved Unarmed
Strike, Weapon focus (unarmed strike).
Special: Bloodguard may never show their emotions openly and
may only talk when necessary.
Hit Dice: d10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str), Jump (Str), Intimidate (Cha), Listen (Wis), Sense
Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex). See
Chapter 4: Skills in the Players Handbook for skill descriptions.
Class Features
Weapons and Armour: The Blood-guard is proficient with
unarmed combat. The Blood-guard cannot fight with weapons,
relying only on his natural combat abilities (thus his unarmed
strike).
Armour Bonus: Every level the natural AC of Blood-guard
improves.
Body Alteration: By doing their vow, the Bloodguard arent subject
to ageing anymore. This even extents to any kind of magical ageing.
Very experienced Bloodguards keep their youth and strength while
getting wiser over the decades. In addition the Blood-guard have to
eat and drink half the normal amount a normal human needs to stay
alive.
Unarmed enhancement: The Bloodguard are known for their
excellence in unarmed combat. The Bloodguard are immune to
subdual damage and while fighting unarmed they automatically hit
for normal damage without any penalties to hit. In addition at 1st
Less Sleep: At 2nd level the Blood-guard needs only 4 hours sleep a
day. At 6th level the Blood-guard need only 1 hour rest a day.
Blood Guardians
Games Information
Rhiannon lay shivering in the wet leaves of the forest floor, peering
cautiously through the bushes into the dimly lit clearing beyond.
The half-moon above shined its silvery light sparingly over the
small cottage and overgrown garden beside it. No smoke rose from
the chimney. No light flickered within. No sign of life at all.
Perhaps the rumours were trueGranny Kes was dead.
Despair knotted Rhiannons gut as she thought of those she had left
behind. She was sent by the village elders to seek the aid of Granny
Kes as they faced their total destruction. Orcish raiders to the north,
human bandits to the south, and one of them had awakened the
ancient evil of Graken Cave.
Granny Kes was an ancient crone who had often aided the people of
Greenmeadow in the past. Shed been around as long as even the
oldest of the elders could remember, and had forgotten more
mysterious secrets than any of them knew.
Wearily, Rhiannon stood and brushed damp leaves from her clothes.
She had to look. She had to confirm the loss of their ancient
guardian. The cottage seemed almost to shrink as she got closer. She
could see the signs of decaythatch gone unchanged for too long,
chinks appearing in the dried moss between logs, webs spun in the
windows and doorway. The place looked long abandoned.
The darkened interior was revealed slowly as her eyes adjusted.
Peering into the gloom, Rhiannon could see dust on the floor, on
everything. Cobwebs covered in dust as well. A rusted old pot hung
on the cold hearth. A tiny, whistling sound drew Rhiannons
attention to the old cot with rumpled covers. Startled, she realised
there was actually a figure under the covers, and she approached
cautiously.
The ancient, dried-up creature on the bed looked like she would
crack with the slightest movement, and yet she turned her head to
gaze up at Rhiannon. Withered and ancient as she was, her eyes yet
shone with piercing light. Take my hand, girl.
She was hardly a girl. Rhiannon was a powerful sorcerer, famed
throughout the land for her heroic exploits. But kneeling, Rhiannon
took the crones fragile hand in hers. She could feel Kess blood hot
beneath her skin. She was burning with fever!
Let me get help. Rhiannon started to rise again, but the crone held
her with fierce strength.
There is no help but here, girl. Listen to it. Listen to the blood.
Crazily, Rhiannon thought she could actually hear Kess blood
pulsing through her veins. Then her jaw dropped as she realised she
could hear her own blood as well. Their pulses merged and
suddenly Rhiannon was seeing what Kes sawher, kneeling beside
the bed, and her blood glowing through her skin.
You are the next. My time is soon over. Rhiannon could see her
face, and she was no longer talking, but her words burned through
the girls mind. Visions of people she didnt know flashed before her
eyes. Then she realised she did know them all of them, going
back thousands of years. Guard them well, Rhiannon of the Blood.
Keep our people safe.
Rhiannon watched as before her eyes Granny Kes withered and
shrank. Impossibly, she appeared to age hundreds of years in a few
moments. Her tiny, withered hand crumbled in Rhiannons grasp
and soon all that was left was a pile of dry old bones. She was gone.
The sorcerer felt wondrous possibilities coursing through her veins
the blood of her people. It would all come in time, and she knew
that now she had time enough. But for the immediate problems, new
knowledge blossomed in her mind, whispered in the voice of
Granny Kes. The information was theresecret caches of weapons,
treaties with powerful creatures of the wood and the weakness of
the Graken Cave monstershe had only to use it.
Description
The Blood Guardian is a scion of a special bloodline. At some point
in his life, he experiences some event that brings about revelations.
He realises that he has a different, previously unknown path for his
lifeone of power and responsibility. The Blood Guardian is a
burdened individual, who carries the weight and duty of a secret
bloodline. He is extremely raremost with the bloodline are not
aware of its distinction and power, let alone their own potential.
Sorcerers are by far the most common Blood Guardians, although it
is possible for a wizard or a bard to take up the mantle as well.
Game Master controlled Blood Guardians are usually found not
with others of their kind (for they are so rare), but instead leading
organisationssometimes, whole nations and empiresbecause of
responsibility for the power they wield and the bloodline from
which they come.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
Bonus Feat
3rd
+1
+1
+1
+3
Enhanced Familiar
4th
+2
+1
+1
+4
Bonus Feat
Bonus
Known
Group 1
Group 2
Spells
+2
+1
+1
+4
6th
+3
+2
+2
+5
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
9th
+4
+3
+3
+6
10th
+5
+3
+3
+7
Group 3
Group 4
Group 5
Requirements
Group 1 Charm
Message, Enthral
Class Skills
Person,
Comprehend
Languages,
Emotions,
Identify,
Suggestion,
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha),
Forgery (Int), Heal (Wis), Innuendo (Wis), Knowledge (any, each
taken individually) (Int), Listen (Wis), Profession (Wis), Search
(Wis), Sense Motive (Int), Spellcraft (Int), and Spot (Wis).
Table
Level +
Cha
Mod.
Familiar Ability
Once per day, can cast alter self on itself only (cannot
share this with master)
Resist the Aeons: The Blood Guardian begins to age much more
slowly. All ages listed in the Ageing Effects table of the SRD are
tripled (thus, for example, a human feels the effects of middle age at
105 years, old age at 159 years, and so on).
Once per day, can cast true strike on itself only (cannot
share this with master)
+2 natural armour
Bonus Feat: At 2nd, 4th, 6th and 8th level, the Blood Guardian
gains a bonus feat chosen from the following list: Any metamagic
feat, any item creation feat, Spell Mastery (if a wizard), Skill Focus,
or Alertness.
10
11
12
13
14
Class Features
All of the following are Class Features of the Blood Guardian
prestige class.
Hit Dice: d4
P
rotection from Elements (2 charges) Summon
Monster VI (1 large or 1d3 medium elementals only, 2
charges)
New Spell
Elemental Bolt
Saving Throw
None
Spell Resistance
Yes
Drd 1, Sor/Wiz 1
Components
V, S
Casting Time
1 Action
Range
Target
One Creature
Duration Instantaneous
Bondbreaker of Hathor
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities
Fearlessness
Fearlessness
Smite Slaver
10
10
Cry Freedom
Requirements
Base Attack Bonus: +3
Alignment: not LE or NE.
Class: Believer of Hathor or Anhur
Special: Intimidate (5 ranks), Toughness (2 ranks)
The Bondbreaker must have been enslaved at some time in their
life, and have broken free from confinement, and they must also
have (on a separate occasion) freed at least a dozen slaves and
delivered them safely to a free land. The latter must have been done
as a player character.
Hit Dice: D10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Climb, Gather Information, Hide, Intimidate, Jump,
Knowledge, Listen, Move Silently, Profession, Search, Sense
Motive, Spot, Swim.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + INT modifier
Class Features
Fearlessness Gain: +1 to save against all fear-effects at 3 rd and a
further +1 5th level.
Caravaneer
trader. Most of the times it is a rouge who has gone into business or
a trader who has decided to deal in shady business (such as spell
component trading).
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+0
Poisoning
+1
+0
+3
+0
+2
+1
+3
+1
+3
+1
+4
+1
Bonus Language
+3
+1
+4
+1
Poisoning
+4
+2
+5
+2
+5
+2
+5
+2
+6
+2
+6
+2
Bonus Language
+6
+3
+6
+3
Poisoning
10
+7
+3
+7
+3
Requirements
Class Features
Hiring: The Caravaneer can get companions hired on, at the rate of
1 per level.
Feats: Alertness
Special: Appraising Ranks: 8 Bluff Ranks: 8 Diplomacy Ranks: 8
Forgery Ranks: 8 Hide Ranks: 8
Hit Dice: D6
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraising, Bluff, Decipher Script, Diplomacy, Disable Device,
Forgery, Gather Information, Handle Animal, Hide, Knowledge
(Local), Listen, Move Silently, Open Locks, Pick Pockets,
Profession (Cook), Read Lips, Ride, Search, Sense Motive, Spot
Chaos Warrior
Description
"Warriors of Chaos are the servants and worshippers of the foul
Chaos Gods. They also swept inexplicably from the North during
the Incursions of Chaos. Together with the other Chaotic creatures,
they came out of nowhere and broke upon the lands of Norsca and
Table
Level
Attack
Fort
Ref
Will
Special
the Old World A long and bloody battle was fought by the men and
Dwarfs of those lands against the invaders, a war which ended in
the retreat of Chaos to the Far North, where it more or less remains
today. However, even now, over a hundred years later, bands of
black-armoured Chaos Warriors still raid the north of the Old
World."
Save
Save
Save
+1
+0
+2
+0
+2
+0
+3
+0
Chaos Armour
+3
+1
+3
+1
Detect Good
+4
+1
+4
+1
Mark of Chaos
+5
+1
+4
+1
Smite Good
+6
+2
+5
+2
+7
+2
+5
+2
Mark of Chaos
+8
+2
+6
+2
Boon of Chaos
+9
+3
+6
+3
10
+10
+3
+7
+3
Mark of Chaos
Requirements
Base Attack Bonus: +6
Hit Dice: D10
Table
Roll
d6
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Type
Description
Unnatural
Armour
Hideous
Appearance
Extra Arm
Great Claw
Scorpion
Tail
Blackblood
Class Features
Weapons and Armour: Proficient with all types of armour and
Shields, and with all Simple and Martial weapons.
Mark of Chaos: At 1st, 4th, 7th, and 10th levels, a Chaos Warrior
gains +1 to one of his statistics, depending on his Chaos God
Khorne: +1 Strength
Nurgle: +1 Constitution (and immunity to disease)
Slaanesh: +1 Dexterity
Tzeench: +1 Intelligence
Dark Blessing: The Chaos Warrior may add his Cha modifier to all
Saving Throws.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+3
+0
+0
Retributive Strike
+3
+3
+1
+1
Roll With It 2
+4
+4
+1
+1
Hard to Kill
+5
+4
+1
+1
Requirements
Base Attack Bonus: +4
Feats: Toughness, Great Fortitude, Iron Will
Fortitude Base Save: +3
Abilities: Con 13+
Hit Dice: D12
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Heal, Intimidate, Jump, Sense Motive
usable with any melee weapon that the practitioner may employ one
handed and is proficient with, including bare-handed (assuming the
practitioner also has Improved Unarmed Combat).
Roll with it: The Choldani Weaponmaster learns to roll with blows
to minimise the damage taken. With greater practice, the Choldani
can minimise damage fairly effectively, seeming to take more
damage than he truly does. At 1st level the Choldani gains Damage
Reduction 1/-. At 3rd level this increases to Damage Reduction 2/and at 5th to Damage Reduction 3/-. This is stackable with Damage
Reduction from the Barbarian and Dwarven Defender classes (and
other similar damage reduction).
Going the Distance: At 1st level the Choldani Weaponmaster has
honed his stamina to go the extra mile regardless of fatigue. The
Choldani Weaponmaster gains Endurance as a virtual Feat.
The Bleeding Way: This style does not rely on the use of any
specific type of weapon. However, the style is primarily used in
close-quarters pit fights and relies somewhat on landing blows
quickly as opportunity presents. Thus, all of the below abilities are
Class Features
Cleric [Crusader]
Description
While Crusaders are nearly always associated with deities who have
the War domain, they may also represent deities of leadership or
strong alignment that are in conflict with opposing forces.
Crusaders often organise themselves into a military hierarchy and
view their temples as fortifications as well as places of worship. In
some cases the power of the Crusader orders can rival the strength
of the kingdom that hosts them, although this can often provoke
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells/Turn/Rebuke
Undead
+1
+1
+0
+1
+2
+2
+1
+2
+3
+2
+1
+2
+4
+3
+1
+3
+5
+3
+2
+3
+6
+4
+2
+4
+7
+4
+2
+4
+8
+5
+3
+5
+9
+5
+3
+5
10
+10
+6
+3
+6
Requirements
To qualify to become a Crusader one must show that they have not
only an established divine connection, Clerical not Druidic, but also
that they are able to fight for their cause and be able to persuade
others to do so. Furthermore, the prospective Crusader must be set
in their convictions, and hence have a firm degree of law or chaos in
their alignment. This requires a Crusader to meet the following
criteria:
Alignment: Any except neutral good, true neutral or neutral evil
Base Attack Bonus: +4
Feats: Weapon Focus in a favoured weapon of the Crusaders deity
Spellcasting: Ability to cast 2nd level Divine spells
Skills: 4 ranks of Diplomacy, 4 ranks of Knowledge-Religion
Class Skills
The Crusaders class skills (and the key ability for each skill) are
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha),
Heal (Wis), Jump (Str), Knowledge-Religion (Int), Ride (Dex), Scry
(Int) and Spellcraft (Int). See Chapter 4: Skills in the Players
Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Crusader prestige class.
Weapon and Armour Proficiency: Although characters may be
proficient with many weapons, upon becoming a Crusader they
choose to use only weapons commonly favoured by their Deity.
Furthermore, before even becoming a Crusader they must have
become proficient in (via the Martial Weapon Proficiency feat if
necessary) and chosen the Weapon Focus feat for one favoured
weapon. Note that clerics with War as one of their domains receive
these feats for free, as outlined on pages 31 and 165 of the PHB.
Although some deities have two or three favoured weapons, many
have only one. For example, a Crusader of Hextor would use a flail
and St Cuthbert the mace. A Crusader may later (not at 1 st level)
choose the Weapon Specialisation Feat in one (and only one)
favoured weapon that they have chosen Weapon Focus for, just as a
Fighter would.
A Crusader may still throw grenade-like weapons such as Holy
Water and Alchemists Fire, but will not use any non-favoured
traditional melee or missile weapon unless many lives depend upon
it. Even then the Crusader will suffer, not being able to regain
divine spells until they have had Atonement cast upon them by
another member of their faith. In this case the 500 XP penalty will
apply to the Crusader, not the caster of the Atonement, although it
may not apply at all if their deity is sufficiently convinced of the
need.
Crusaders are proficient with all types of armour (light, medium and
heavy) and with shields. Note that armour check penalties for
armour heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Also, Swim checks suffer a 1 penalty for every 5 pounds of armour
and equipment carried.
Spells: Crusaders gain divine spellcasting ability just as a cleric
would, receiving an extra level of spellcasting ability for each level.
Crusaders also gain a new domain at 1 st level. This is usually either
Law or Chaos, depending upon the alignment of the character. If
the character already has this domain, choose one of the other
domains listed for their Deity, with preference given first to War and
then to Protection. It is very unlikely that a church would have
Crusaders unless their deitys favoured domains included at least
one of Law/Chaos and War.
As an example of how many spells a character has, consider Horan
who is an 14th level cleric of Heironeous and 1 st level Crusader. He
would have exactly the same number of spells as a 15 th level cleric.
Renata the 10th level Ranger and 1st level Wizard would gain three 0
level spells and two 1st level spells upon becoming a 1 st level
Crusader, for a total of three 0 level spells, three 1 st level spells (of
which one is her domain spell) and one 2 nd level spell.
Due to their increased training in the Art of War and following of
the ways of their Deity, Crusaders are unable to concentrate on as
Note that this restriction applies to all divine spells the Crusader has
access to, including those from other classes the spells are all gifts
of the Crusaders deity, who will make sure of this restriction. This
does not apply to any arcane spells the character might possess from
another class, as these are not gained from the Crusaders deity. So
Renata above would still be able to cast Silent Image, but Horan
would no longer be able to Animate Objects. Crusaders retain (or
gain) the Spontaneous Casting ability to convert prepared spell
energy into either cure or inflict spells, subject to the caster level
reduction mentioned above. This only applies to divine spells, but
does include divine spells gained from other classes, such as Paladin
and Ranger.
Crusaders retain (or gain) the supernatural ability to Turn or Rebuke
Undead and continue to improve, receiving an extra level of skill for
each Crusader level. Horan Turns Undead as if he was a 15 th level
cleric, Renata as a 1st level cleric. Crusaders may also choose the
Extra Turning feat one or more times as a cleric would.
Divine Aura: At 2nd level and higher Crusaders may activate an
aura that reflects the divine power of their deity. Upon doing so the
Crusader radiates a soft light that fills nearby comrades with
confidence. For a period of one minute per Crusader level all allies
within 20 of the Crusader gain a +2 morale bonus on saving
throws. This bonus is lost if the ally moves further away from the
Crusader than 20, but is regained as soon as they move closer if the
aura is still active.
The light radiated is the favoured colour of their deity. If not
specified this is black for evil Crusaders, otherwise white. If lawful
the Crusaders Aura will be of a constant strength, if chaotic it will
pulse. Regardless of the colour or strength, the Aura lights up the
surrounding area as if it was a torch (20 radius). Magical darkness
will stop this (although the morale effects of the aura will still
operate). Divine Aura is a supernatural ability.
Voice of Power: At 3rd level and higher Crusaders may use the
Voice of Power. Divine energy fills the Crusaders lungs (or other
breathing organs) and allows them to speak to every creature within
200 who isnt magically deafened. The Voice of Power penetrates
Silence spells and up to 10 of solid rock or 3 of lead and similar
metals, although not Antimagic Field, Prismatic Sphere or Cubes of
Force. The Crusader may use the Voice even if underwater, gagged,
Held or similarly restricted. The Voice of Power is normally used to
orate to large numbers of beings at once, or give directions during a
pitched battle, in which case it lasts for up to ten minutes per
Crusader level (during this time the Crusader can speak normally, or
with the Voice, as they desire).
In dire situations the Voice can be used to call upon the full power
of the Crusaders deity, in which case it is often called the Voice of
Fear. All enemies of the Crusader who hear the Voice of Fear
(which has the same area of effect as the Voice of Power) must
make a Will saving throw (versus a DC of 11 + Crusader Wisdom
Bonus). Beings who fail become affected as if by a Cause Fear
spell for 1 round per Crusader level. This aspect of the Voice takes
a lot out of the Crusader, however. It consumes 3 uses of the
Voice of Power (and so cannot be used until the Crusader reaches 7 th
level, and even then only if they have not used the Voice that day).
It also reduces the Constitution of the Crusader by 4 points for a
period of one hour (and hence their hit points as well, generally by
The Hands of Osiris, also known as the Green Hands (named for the
belief that Osiris has green skin), is sworn to protect these hallowed
sites from thieves, and to prevent the dead from rising into unlife. If
a tomb is looted despite their efforts, or if undead rise to menace the
land, the Green Hands will not rest until all is set aright.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells/Turning
+0
+1
+0
+1
Prestige domain
+1 cleric level
+2
+2
+1
+2
+1 turn undead
+1 cleric level
+3
+2
+1
+2
+4
+3
+1
+3
+5
+3
+2
+3
+6
+4
+2
+4
+7
+4
+2
+4
+8
+5
+3
+5
+9
+5
+3
+5
10
+10
+6
+3
+6
+1 cleric level
+2 turn undead
+1 cleric level
+1 cleric level
+3 turn undead
+1 cleric level
+1 cleric level
+4 turn undead
+1 cleric level
+1 cleric level
+5 turn undead
+1 cleric level
Requirements
Class Skills
The Green Hand's class skills (and the key ability for each) are
Concentration (Con), Craft (Int), Disable Device (Int), Gather
Information (Cha), Heal (Wis), Innuendo (Wis), Knowledge
(arcana) (Int), Knowledge (history) (Int), Knowledge (monster lore)
(Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int,
exclusive skill), Search (Int), Spellcraft (Int), and Spot (Wis). See
Chapter Four in the Player's Handbook for skill descriptions.
Class Features
All of the following are class features of the Green Hand prestige
class.
Weapon and Armour Proficiency: Green Hands are proficient
with all simple weapons and with the light flail. They are proficient
with light and medium armour and with shields.
Prestige Domain: Green Hands gain access to the Necromancy
prestige domain (described below). While this does not allow the
2nd Level
3rd Level
Spectral
Hand.
Creates
disembodied
glowing hand to
deliver
touch
attacks.
Animate
Creates
skeletons
zombies.
4th Level
5th Level
6th Level
Halt
Undead.
Immobilizes undead
for 1 round/level.
Fear.
Subjects
within cone flee for
1 round/level.
Create
Undead.
Ghouls, shadows,
ghasts, wights, or
wraiths.
7th Level
8th Level
9th Level
Control
Undead.
Undead don't attack
you while under
your command.
Create
Greater
Undead. Mummies,
spectres, vampires,
or ghosts.
Dead.
undead
and
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells/Turning
+0
+2
+0
+2
+1
+3
+0
+3
Mental Fortitude +1
+2
+3
+1
+3
+3
+4
+1
+4
+3
+4
+1
+4
+4
+5
+2
+5
+5
+5
+2
+5
+6
+6
+2
+6
+6
+6
+3
+6
10
+7
+7
+3
+7
Mental Fortitude +3
Mental Fortitude +4
Mental Fortitude +5
Requirements
Spells: A characters Guardian level stacks with his cleric level for
purposes of determining the number and level of spells he can cast,
and for all level-dependant variables such as range or duration. For
instance, if a character is a 5 th-level cleric and a 3rd-level Guardian,
he casts spells as an 8th-level cleric.
Prestige Domain: Guardians gain access to the Guardian prestige
domain. While this does not allow the character to cast more than
one domain spell of each level per day, the character always has
access to the domains granted power.
Class Skills
The Guardians class skills (and the key ability for each) are
Concentration (Con), Craft (Int), Decipher Script (Int, exclusive
skill), Gather Information (Cha), Heal (Wis), Knowledge (arcana)
(Int), Knowledge (history) (Int), Profession (Wis), Scry (Int,
exclusive skill), Sense Motive (Wis), and Spellcraft (Int). See
Chapter Four in the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Guardian prestige class.
Weapon and Armour Proficiency: Guardians are proficient with
all simple weapons, with all types of armour, and with shields.
Turn Undead: Just as with spells, a characters Guardian level
stacks with his cleric level when determining his level with regard
to turning undead.
Magic Item Lore: Guardians spend a great deal of time in study,
usually researching magical items and evil artefacts. Because of this
they gain a bonus equal to their level on any check they make to
determine the identity, nature, properties, or history of any magical
or cursed item.
Mental Fortitude: Beginning at second level the Guardian gains a
+1 bonus to any Will saving throw he is called upon to make,
including fear, horror, and madness checks. This bonus increases to
+2 at fourth level, +3 at sixth level, and so on.
Guardian domain
1st Level
2nd Level
3rd level
Protection
from
Evil.
+2 AC and saves,
counter
mind
control, and hedge
out elementals and
outsiders.
Obscure Object.
Masks object from
divination.
Remove Curse.
Frees
object
or
person from curse.
4th Level
5th Level
6th Level
Nondetection.
Hides subject from
divination, scrying.
Break
Enchantment.
Frees subject from
enchantment,
alteration, curses,
or petrification.
Forbiddance.
Denies
area
to
creatures of another
alignment.
7th Level
8th Level
9th Level
Antimagic Field.
Negates
magic
within 10 ft.
Mordenkainens
Disjunction.
Dispels
magic,
disenchants
magic
items.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+2
+0
+2
Special ability
2nd
+1
+3
+0
+3
Special ability
3rd
+1
+3
+1
+3
Special ability
4th
+2
+4
+1
+4
Special ability
5th
+2
+4
+1
+4
Special ability
Requirements
Class Features
All the following are Class Features of the hierophant prestige class.
Weapons and Armour: Hierophants gain no proficiency in any
weapon or armour.
Spells and Caster Level: Levels in the hierophant prestige class,
even though they do not advance spell progression in the characters
base class, still stack with the characters base spellcasting levels to
determine caster level.
Special Ability: Every level, a hierophant gains a special ability of
his choice from among the following: Blast Infidel: The hierophant
can use negative energy spells to their maximum effect on creatures
with a different patron from the hierophant. Any spell with a
description that involves inflicting or channelling negative energy
(inflict spells, circle of doom, harm) cast on such creatures works as
if under the effect of a Maximise Spell feat (without using a higherlevel spell slot). Undead affected by this ability heals the
appropriate amount of damage, regardless of their patron (if any).
Divine Reach: The hierophant can use touch spells on targets up to
30 feet away. If the spell requires a melee touch attack, the
hierophant must make a ranged touch attack instead. If selected a
second time as a special ability, the range increases to 60 feet.
Faith Healing: The hierophant can use healing spells to their
maximum effect on creatures with the same patron as the hierophant
(including the hierophant himself). Any spell with the healing
descriptor cast on such creatures works as if under the effects of a
Maximise Spell feat (without using a higher-level spell slot). Any
creature that falsely claims to be a follower of the hierophant's
patron in hopes of gaining extra benefit instead receives none of the
effects of the spell and must make a Will save (against the spell's
DC) or be stunned for 1 round.
Gift of the Divine: The hierophant may transfer one or more uses
of his turning ability to a willing creature: (Hierophants who rebuke
undead transfer uses of rebuke undead instead.) The transfer lasts
anywhere from 24 hours to a tenday (chosen at the time of transfer),
Cleric [Moondancer]
Description
Moondancers worship a four-part Goddess (Tara), commonly seen
and worshipped as Astara - Brigitta - Dana - Morgan [waxing - full -
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Cleric Spells
1st
+0
+1
+0
+1
+1 level
2nd
+1
+2
+1
+2
Featherfoot
+1 level
3rd
+2
+2
+1
+2
Moons Fist
+1 level
+3
+3
+1
+3
+1 level
5th
+3
+3
+2
+3
Darkvision (60)
+1 level
6th
+4
+4
+2
+4
+1 level
7th
+5
+4
+2
+4
+1 level
8th
+5
+5
+2
+5
+1 level
9th
+6
+5
+3
+5
+1 level
10th
+6
+6
+3
+6
+1 level
Requirements
Race: Any
Class Features
Special
Moondancers must have placed their first attribute point (fourth
level) into wisdom. As most people do not plan to seek this course
but are shown the light later in life, this is a sign that the person
truly seeks wisdom.
Moondancers cannot be straight Clerics, but must have Cleric as a
component. The characters other class(es) must have advanced at
least four levels in total. This is to guarantee knowledge of the
world outside of the normal divine sphere. Moondancers cannot be
Druids (although they do get along well with Druids) because of
their concentration on people rather than a natural balance.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraise (Int); Balance (Dex); Climb (Str); Concentration (Con);
Gather Information (Cha); Hide (Dex); Heal (Wis); Innuendo (Wis);
Intuit Direction (Wis); Jump (Str); Listen (Wis); Move Silently
(Dex); Perform (Cha); Search (Wis); Sense Motive (Wis); Spellcraft
(Int); Spot (Wis); Tumble (Dex); Use Rope (Dex).
Table
Level
Surface
Distance #
Movement
Description
2-4
Soft
30'
Normal
5-7
Very Soft
60'
1.5x Normal
8+
Liquid
120'
2x Normal
The Moons Fist: Beginning at 3rd level; once per day, this attack
does 1d10 points of damage per every two levels of Moondancer
(2d10 at 5th, etc). Moons Fist cannot be used in conjunction with
sneak attack. This is Taras version of Smite.
Coilmaster
Description
The Coilmaster is a tricky fighter who has learned to use a whip
with deadly effect. Coilmasters are generally those who rely on
speed rather than strength, and surprise rather than toughness.
Coilmasters use feints and distractions to their maximum effect.
Coilmasters are also trained to find the tiny gaps in armour that
allow the sting of a whip to slip through. They like to trip or disarm
their opponents or frighten them with the crack of the whip in order
to gain the upper hand. Fighters, rangers, bards and rogues become
coilmasters in order to benefit from the many combat advantages it
presents. Wizards and sorcerers may choose to become coilmasters
in order to perfect a combat skill and to be able to offer support in a
fight with trip/disarm attacks. Even a monk might choose to learn
the art of the whip.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+2
+0
+3
+0
+3
+1
+3
+1
+4
+1
+4
+1
Two snaps
+5
+1
+4
+1
+6
+2
+5
+2
+7
+2
+5
+2
+8
+2
+6
+2
Cobra strike
+9
+3
+6
+3
+10
+3
+7
+3
Requirements
Hit Dice: D8
Feats: Weapon focus: whip
Special: 2 ranks in use rope 2 ranks in intimidate
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Craft (weaponsmith) (Int), Escape artist (Dex), Intimidate (Cha),
Hide (Dex), Jump (Str), Tumble (Dex), Use rope (Dex)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Class Features
Weapons and Armour: Coilmasters are proficient with all light
armour and all simple weapons as well as the whip. Unless listed
otherwise, all abilities below are extraordinary.
Whip damage: Coilmasters roll the listed die for whip damage
instead of 1d2. The damage is still subdual damage.
Ensnaring coil: The Coilmaster adds the listed bonus to all trip and
disarm attempts while using the whip.
Serpent bite: In order to negate damage from the whip via armour
bonus (see whip, page 104 in the players handbook), the target
must have a worn armour bonus of 1+Coilmaster level or a natural
armour bonus of 3+ Coilmaster level.. This does not include the
bonus from shields or magic enhancements to armour.
Thundersnap: Coilmasters may make a Thundersnap in place of a
feint (see the bluff skill page 64 PH); roll with the intimidate
(rather than bluff) skill. This is a move-equivalent action that
provokes an attack of opportunity. They may only do this while
holding a whip.
Flaying strike: Coilmasters may choose to do up to their class level
in normal damage rather than subdual damage with the whip. For
example, if a level 3 Coilmaster gets a total of 4 for their whip
damage, they may deal as much as 3 points of normal damage and 1
point of subdual damage with that attack. (4 3 = 1)
Combat Savant
Description
A normal fighter uses his strength, his fortitude and his armour to
overcome his foes. While there is nothing wrong with this approach
to combat, for some reason the Combat Savant either cant or wont
fight like that. A Combat Savant uses his brains, his reflexes and his
light or lack of armour to hit his opponents faster than they can react
Table
Level
Base
Attack
Fort
Ref
Will
Special
+1
+2
+3
Mobility
+4
Canny Attack I
+5
Spring Attack
+6
+7
Threatening Reach
+8
Canny Dodge
+9
Uncanny Dodge
10
+10
Requirements:
Base Attack: +4
Feats: Combat Reflexes, Expert Tactician
Skills: Balance, 8, Climb, 8, Jump, 8, Tumble, 8.
Hit Die: d8
Special: Must be able to Sneak Attack, and have attributes of Int.
13+ and Dex. 15+
The Prestige class skills (and the key ability for each skill) are:
Spring Attack: When using the attack action with a melee weapon,
the character can move both before and after the attack, provided
that the character's total distance moved is not greater than the
character's speed. Moving in this way does not provoke an attack of
opportunity from the defender the character attacks. The character
cant use this feat if the character is in heavy armour.
Class Skills:
Class Features
Weapon and Armour Proficiencies: All Martial Weapons and
Light Armour
Chink in the Armour: If you take a standard action to study an
opponent, you can ignore half of his or her armour bonus (rounded
down) during your next single attack. Only bonuses from actual
armour (including natural armour) are halved, not those from
shields, enhancement bonuses to armour, or magic items that
provide an armour bonus.
Dodge: During the character's action, the character designates an
opponent and receives a +1 dodge bonus to Armour Class against
attacks from that opponent. The character can select a new opponent
on any action. Note: A condition that makes the character lose his or
her Dexterity bonus to Armour Class (if any) also makes the
character lose dodge bonuses. Also, dodge bonuses stack with each
other, unlike most other types of bonuses.
Canny Defence: If the Combat Savant is in Light or No Armour,
and is armed with a Martial Weapon, they may add their Intelligence
bonus to their AC as a dodge bonus, any situation that would make
them lose their Dexterity bonus makes this bonus unusable as well.
The Combat Savant cannot use a weapon that deals normal damage
to deal subdual damage in a sneak attack, not even with the usual 4
penalty. A Combat Savant can only sneak attack a living creature
with a discernible anatomy. Any creature that is immune to critical
hits is also not vulnerable to sneak attacks. The Combat Savant must
be able to see the target well enough to pick out a vital spot and
must be able to reach a vital spot. The Combat Savant cannot sneak
attack while striking a creature with concealment or striking the
limbs of a creature whose vitals are beyond reach.
Darksoul
Description
Darksouls are individuals who have infused themselves with the
power of darkness in an alchemical ritual. A certain amount of
knowledge in the inner planes, alchemy, and spellcraft in general are
required to enact the ritual (which will only work on oneself) as
well as some affinity for darkness. The resulting character has
arcane abilities that draw on the power of the dark. The details of
the ritual is often taught by other darksouls or is recorded in ancient
tomes. The ritual does not make the character a new type of
creature, it only opens them to the power of darkness (and thus is a
class, not a template). Legends claim that part of the ritual is the
consumption of distilled darkness.
Darksouls can come from any spellcasting class that has access to
the Darkness spell. Bards often become darksouls, as do multiclassed rogue/wizards. The power of darkness meshes well with the
abilities of rogues, and the two often mix. Clerics of evil gods or
gods of night and darkness commonly become darksouls as well.
Fighters and rangers rarely become darksouls, and neither do
barbarians. Monks benefit from the class but often find it difficult to
meet the requirements.
Darksouls are often nocturnal, stalking the night while most people
sleep. Fear and anger follow a darksoul in places he reveals his
darkwalker form. In uncivilized lands, darksouls are often killed
when discovered. It is not uncommon to find darksouls associating
with shadows and other undead.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
+1
+0
+0
+1
+1
+2
+3
Darkwalker 1/day
+1
+3
Darkness 2/day
+1
+1
+4
Black Embrace
+2
+1
+1
+4
Darkness 3/day
+3
+2
+2
+5
Darkwalker 2/day
+3
+2
+2
+5
+4
+2
+2
+6
+4
+3
+3
+6
10
+5
+3
+3
+7
Requirements
Class Skills
The darksoul's class skills (and the key ability for each skill) are:
Alchemy (Int) Concentration (Con) Craft (Int) Hide (Dex)
Knowledge (Any) (Int) Profession (Wis) Scry (Int) Spellcraft (Int)
Spot (Wis)
Class Features
Hit Die: d6
Spell Ability Darksouls can select their spells from the list below.
They cast all of these spells at their character level, not their class
level. Darksouls must meditate in darkness each night to gain their
spells, and they must select which spells they want to be prepared to
3rd Level
2nd Level
4th Level
Blindness/Deafness, Darkness,
Delay Poison, Inflict Moderate
Wounds, Silence
Deadly Warlord
Description
Many fear the deadly warlord, master of double weaponry. They are
elite warriors who have taken the style of double weapon fighting to
the verge of perfection. Warlords are students of battle, often
studying war in history as well as current engagements. Because of
this and their martial skill, warlords are often great leaders and
tacticians.
Warlords are not an organised order, like a knighthood, but they
have respect for one another and the dedication it takes to become
one of them. They are rarely masters of horsemanship as fighting
from a mount limits the double weapon style. Lawful characters
find it easier to accept the practice regiment and state of mind of
most warlords. Wild chaotic warlords do exist, but most warlords
prefer to teach those who can dedicate themselves to their art.
Warlords train every day. They approach combat from a logical
point of view and believe that he who trains the hardest will bleed
the least. A warlord must practice with his favoured weapon for at
least two hours a day or risk losing his special abilities. For every
day after 3 that a warlord misses his practice, he loses his highest
level special ability (listed in the Special column above). A full day
of practice will bring back one level of special abilities. Thus, a 5th
level warlord who misses practice for 6 days only has the special
abilities of a 2nd level warlord. Each day he spends in practice will
bring back one level of ability. Combat does not count as practice,
thus a warlord cannot fight everything he sees and call it training.
All warlords have some experience as fighters (as the Weapon
Specialisation feat is a requirement). Most warlords are single class
fighters before joining the ranks. Occasionally warrior priests or
paladins are found among them. It is rare for a ranger to accept the
discipline required for this class. Barbarians and monks can benefit
from the warlord bonuses. Wizards and sorcerers are extremely rare,
and most rogues prefer stealthy weapons over the large double
weapons.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+3
Flurry
+3
+3
+1
+1
Bonus Feat
+4
+4
+1
+1
+5
+4
+1
+1
Swirling Defence
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
Whirlwind Attack
+9
+6
+3
+3
Bonus Feat
10
+10
+7
+3
+3
Requirements
Bonus Feat: Warlords can choose their bonus feats from the list of
fighter bonus feats, and from Death Blow, Power Lunge, and Expert
Tactician from Sword & Fist.
Base Attack +8
Feat: Cleave Combat Reflexes Two-Weapon Fighting Weapon
Specialisation (Any Double Weapon)
Skills: Intimidate 4 Ranks Jump 6 Ranks Knowledge (War) 4 Ranks
Hit Dice: d10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
The warlord's class skills (and the key ability for each skill) are:
Climb (Str) Craft (Int) Intimidate (Cha) Jump (Str) Knowledge
(War) (Int) Search (Int) Spot (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armour Proficiency: The warlord is proficient in all
simple and martial weapons, as well as all types of armour, but not
shields.
Deathmaster
Description
Deathmasters are spellcasters who seek to gain knowledge of all the
mysteries of death and undeath. Some study the anatomy and
processes of the physical body in order to better understand what
sustains life, and therefore, what causes death. Others explore the
nature of the soul and the spiritual energy from which it is formed.
Many Deathmasters are veritable sages in necrology, the lore of the
undead. Most use this knowledge to gain power through the
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spell
Rebuke Undead
Spell Access
Poison Use
Extra Rebuking
Bone Armour
Transformation of Undeath
Extra Rebuking
10
Archlich
Requirements
Spell
Focus
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all
skills, taken individually) (Int), Profession (Wis), Scry (Int,
exclusive skill) Spellcraft (Int)
Class Features
All of the following are Class Features of the Deathmaster prestige
class.
Weapons and Armour: The Deathmaster is proficient with the
dagger (any type), scythe, and sickle. Deathmasters are proficient in
bone armour but not with shields. Note that armour check penalties
for armour heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Spells per Day: A Deathmaster continues training in magic as well
as his studies of death and undeath. Thus, when a new Deathmaster
level is gained, the character gains new spell abilities as if he had
also gained a level in a spellcasting class he belonged to before he
added the prestige class. All spell-oriented abilities of the previous
class are increased, including spells per day, spells known, and
caster level. He does not, however, gain any other benefit a
character of that class would have gained, such as bonus feats. This
essentially means that he adds the level of Deathmaster to the level
of some other spellcasting class the character has, then determines
spells per day, spells known, and caster levels accordingly. If a
character had more than one spellcasting class before he became a
Deathmaster, he must decide to which class he adds each level of
Deathmaster for purposes of determining spell abilities when he
adds the new level.
Rebuke Undead: A Deathmaster of 1st level has the supernatural
ability to rebuke and command the undead (see the Player's
Handbook, pages 139-140). He rebukes and commands undead as
would an evil cleric of equal level. If the Deathmaster is also a
cleric with the Death domain, or a necromancer, he may add the
levels of one of those classes to his Deathmaster levels for purposes
of determining the most powerful undead he can rebuke, his
rebuking damage, and the number of undead he can command at
one time.
Table
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
New Skill
Knowledge (Undead): You know information about undead; how
they are created, their powers and weaknesses, their behaviours, and
various other facts and legends about them. The check for knowing
a bit of useful information about a type of undead can range from
DC 10 for mindless walking dead such as skeletons and zombies,
DC 15+ for undead such as ghouls, ghasts, shadows, wights, and
wraiths, and DC 20+ for greater undead such as ghosts, liches,
mummies, spectres, and vampires. Knowledge about a specific or
unique undead creature is more difficult to research, thus the DC for
knowing information like that can range from DC 25 - 30.
Deathwatch of Osiris
Description
Also called Life Walkers and Guardians of the Boundary, the
Deathwatch is a Prestige Class that can be taken by champions of
various gods of light and weal. The Deathwatch is a holy person,
finely attuned to the forces of life and death. He gains insight when
near the point of death, and obtains power over those they care
about are dead or near the point of death (this is a very good class
for followers of good-aligned death gods). Also, the Deathwatch
often develops close bonds with a few living people, forging
friendships that literally last beyond the grave. In the Realms,
Deathwatches are most commonly a Prestige Class associated with
the paladins of the Mulhorandi god Osiris and the Faernian deity
Kelemvor.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Meditation
Consecrate
Spirit Call
Cheat Death
10
10
Holy Guise
Requirements
Base Attack Bonus: +8
Alignment: any Good (But CGs are exceptionally rare)
Class: Believer of Osiris
Skills: Knowledge (religion): 4 ranks, Concentration: 4 ranks
Class Features
Deathwatches are not technically holy, but they are considered holy
men. All Deathwatches know three Orisons per day, which they
prepare as priests. They are also considered priests for the purposes
of performing ceremonies.
Sacrificial Healing: At 1st level, the Deathwatch can heal 3
hp/level, once per day. For every 3 hp healed, the Deathwatch must
sacrifice one of his or her own hit points, thus a 10th level
Deathwatch can heal 30 hit points of damage (while sacrificing ten
of his own hit points). The Deathwatch does not have to use this
power at full strength,
At 7th level, the Deathwatch can call even the recent dead back to
life. If the person is above -20 hit points, and has been dead for a
number of rounds less than or equal to 2+ the Deathwatch's Wisdom
modifier, then the person is called from the grave, also with 2d8 +1
hit points (or maximum hit points, whichever is lower).
Calling someone from the brink is very taxing; the Deathwatch
takes 2d6 hit points damage whenever they use this power and is
incapacitated for a round. They may only Call From the Brink once
each day. Deathwatches cannot call someone from the brink unless
they know their name.
Death Walks With Me: At 6th level, when a Deathwatch is
reduced to 20% of their original hit point total or less (round
fractions up) they gain tremendous powers as their closeness to
death provides them with temporary insight into the nature of life
and the universe.
All attack and damage rolls are improved by +2.
They obtain SR of 10+Deathwatch Level.
All saving throws are improved by +1
They receive damage reduction of 5/+1
The Deathwatch loses these abilities when healed above 20% of
their total, or when they drop to 0 or fewer hit points.
Spirit Call: At 8th level, the Deathwatch can call the spirit of any
beloved comrade who's dead. If the comrade died with more levels
than the Deathwatch's current total, he or she cannot be Called. The
called spirit will have full hit points, full spell knowledge (if any),
and possess all magic items they had at the moment they died. The
spirit will also have Damage Resistance of 20/+1, and Spell
Resistance of 25. The called spirit will do the Deathwatch's bidding
for 10 rounds, then vanish forever - not even a Quest will allow the
Deathwatch to call the same spirit twice.
Desert Master
Description
The common nomadic desert raider is often feared for their ferocity
and will to survive in one of the harshest environments the gods
could create and thats just the ordinary warriors. The superior ones
NPC Desert Masters are rarely found outside their home terrain and
nomadic tribe, but the occasional one does lead a war party into
neighbouring lands looking for trouble as well as valuables from
time to time.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+0
+2
+3
+3
+0
Burst of Speed
+3
+3
+3
+1
+4
+4
+4
+1
+5
+4
+4
+1
Defensive Riding
+6
+5
+5
+2
Ferocious Whirlwind
+7
+5
+5
+2
+8
+6
+6
+2
+9
+6
+6
+3
10
+10
+7
+7
+3
Leadership
Requirements
Bonus Fighter Feat: The Desert Master may take a Feat from the
Fighter Bonus Feat list (See PHB pg. 37).
Bonus Riding Feat: Desert Masters may take any one of the
following feats at 3rd and 9th level Mounted Archery, Trample,
Ride-by-Attack, Spirited Charge, or Skill Focus (Ride).
Burst of Speed: At 2nd level, the Desert Master can urge a camel or
horse to greater than normal speeds. This ability doubles the
distance of the mounts normal charge movement. This ability can
be used once per day without penalty to the mount. Each additional
use in a single day requires the mount to make a Will save (DC 20)
immediately after the conclusion of the charge; failure results in the
mount taking 2d6 damage.
Note: All the Desert Masters special features are negated if the
Desert Master wears Medium or Heavy Armour of any kind.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Intimidate (Cha), Listen (Wis), Spot (Wis), Wilderness Lore (Wis),
Intuit Direction (Wis), Bluff (Cha), Sense Motive (Wis), Move
Silently (Dex), Hide (Dex), Handle Animal (Cha), Animal Empathy
(Cha), Climb (Str), and Craft (Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each Level: 4 + Int modifier
Class Features
Weapons and Armour: All Desert Masters are proficient with all
Simple and Martial Weapons, and with Light Armour and shields.
They are also proficient with the Jambiya as a bonus proficiency.
Devil Slayer
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+2
Pain Strike +1
2nd
+2
+3
+0
+3
Endurance
3rd
+3
+3
+1
+3
4th
+4
+4
+1
+4
5th
+5
+4
+1
+4
6th
+6
+5
+2
+5
Pain Strike +3
7th
+7
+5
+2
+5
Attack of Retribution +3
8th
+8
+6
+2
+6
9th
+9
+6
+3
+6
10th
+10
+7
+3
+7
Mind Blank
Requirements
Class Features
Weapons and Armour: Devil Slayers are proficient with all simple
and martial weapons, all types of armour and shields.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (Cha), Intimidate (Cha), Knowledge (The Planes) (Int),
Knowledge (Devils) (Int), Profession (Wis), Sense Motive (Wis),
Spot (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each Level: 2 + Intelligence modifier
Diplomat
Description
Diplomats are talented in negotiation, persuasion, compromise, and
the many other subtle skills that will help them get their job done. A
diplomat can be a freelance arbitrator, an advisor to a king, or an
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+0
+2
Extra Language
2nd
+1
+0
+1
+3
Knowledge
3rd
+1
+1
+1
+3
Extra Language
4th
+2
+1
+2
+4
Knowledge
5th
+2
+2
+2
+4
Extra Language
6th
+3
+2
+3
+5
Knowledge
7th
+3
+3
+3
+5
Extra Language
8th
+4
+3
+4
+6
Knowledge
9th
+4
+4
+4
+6
Extra Language
10th
+5
+4
+5
+7
Knowledge
Requirements
Alignment: Cannot be chaotic
Skills: Diplomacy +6
Hit Dice: d6
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff, Intimidate, Diplomacy, Knowledge (All), Gather Information,
Sense Motive, Innuendo, Speak Language
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier + Wis modifier + Cha
modifier
A Diplomats skills are limited. However, she uses all of her abilities
to master these skills. She therefor adds her Intelligence, Wisdom,
and Charisma modifier to her allotment of four skills at each level.
Class Features
Weapons and Armour: Diplomats gain no proficiency in any
armour or weapons.
Spells: For diplomats who are also spellcasters, they can memorise
one or more spells in addition to their normal allotted spells per day
depending on the level of Diplomat they are. The Diplomat may
memorise additional spells equal to or less than her level. For
instance, a 4th level Diplomat may memorise two additional 1st
level spells and one 2nd level spell, one 3rd level spell and one first
level spell, or she may memorise four additional first level spells.
This may seem like a lot, but the spell list is limited, and the
spellcaster must be able to cast that level of spell according to the
tables for her spellcaster level. DMs are encouraged to add any spell
she deems appropriate to this list.
Sorcerer/Wizard Spells: Comprehend
Thoughts, Tongues, Suggestion, Confusion
Languages,
Detect
Divine Champion
Description
Divine champions are mighty warriors who dedicate themselves to
their deitys cause, defending holy ground, destroying enemies of
the church, and slaying mythical beasts and clerics of opposed
faiths.
For deities that do not count paladins among their followers, divine
champions fill the role of the church-sponsored warrior. Most divine
champions come from a combat of military background. Barbarians,
fighters, monks, paladins, and rangers are the most common divine
champions, but some of the more militant clerics and druids decide
to become divine champions. Bards, rogues, sorcerers, and wizards
rarely become divine champions unless they are particularly devout
and skilled in warfare.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str),
Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are Class Features of the divine champion prestige
class.
Weapons and Armour: A divine champion is proficient with all
simple and martial weapons, light armour, medium armour, and
shields.
Smite Infidel (Su): Once per day, a divine champion may attempt
to smite a creature with a different patron deity (or no patron deity
at all) with one normal melee attack. She adds her Charisma bonus
to the attack and roll and deals 1 extra point of damage per divine
champion level. If the divine champion accidentally smites someone
of the same patron, the smite has no effect but is still used up for
that day. If the divine champion is also a paladin, she may use smite
evil and this ability separately or combine them into a single strike
if the target is evil and of a different faith.
Divine Wrath (Su): The divine champion channels a portion of her
patrons power into wrath, giving her a +3 bonus on attack rolls,
damage, and saving throws for a number of rounds equal to her
Charisma bonus. During this time, the divine champion also has
damage reduction 5%-.
This ability can be used once per day and is invoked as a free
action.
Divine Disciple
Description
The most zealous, devout, and pious clerics, druids, and paladins
possess the ability to serve their deity as intermediaries between the
deitys mortal and divine servants. They interpret the divine will, act
as teachers and guides to other members of the clergy, and arm the
lay followers of their deity with the power of their patron.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Divine Spells
1st
+0
+2
+0
+2
2nd
+1
+3
+0
+3
Sacred defence +1
3rd
+1
+3
+l
+3
4th
+2
+4
+1
+4
Sacred defence +2
5th
+2
+4
+1
+4
Transcendence
Requirements
To qualify to become a divine disciple (Dis) of a particular deity, a
character must fulfil all the following criteria.
Spellcasting: Ability to cast 4th-level divine spells.
Class Features
All the following are Class Features of the divine disciple prestige
class.
Weapons and Armour: Divine disciples gain no proficiency in any
weapon or armour.
Spells per Day: A divine disciples training focuses on divine
spells. Thus, when a new disciple level is gained, the character gains
new spells per day as if she had also gained a level in whatever
divine spellcasting class she belonged to before she added the
prestige class. She does not, however, gain any other benefit a
character of that class would have gained (improved chance of
controlling or rebuking undead, metamagic or item creation feats,
and so on). This essentially means that she adds the level of divine
disciple to the level of whatever other divine spellcasting class the
character has, then determines spells per day accordingly.
If a character had more than one divine spellcasting class before she
became a divine disciple, she must decide to which class she adds
each level of divine disciple for the purpose of determining spells
per day.
New Domain: The divine disciple may choose a new domain from
her deitys available domains. The divine disciple receives the
Divine Seeker
Description
Sometimes a church cannot act openly, either because of political
constraints, bureaucracy, or because it doesnt want its presence
known in an area. During these times, the abilities of discretion,
stealth, and speed are more valuable than the direct manifestation of
power. The divine seeker fills this role, infiltrating dangerous places
to rescue prisoners, reclaim stolen relics, or eliminate enemy
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+0
2nd
+1
+0
+3
+0
3rd
+2
+1
+3
+1
4th
+3
+1
+4
+1
5th
+3
+1
+4
+1
by a cleric with a caster level of the divine seekers class level plus
her Charisma bonus.
Patron: A divine seeker must have a patron deity, and it must be the
deity of which she is a divine seeker.
Class Skills
Sacred Defence: Add this bonus (+1 at 2nd level, +2 at 4th level) to
the divine seekers saving throws against divine spells, as well as
the spell-like and supernatural abilities of outsiders.
The Prestige class skills (and the key ability for each skill) are:
Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int),
Diplomacy (Cha) Disable Device (Dex) Intuit Direction (Wis),
Jump (Str) Knowledge (religion) (Int) Listen (Wis), Move Silently
(Dex) Open Lock (Dex) Pick Pocket (Dex) Profession (Wis) Search
Jut), Spot (Wis), Tumble (Dex) and Use Rope (Dex)
See Chapter 4 Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Sneak Attack: As the rogues ability. This stacks with any sneak
attack ability from another class.
Locate Object (Sp): Once per day, a divine seeker can use the
locate object spell.
Obscure Object (Sp): Once per day, a divine seeker can use
obscure object, which prevents her from being tracked by locating a
stolen item she carries.
Locate Creature (Sp): Once per day, a divine seeker can use the
locate creature spell.
Class Features
All the following are Class Features of the divine seeker prestige
class. All of the divine seekers spell-like abilities function as if cast
Drabardi
Description
The Roma are a nomadic people of the Tethynarian forests. They are
a magical and hardy people in the grand tradition of gypsy culture.
They are distrustful of anyone who is not of the People, but fiercely
loyal to any other Roma. The Roma are vagabond witches, quick
with song and dance, and equally quick with their hands. They are
thieves and con people, but only unto those who not of the People.
They live in the woods and trade with the people of Tethynara. They
are tolerated in part because no one can ever trace theft to them, and
The Drabardi are what little Roma children want to be when they
grow up. They know the secrets of divination and curses that are
passed down from one generation of Roma to the next. They are the
Shaman of the Roma. They walk the dark paths and protect the
People from the other creatures along that path. Undead and
daemons become the chosen enemy of the Drabardi, while they in
turn embrace other ancient mystics like Dragon-kind and
Lycanthropes.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+1
+0
+2
+1
+2
+1
+3
+1
Divination: Cards
+2
+1
+3
+2
Minor Curse
+3
+2
+3
+2
+3
+2
+4
+2
Divination: Omens
+4
+2
+5
+2
Major Curse
+4
+2
+5
+3
+5
+3
+6
+3
Divination: Dreams
10
+5
+3
+7
+3
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb
(Str), Concentration (Con), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather
Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction
(Wis), Jump (Str), Knowledge (any field) (Int), Listen (Wis), Move
Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis),
Scry (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int),
Swim (Str), Tumble (Dex), Use Magical Device (Cha)
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level 4 + Int modifier.
Class Features
Weapons and Armour: The Drabardi is proficient with the club,
dagger, light crossbow, long bow, quarterstaff, rapier, sabre, and
short sword. They do not gain any proficiency in the use of armour.
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble, and that carrying heavy gear
imposes a check penalty on Swim checks.
Spells: A Drabardi continues training in magic, gaining new spells
per day as if they had also gained a level in the witch spellcasting
class. They do not, however, gain any other benefit a character of
that class would have gained (except familiar level-based abilities).
For example, if Shirala, a 10th level witch, gains a level in Drabardi,
she gains new spells as if she had risen to 11th level in witch. If, by
chance, the character has no witch spellcasting abilities before
taking this prestige class, they gain the same number of spells per
day as a witch of equal level.
Dragon Knight
Description
Dragon knights are elite warriors who have formed a mystic bond
with a large dragon. A dragon and dragon knight share common
ideals and goals and become a powerful team. They champion their
causes and gather gold and magic to increase the dragon's hoard.
Dragon knights are not generally organized groups, instead being
composed of individuals who seek out a dragon companion. The
quest to find a dragon is often one of the most challenging tasks a
potential dragon knight will ever face. Once a dragon of identical
alignment is found, the knight-aspirant must convince the mighty
beast that the union would be beneficial. The dragon stands to gain
an ally in "civilized" lands, new treasures, and a reputation among
both man and dragonkind. Potential dragon knights must pledge to
turn over the larger share of treasure and magic to the dragon as
well as fight to defend the dragon from all enemies, including other
dragons. The dragon agrees to act as steed for the knight and aid in
his endeavors. Dragons never consider themselves servants of the
lesser races, and if a dragon does not feel it is being given the
proper respect, treasure, and aid in return for its efforts, it will eat
Table
Level
Attack Bonus
Fort
Save
Will Save
Ref Save
Special
+1
+2
Dragon Ally
+2
+3
+3
+3
+1
+1
Dragon heart
+4
+4
+1
+1
Dragon mind
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements
Base Attack Bonus: +8 Feat
Dragon heart At this point, a dragon knight has spent enough time
around dragons to gain a +4 social skill check bonus when dealing
with other dragons or half-dragons (not his dragon ally). This bonus
applies to Bluff, Diplomacy, Innuendo, and Sense Motive.
Dragon mind At 4th level, a dragon knight and his dragon ally may
communicate telepathically if within 1 mile of each other.
Class Skills
The dragon knight's class skills (and the key ability for each skill)
are: Appraise (Int) Balance (Dex) Craft (Int) Diplomacy (Cha)
Knowledge (Dragons) (Int) Ride (Dex) Search (Int)
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armour Proficiency Dragon knights are proficient
with all simple and martial weapons, light and medium armour
types, and with shields.
Dragon Ally Dragon knights bond with a dragon of their same
alignment. The dragon must be of at least Large size or more to be
able to carry the dragon knight aloft. Dragon knights can call on the
dragon for aid in battle, magical assistance, or companionship, but
the dragon may do the same. The dragon knight must give 70% of
all treasure found or earned to his dragon companion. A dragon will
not give its life for the dragon knight, and there are many places a
dragon cannot go. A dragon knight does not gain an ever present
Dragon Marked
Description
The Dragon Marked are truly rare. The essence of dragon arcane
might flows through their veins, powering spell-like abilities and
providing some of the immunities and abilities of dragons. The
Dragon Mark can be obtained in one of two ways: either the
character must participate in a ritual involving a sponsor dragon and
11 other dragons, or the character must be a descendent of someone
who was once given the Dragon Mark. In the latter case, the essence
of the Dragon Mark lies dormant until a descendent proves his
worthiness. As a rule, the Dragon Mark manifests in descendents
only during a time of great stress, and only if the Dragon Mark itself
finds the descendent worthy.
Only an ancient dragon (or older) may sponsor a character for the
Dragon Mark. During the ritual in which the Dragon Mark is
emblazoned on the character, the dragon sponsor gains the power to
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
+0
+0
+0
+2
Dragon Mark
+1 spellcasting,
+1
+0
+0
+3
Dragon Attack
+1
+1
+1
+3
+2
+1
+1
+4
Pseudodragon Familiar
+2
+1
+1
+4
+3
+2
+2
+5
Dragon Breath
+3
+2
+2
+5
+4
+2
+2
+6
+4
+3
+3
+6
+1 spellcasting,
10
+5
+3
+3
+7
+1 spellcasting,
Requirements
To qualify for the Dragon Marked prestige class, a character must
fulfill the following requirements:
Skills: Knowledge (Dragonkind): 8 ranks,. Spellcraft: 8 ranks,
Language: Draconic
Spells: Ability to cast 3rd level arcane spells
Special: The Dragon Marked must receive the Dragon Mark in a
ritual involving a sponsor dragon of at least ancient age and 11 other
dragons or be a descendent of someone Dragon Marked. If the
latter, Dragon Marked abilities first manifest during great stress.
Hit Dice: d6
Class Skills
The Dragon Marked's class skills (and the key ability for each skill)
are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all
skills, taken individually) (Int), Profession (Wis), Scry (Int), and
Spellcraft (Int).
Skills points at each level: 2 + Int modifier.
Class Features:
All of the following are class features of the Dragon Marked.
Weapon and Proficiency: The Dragon Marked is not proficient in
any type of weapon, armor, nor shield.
Spellcasting levels: Six Dragon Marked levels stack with arcane
levels for the purposes of determining spells per day, spell levels,
and spell DCs. They do not stack with arcane levels for the purposes
of determining familiar hit points or abilities. If the character has
more than one class providing arcane spell levels, he must
determine which class receives Dragon Marked spellcasting levels.
This decision must be made when the character first takes a Dragon
Marked level. It is irrevocable.
Dragon Mark: (Sp) During the ritual in which the character is
Dragon Marked, a small symbol is burned onto the character's face.
If a character is descended from someone Dragon Marked, at some
point in his life during a time of great stress the Dragon Mark may
spontaneously manifest. The Dragon Mark serves as the foci for all
Dragon Marked spell-like abilities. At level 1, the Dragon Mark
provides arcane power for the following three spell-like abilities:
Dragon Shield: The Dragon Marked can create a floating shield of
dragon scales that provides a +8 cover bonus to AC and a +4 bonus
on Reflex saves for attacks that affect an area. In all other respects,
it functions as shield except that it does not block magic missiles. It
can be cast as a free action.
+1 spellcasting,
+1 spellcasting,
+1 spellcasting,
more than one god when they advance after first level. It is said that
the most powerful proxy serves the entire dragon pantheon.
Serving more one or more deities is what makes them different from
normal proxies. Due this fact the Dragonlord Proxy does not give
up his personality completely as other proxies do. Serving more
than one god may cause trouble, the Dragonlord proxy could find
himself in circumstance in where he has to choose between the
conflicting agendas of two or more deities.
Table
Level
Hit Dice
Special
+1
Divine Gift
+1
Divine Gift
+1
+1
+1
+1
+1
+1
+1
10
+1
Divine Gift
Divine Gift
Divine Gift
Divine Gift
Class Features
Class Skills
The Prestige class skills (and the key ability for each skill) are
described in the Monster Manual on page 62.
Quasar is called for duty by other draconic gods too, even Bahamut
is known to gave him tasks in the past.
Dragonlord Proxy is an example of a (NPC) proxy prestige class,
with some many gods the possibilities should be endless!
Dragoon
Description
Dragoons are an elite group of warriors who fight with the tenacity
of a dragon. They are well known for the use of spears, polearms
and lances. Dragoons are fiercely dedicated to the dragonkind and
fight along side them in battle.
Dragoons are commonly paladins or clerics, although fighters are
also common. A dragon will often sponsor a sorcerer or wizard to
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+0
+2
+3
+3
+0
+3
+3
+3
+1
Pierce
+4
+4
+4
+1
Damage Resistance 4
+5
+4
+4
+1
+6
+4
+4
+2
+7
+5
+5
+2
+8
+7
+4
+3
+9
+7
+5
+3
10
+10
+8
+3
Natural Armour +2
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Concentration (Con), Handle
Animal(Cha), Intimidate (Cha), Jump (Str), Ride (Dex)
Class Features
Weapons and Armour: Dragoons are proficient with all spears and
polearms, with all types of armour, and shields.
Pierce: At 3rd level, the dragoon gains the ability to pierce. When
an opponent is reduced to 0-hitpoints, the dragoon may make a 5'
step through the blow and make a free attack at an opponent directly
behind the original target.
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble.
Mobility: At first level, the dragoon receives this feat for free.
Jump: At first level, the dragoon receives a +10 competence bonus
to his Jump skill checks and is not limited by his height.
All of the following are Class Features of the dragoon prestige class.
Druid [Sunlord]
Description
Sunlords are men and women who revere the life-giving power of
the sun and focus much of their spiritual life in the pursuit of
understanding the sun itself. They have a deep appreciation for life
and nature and work towards maintaining the natural order.
Sunlords are most commonly druids or priests of nature or sun gods.
Occasionally a paladin or ranger will become a Sunlord, but it is
rare. Multiclass barbarians occasionally follow the path of the sun.
It is very rare for a multiclass sorcerer or wizard to become a
Sunlord. Elves, half-elves, and halflings are the most common
races.
Sunlords are very much like druids in their philosophy. They tend to
act as healers and nurturers, using their magic to calm harsh
weather, improve crops and aid the sick. The more militant
Sunlords, such as those with paladin or ranger backgrounds, often
use their power to fight evil and undead. Some of the greatest
champions of sun gods are Paladin/Sunlords. Sunlords tend to live
in places with much sunlight, such as tropical or desert locations.
Areas with frequent cloud cover or underground realms are
generally avoided.
In many areas, Sunlords form enclaves much like druids. In fact,
many druid enclaves include Sunlords and vice versa. The two
groups generally work well together except for the evil druids.
Sunlords prefer brightly coloured garb and light armour. It is
difficult to enjoy the caress of the sun in a suit of chainmail.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
+2
+3
+0
+3
+3
+3
+1
+3
+3
+4
+1
+4
+4
+4
+1
+4
+5
+5
+2
+5
+6
+5
+2
+5
+6
+6
+2
+6
King of Helios
+7
+6
+3
+6
10
+8
+7
+3
+7
Requirements
Alignment: Non-Evil
Hit Dice: D8
The Prestige class skills (and the key ability for each skill) are:
Class Features
Weapon and Armour Proficiency: Sunlords gain no new
proficiency, but they retain any proficiencies acquired from other
classes.
Increased Spell Level: At first level, and at every other level, the
Sunlord increases the spell level of his divine spellcasting class. For
example, a 10th level cleric and 1st level Sunlord casts spells as a
11th level cleric. Only spell casting level and number of spells per
day increases not any other class ability. Clerics, druids, paladins,
and rangers are all eligible for this spell level increase. If a Sunlord
has multiple classes that cast divine spells, only one class can
receive the increase. Also, the Sunlord gains the Sun domain at 1st
level if he doesn't have it already.
Sunsight: Sunlords of this level are able to see as though in daylight
at all times. Even in a lightness cavern a Sunlord sees as though
illuminated by the noonday sun. This vision extends for 120 feet
and is an extraordinary ability.
Daylight: At 2nd level, the Sunlord is able to cast Daylight 1/day as
a spell-like ability. The spell is cast at the sunlord's character level.
Light Enhancement: At this level, Sunlords cast all Sun domain
spells as if they were two levels higher for determining range,
duration, damage and other level-dependant factors. In addition, a
Sunlord now adds his class level to all damage rolls for Sun domain
Fire Resistance: Due to their affinity with sun and heat, Sunlords
gain Fire Resistance of 10. This is a supernatural ability.
Sunfire: A Sunlord of this level can choose to convert normal
divine spells into Sunfire. The same rules apply as converting
spontaneous healing spells. Sunfire is a beam of pure sunlight 50
feet long plus 5 feet per class level of the Sunlord. It can hit one foe
and inflicts 1d6 damage for every level of the spell converted. Thus,
a Sunlord who converts a 4th level spell into Sunfire inflicts 4d6
damage. Opponents make a reflex save for half damage, and the
pure sunlight inflicts double damage upon undead. Fire resistance
applies against Sunfire. This is an extraordinary ability.
King of Helios: The Sunlord is bolstered by the power of the sun.
While outdoors on a sunny day, the Sunlord gains +2 morale to Will
Saves, +2 Constitution (and the accompanying hit points), and casts
spells as a level higher. This does not increase the number of spells
per day, only the level dependant variables such as range and
damage. These bonuses do not apply at night, indoors, in heavy
cloud cover, or in artificial sunlight. A Sunlord standing in a deeper
darkness spell effect loses these bonuses until out of the conjured
darkness. King of Helios is a supernatural ability.
Power of the Sun: In conditions where the King of Helios bonus
applies, Sunlords at 10th level gain tremendous spell-casting power.
There is a 25% (1 on 1d4) that any divine spell cast while outdoors
in sunlight is not removed from memory. Thus, a Sunlord casting
heal upon an ally while the sun shines on them (even in shade) has a
25% chance of retaining the ability to cast heal again the same day.
Spells that are converted to healing or Sunfire are not affected by
this ability and are automatically removed from spells still available
for the day. This is a supernatural ability.
Drunken Fighter
Description
The focus of Drunken Fighting is using misdirection and confusion
to keep an opponent from knowing where your weapons are and
where they will be attacking from. The Drunken Fighter discipline
is a modification of the Drunken Master style of fighting, changing
the focus from unarmed fighting to using ones weapons effectively
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Speed 50ft., drink like a demon, bottle proficiency, drunk attack bonus +2
Drunken rage, drunk attack bonus +4, uncanny dodge (cant be flanked)
10
Breath of flame
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist
(Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis),
Move Silently (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points at each Level: 4+ Int modifier.
Class Features
Drink Like a Demon: Your body handles alcohol differently from
other peoples. You can drink a large tankard of ale, a bottle of wine,
or a corresponding amount of stronger alcohol as a move-equivalent
action. Every bottle or tankard of alcohol you consume during
combat reduces your Dexterity, Wisdom, and Intelligence by 1 point
each, but increases your Strength or Constitution (your choice) by 1
point. However, your Reflex save bonus, Dexterity bonus to
Tumble, and AC bonus remain at their original levels regardless of
your new Dexterity modifier. Your body metabolises one drink per
hour, reducing both the penalties and the bonus accordingly. You
only gain the Strength and Constitution bonuses for alcohol drunk
fighting during a fight, and the bonuses only last until the end of the
combat. (The penalties disappear more gradually.) What quantity of
alcohol constitutes a drink is deliberately left undefined.
Drunk Attack Bonus: You have attuned yourself to fighting drunk
so well that you gain a base attack bonus while armed and while
you have unmetabolised drink in you. (+2 at 1st level, +3 at 4th
level, +4 at 5th level, and +5 at 9th level.)
Bottle Proficiency: You can use bottles and large tankards as
weapons using your base attack bonus, including your more
favourable number of attacks per round. Bottles do 1d6 points of
bludgeoning damage with their first blow, then 1d4 points of
slashing damage thereafter. Tankards do 1d6 points of bludgeoning
damage. Furthermore, you can make these attacks without spilling
most of the liquid inside.
Stagger: By tripping, stumbling, and staggering, you can make a
charge attack that surprises your opponents. This has two beneficial
aspects: First, your charges need not be in straight lines, and you
still move up to twice your speed. Second, make a Tumble check
(DC 15) when you begin your charge. If you succeed, your
Dustdigger
At 5th level, you can no longer be flanked, since you can react to
opponents on opposite side of you as easily as you can react to a
single attacker. This defence denies rogues the ability to use flank
attacks to sneak attack you. The exception to this defence is that a
rogue at least 4 levels higher than you can flank you (and thus sneak
attack you).
Swaying Waist: You weave and bob about as you attack. You gain a
+2 dodge bonus to AC against any one opponent you choose during
your turn. This supersedes the Dodge feat, but functions like it in all
other ways.
Drunken Rage: You can rage just as a Barbarian does, with a
duration equal to your (new) Constitution modifier plus the number
of drinks you have consumed. You gain +4 to Strength, +4 to
Constitution, a +2 morale bonus on Will saves, and a 2 penalty to
AC. This ability supersedes the Strength and Constitution bonuses
from Drink Like a Demon.
Lurch: Your lurching movements let you make one feinting in
combat Bluff check (opposed by Sense Motive) per round as a
move-equivalent action. You gain a +4 competence bonus to Bluff
checks made for this purpose.
Blind-Fight: You gain the feat Blind-Fight (PHB, pg. 80).
Blindsight, 5-foot radius: You gain the feat Blindsight, 5-foot
radius (SaF, pg. 5).
For Medicinal Purposes: By combining your ki power with
alcohol, you can convert an alcoholic drink into a potion of cure
moderate wounds up to three times per day. The alcohol activates
the ki in your body, so the cure only works on you. Alcohol drunk in
this way neither impairs nor improves your ability scores.
Corkscrew Rush: You leap forward, twisting your weapons in a
blurring whirlwind as you rush an opponent. This is a charge attack
that, in addition to dealing normal damage, automatically initiates a
bull rush attack (without provoking an attack of opportunity).
Furthermore, you are considered to have the Power Attack feat for
the purpose of a corkscrew rush, and if you hit your opponent, you
stun your foe unless she makes a Will save (DC 17 + the Drunken
Fighters Wisdom modifier). However, if your attack misses, you
overextend and fall prone in front of your opponent.
Breath of Flame: You can use your ki to ignite the alcohol within
you and spew it forth from your mouth in a breath of flame. Breath
of flame deals 3d12 points of fire damage to all within the 20-foot
cone (Reflex save DC 18 for half). Each time you use breath of
flame, it consumes one drinks worth of alcohol within you,
reducing both penalties and bonuses to your ability scores.
candidates are accepted into the college's ranks, and then only the
best of these graduate to become full-fledged Dustdiggers. Entrance
into the college requires the recommendation of an existing
Dustdigger and the approval of the Board of Regents of the college.
Graduates are given a platinum pin to signify their positions as well
as open permission to explore archaeological sites so long as they
record their findings for the college and do not abuse the privilege.
The college, financed by private investors, handsomely pays
Dustdiggers for significant finds, and only Dustdiggers (along with
any entourage they may have) may legally explore such sites
without explicit government permission.
Due to their vast pool of skills, Rogues and Bards are the most
likely classes to gravitate towards a career as a Dustdigger.
Wizards, Sorcerers, Fighters, and Rangers are less common, and
Paladin, Barbarian, Monk, Cleric and Druid Dustdiggers are almost
unheard of.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+2
Lore
+1
+0
+3
+3
Alertness
+2
+1
+3
+3
Skill Focus
+3
+1
+4
+4
Uncanny Dodge
+3
+1
+4
+4
Greater Lore
+4
+2
+5
+5
Arcane Lore
+5
+2
+5
+5
Uncanny Dodge
+6
+2
+6
+6
True Lore
+6
+3
+6
+6
Skill Mastery
10
+7
+3
+7
+7
Immune to Flanking
1st
2nd
3rd
4th
Requirements
Class Features
Class Skills
The Dustdigger's class skills (and the key ability for each skill) are
Appraise (Int), Climb (Str), Concentration (Con), Decipher Script
(Int), Disable Device (Int), Gather Information (Cha), Intuit
Direction (Wis), Knowledge (Int), Intuit Direction (Wis), Open
Lock (Dex), Search (Int), Spot (Wis), Speak Language (--), Use
Rope (Dex), and Wilderness Lore (Wis).
3rd level
Comprehend Languages,
Detect Evil/Good/Law Chaos,
Detect Magic, Detect Secret
2nd level
4th level
Uncanny Dodge: At 7th level, the Dustdigger retains his Dex bonus
to his AC (if any) regardless of being caught flat-footed or struck by
an invisible attacker.
True Lore: At 8th level, once per week, the Dustdigger can cast, in
effect, a stronger version of the 6th-level wizard spell Analyse
Dweomer, which tells *all* of an object's magical properties (does
not work on creatures) that are equal to or lower than the caster
level check rolled. This ability requires12 hours to complete.
Skill Mastery: At 9th level, the Dustdigger selects a number of
skills equal to 3+ his intelligence modifier. When making a skill
check with one of these skills, the Dustdigger may take 10 even if
stress and distractions would normally prevent him from doing so.
Immune to Flanking: At 10th level, the Dustdigger 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.
Dwarven [Battlerager]
Description
The Battlerager fills a particular niche in dwarf society and culture.
He is a fearless warrior, able to create an insane rage within himself
that increases his fighting ability and distorts his physical features.
While enraged, a Battleragers face becomes twisted and his teeth
grind together. Spittle flies from his mouth and dribbles down his
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
+2
+3
+0
+3
+3
+3
+1
+3
+4
+4
+1
+4
+5
+4
+1
+4
Requirements
Climb (Str), Intimidate (Cha), and Jump (Str) See Chapter 4: Skills
in the Players Handbook for descriptions.
Race: Dwarf
Base Attack Bonus: +6
Feats: Cleave, Great Cleave, and Sunder
Class Features
Class Skills
The Prestige class skills (and the key ability for each skill) are:
rage once per encounter, and only a certain number of times per day
(determined by level).
Entering a rage takes no time itself, but the Battlerager can only do
it during his action (see Initiative, page 120), not in response to
somebody elses action. A Battlerager cant, for example, fly into a
rage when struck down by an arrow in order to get the extra hit
points from the increased Constitution, although the extra hit points
would be of benefit if he had gone into a rage earlier in the round,
before the arrow struck.
During a rage the Battlerager is oblivious to pain. The Dungeon
Master should not reveal the amount of damage the Battlerager
takes while in Rage.
The Battlerager can attempt to end his rage by making a Will Save
(DC 20).
Starting at 5th level, the Battleragers rage bonuses become +6 to
Strength, +6 to Constitution, and a +3 morale bonus to Will saves.
(The AC penalty remains at -2.)
Stubborn Will: Add this resistance bonus to the Battleragers Will
saves.
Toughness: The Battlerager gains the Toughness feat.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special
Imbue Hammer
10
10
Requirements
Base Attack Bonus: +7
of rounds equal to the Hammer's level (not his total character level)
and provides a +1 enhancement bonus to the weapon. The
enhancement does allow the character to hit creatures only hit by
magical weapons (indeed for the duration of effect the weapon is
magical). This effect stacks with the bonus of a warhammer that
already has a magical bonus. If the weapon was a masterwork
weapon then it still has a +1 bonus but is now magical. Regardless
of the weapon's existing magical bonus the total bonus can never
exceed +5.
Fighter Feat: The character may choose one feat from the list of
fighter bonus feats.
Class Skills
The Prestige class skills (and the key ability for each skill) are very
similar to those of Fighters, with some extra skills based on their
religious training and beliefs.
Climb (Str), Craft (Str), Intimidate (Cha), Knowledge (religion)
(Int), Profession (Wis), Sense Motive (Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points at each Level: 2 + Int modifier
Class Features
Weapons and Armour: Hammers are proficient with all simple and
martial weapons, all armours and shields. Note that armour check
penalties for armour heavier than leather apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and
Tumble.
Hurl Hammer: The character can hurl his warhammer just as if it
was a thrown weapon. He receives no attack penalty for an
unfamiliar weapon (a warhammer can't usually be thrown). The
hurled warhammer has a range increment of 20 feet and will
automatically return to the hand of the character after the attack.
Hurling counts as a normal attack action (not full) but only one
attack (i.e. the throw itself) can be made during the round in which
the warhammer is hurled.
Moradin's Blessing: The character receives a +3 circumstance
bonus to any fortitude saves required for effects relating to stone or
earth (e.g. surviving a stone to flesh spell).
Imbue Hammer: Once per day the character can imbue his
warhammer with Moradin's blessing. This effect lasts for a number
Moradin's Tremor: Once per day the character can slam his
warhammer into the ground and call upon his patron's power. The
ground in a 50 foot radius will shake violently causing all two
legged beings of Large size or smaller to make a Balance Skill
check against DC 15 or fall over prone for one round (it can not
discriminate between friend or foe - but Hammers of Moradin or
clerics of Moradin are unaffected).
Giant Killer: Whenever in combat against giants or giant kind the
character receives double his normal threat range for his
warhammer. This effect stacks with the improved critical feat and
any other similar effect.
Common enemy of the dwarves - Moradin is skilled at defeating
them.
Forged Weapon Immunity: The character can make himself
relatively invulnerable to forged weapons using the damage
reduction indicated against any forged weapon used against him.
This effect can be used once per day and lasts for three rounds. A
forged weapon usually means any bladed weapon (sword, dagger,
scimitar, axe, falchion, spear).
This represents Moradin's mastery of the forge. It is said by dwarves
that Moradin controls all the forges in the world. Moradin himself is
immune to all forged weapons.
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special
Spells
1
+1 Str
Master Forger
10
Requirements
Race: Dwarf
Alignment: Lawful Good
Worshipper of Moradin
Basic Attack Bonus: +8
Spells: 4th level divine spell caster
Skills: 10 ranks total in Craft: Armoursmith and/or Craft:
Weaponsmith
Hit Dice: d8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraise, Climb, Concentration, Craft, Heal, Jump, Knowledge,
Religion, Profession, Spellcraft
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: 4 + Int modifier
Class Features
Weapon and Armour Proficiencies: Simple and martial weapons,
all armour and shields
Special: Treated as paladin in regard to use of Holy Avenger sword,
etc.
Note: This is considered a spell casting class; three levels of Forge
Master equals three caster levels. The Forge Master gains domain
spells in the Mysticism domain.
Way of Hammer and Tongs: At 6th level, the Forge Master takes
half standard time for Craft: Armoursmith and Craft: Weaponsmith
(multiply GP price by 5 instead of 10 when calculating time spent).
At 10th level, the Forge Master takes only 30% of standard time
(3X GP price instead of 10X).
Divine Sunder (Su): The Forge Master can use divine guidance to
discern the weak point of a weapon or shield. The Forge Master
must declare he is using Divine Sunder prior to his attack and if the
attack is successful, the target objects hardness is halved for
purposes of calculating the attacks damage. In all other respects,
this attack is the same as a normal sunder attempt.
Master Forger: At 9th level, the Forge Master has perfected the art
of crafting magical arms and armour. The base cost for enchanting
an item is reduced by one-third in regard to creation time and actual
cost of the enchantment. Note that the base cost of creating the
initial masterwork item remains the same and XP costs are also
unaffected.
Spell List:
1st Level
3rd Level
2nd Level
4th Level
Dwarven [Orcslayer]
Description
Death for them, some believe, is only a kindness, and the typical
Orcslayers attitude is one of almost suicidal recklessness.
rage, when the Constitution score drops back to normal. These extra
hit points are not lost first the way temporary hit points are. While
raging, an Orcslayer cannot use skills or abilities that require
Bonus
Save
Base Attack Bonus: +5
patience or concentration, such as moving silently or casting spells.
1Hit Dice: D12
1
2
0
0
Orcsbane, Orcslayer
Rage
He can use
any1/day
feat he might have, except Expertise, item creation
feats, metamagic feats, and Skill Focus (if its tied to a skill that
2
2Any
3
0
0
Song of Wrath,
Toughness
Alignment:
requires
patienceFeat
and concentration). A fit of rage lasts a number of
rounds
equal
to 3 + the characters (newly improved) Constitution
3
3
1
1
Uncanny Dodge (Dex Bonus)
Race:
Dwarf3
modifier. The Orcslayer may not prematurely end the rage
Feats:
Any Martial
Weapon
4
4
4 Proficiency
1
1
Stonehide, voluntarily;
Wall of Furyhe
I must ride it until it runs its course. At the end of the
rage, the Orcslayer is fatigued (-2 to Strength, -2 to Dexterity, cant
Special:
Must
profound
to the
5
5 have suffered
4
1 personal1 loss, due Orcslayer
Rage
2/day
charge
or run) for the duration of that encounter. The Orcslayer can
depredations of orcs or other goblinoids.
goad himself into a rage only once per encounter.
6
6
5
2
2
Toughness Feat
The Orcslayer continues to sing throughout his rage. A magical
7
7
5
2
2
Uncanny Dodge
silence(Cant
spellbeorFlanked)
power can prevent the Orcslayer Rage from
occurring
at the start, but cannot stop it once it has begun, even if
8
8
6
2
2
Wall of Fury II
the dwarf fights and sings silently.
The Prestige class skills (and the key ability for each skill) are:
9
9
6
3
3
Orcslayer Rage 3/day
If the Orcslayer also has Barbarian levels, he may use both types of
Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (goblinoids)
rageFeatin the same day. For example, an 8th/1st level
(Int),
(Wis), Perform
Speak Language
(various
10 Listen 10
7 (sing)(Cha),
3
3
+3 Toughness
Barbarian/Orcslayer could undergo 3 Barbarian rages and 1
goblinoid tongues), and Spot (Wis).
Orcslayer rage in a single day.
See Chapter 4: Skills in the Players Handbook for skill
Song of Wrath: When the Orcslayer sings, he gives full vent to his
descriptions.
anguish, loss, and fury in a frightening song of bloodlust and death
Skill Points at Each Level: 2 + Int modifier.
to come. Any opponents hearing the song suffer a -2 Morale penalty
to Will saves, dropping to a -4 penalty when the dwarf enters his
Orcslayer Rage.
Ref
Save
Will
Save
Special
Class Skills
Class Features
Description
Of all dwarves, rogues and rangers are most likely to become pest
hunters. Fighters and some clerics are less common, but not totally
unheard of.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+0
2nd
+2
+0
+3
+0
Close-quarters fighting
3rd
+3
+1
+3
+1
4th
+4
+1
+4
+1
Stealth
5th
+5
+1
+4
+1
Requirements
To qualify to become a dwarven pest hunter, a character must fulfil
the following criteria.
Race: Dwarf
Base Attack Bonus: +4
Skills: Listen: 6 ranks, Spot: 6 ranks, Hide: 6 ranks
Special: Must have rid at least one cavern of pests.
Hit Dice: d8.
The Prestige class skills (and the key ability for each skill) are:
At 3rd and 5th levels, the pest hunter may choose a new enemy
from the list, and the bonus associated with every previously chosen
enemy goes up by +1. For example, a 3rd-level pest hunter will
have two chosen enemies, with bonuses of +2 and +1.
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex),
Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis),
Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis),
Swim (Str), and Tumble (Dex).
Small One Out (Ex): Most creatures that plague dwarven caverns
are small but annoying, if not deadly. Pest hunters concentrate on
eliminating this kind of prey, receiving a +1 bonus to both attack
and damage rolls against Small and smaller creatures.
Class Skills
Class Features
All of the following are Class Features of the dwarven pest hunter
prestige class.
Weapon and Armour Proficiency: Dwarven pest hunters gain
proficiency with all Small simple and martial weapons, light and
medium armour, and with bucklers and small shields.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+3
+0
+0
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements
Race: Dwarf
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb, Craft, Handle Animal, Jump, Ride, Swim.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: 2 + Int modifier
Class Features
Weapon and Armour: All simple and martial weapons, all armour
and shields
Stalwart Resolve (Su): Extraordinarily fierce and courageous, all
Silverbeards receive a +4 morale bonus to saves vs. fear.
Clangeddin's Arm (Su): The Silverbeard can invoke Clangeddin's
power to perform a feat of strength and gain a sacred bonus to
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Earth's Blood
Stone Power
Stone Shape
Stone Power
Stone Power
Stone Tell
Stone Power
Earthquake
10
10
Stone Power
Requirements
Class Features
Race: Dwarf
Feats: Endurance
Skills: Craft (Stoneworking) 6 Ranks Spellcraft 3 Ranks Language
Terran
Special: To become a Stonelord, a dwarf must undergo an arduous
ritual involving immersion in sacred loam, long fasting periods deep
underground, and the ingestion of 1,000 gp worth of powdered
gemstones. The gem type chosen is then the stonelords totem gem,
and she must carry that type of stone with her at all times to access
the spell-like abilities she gains as a Stonelord.
Hit Dice: D8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Dex), Craft (Dex), Knowledge (Any) (Int), Profession
(Wis), Spot (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int Modifier
Earths Blood: Once per day, the Stonelord can heal her own
wounds using a clump of mud. This ability heals 1d8 + class level
hit points. This is a spell-like ability. Using this ability is a standard
action.
Stone Power: At every other level, the Stonelord can choose one
from the following list of stone powers. No power can be chosen
more than once.
Earths Strength: Once per day, the Stonelord grants herself a boost
to her Strength as if she was affected by a bulls strength spell for an
hour. This is a spell-like ability. Using this ability is a standard
action.
Earths Endurance: Once per day, the Stonelord grants herself a
boost to her Constitution as if she was affected by an endurance
spell for an hour. This is a spell-like ability. Using this ability is a
standard action.
Earthgrip: Once per day, the Stonelord can cast hold monster on
any target on the ground, using her class level as the level of the
caster. This is a spell-like ability. Using this ability is a standard
action.
Gravity: Once per day, the Stonelord can cast slow as a spell-like
ability using her class level as the level of the caster. Using this
ability is a standard action.
Earth Magic: Once per day, a spell cast by a Stonelord (assuming
she can cast spells) is considered maximised as if prepared with the
Maximise Spell feat, although the spells level is unaffected. The
using her class level as the level of the caster. This is a spell-like
ability. Using this ability is a standard action.
Earth Shadows: Once per day per class level, the Stonelord can
create a figment of a Medium-size earth elemental that appears in a
flanking position on the other side of the stonelords opponent for
one round. This spell-like ability allows the Stonelord to make
flanking attacks (+2 to hit, can make a sneak attack if such ability is
available) against that opponent during that round. Using this ability
is a free action.
Stone Shape: Once per day, the Stonelord can shape stone as if she
cast a stone shape spell using her class level as the level of the
caster. This is a spell-like ability. Using this ability is a standard
action.
Earth Power: Once per day, all melee attacks made by the
Stonelord in a single round gain a +2 attack bonus and a +2d6
damage bonus. This is a supernatural ability and using it counts as a
free action.
Stoneskin: Once per day, the Stonelord grants herself skin like
stone as if she was affected by a stoneskin spell, using her class
level as the level of the caster. This is a spell-like ability and using it
is a standard action.
Meld Into Stone: Once per day per class level, the Stonelord can
merge with stone as if she was affected by a meld into stone spell
using her class level as the level of the caster. This is a spell-like
ability. Using this ability is a standard action.
Stone Tell: Once per day, the Stonelord can speak with stone as if
she cast stone tell using her class level as the level of the caster. This
is a spell-like ability. Using this ability is a standard action.
Earthquake: Once per day, the Stonelord can invoke an earthquake
as if she cast earthquake using her class level as the level of the
caster. This is a spell-like ability. Using this ability is a standard
action.
they bloody well wanted. History does not show what the halflings
and gnomes thought. It probably involved lunch.
That is all the Imperial Legion, an ENTIRE DIVISION of the Karthonian government, gets in Bartumnus Imperial Primer , the most
widely used textbook in the Empire. Whats worse, this is a big
improvement! Twenty years ago, no one would even admit that
there was such a division. And still, this is only a half of the smallest
kernel of the truth.
Next Question.
"But why would the Empire try to hide this from us? Why would
they lie? "
Most excellent question indeed! It is simple, really. The best sort of
lie is one that is disguised as a secret. If someone thinks that you
dont want them to know something, they will believe it, no matter
how outrageous.
The Imperial Legion has nothing to do with national security, and
national security should count itself lucky. The IL is rather sad,
really. Not a single one has any idea what their true contribution to
their country really is.
I assume that since you are still reading this, you would like to
know more.
You ARE being watched, you know.
Look behind you.
Slowly.
The Hidden are a secret organisation affiliated with the Imperial
Seat of Kar-thone. They operate independently of regular
government channels, and answer only to the Emperor himself.
Though their primary goal is to promote the interests of the Empire,
they have also been tasked with watch dogging those who run it,
and are authorised to take action against government officials if they
deem it necessary. As a result, only the Emperor and a trusted few
know the list of its members.
Scattered throughout the various kingdoms, the Hidden keep the
Emperor abreast of all the news from across land. It is rumoured
At least initially.
The membership of the Hidden is made up of the best and brightest
the Empire has to offer. When they think they have a candidate for
membership, someone will be assigned to watch that individual for
days, often setting up small challenges then evaluating the ways in
which the problems are dealt with. If the performance is
satisfactory, they are approached anonymously, (usually with a bit
of dramatic flair), and are made an offer. If they refuse, the offer is
never made again.
If it is accepted, the individual is taken into the group and begins his
training. Perfected over generations, the Hidden teach to their
charges social, mental and physical disciplines designed to take
advantage of the extraordinary intellect that is the earmark of an
agent. Once his training is complete, an agent can perform in the
tensest of situations with calmness and precision.
Cold, deadly precision.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Canny Defence
Expert Tactician
Canny Stealth
Hesitation I
Studied Anatomy I
Eloquence of Wit
Studied Anatomy II
10
Hesitation II
Requirements
Class Features
Hit Dice: D6
Feats: Dodge, Mobility, Combat Reflexes
Special: Intelligence: 16 Charisma: 16 Bluff: 12 ranks Gather Info:
12 ranks Diplomacy: 12 ranks Disguise, Forgery, Pickpocket, Read
Lips, Escape Artist, Perform: 8 ranks in two of these
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable
Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int),
Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate
(Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket
(Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex),
Use Magic Device (Cha, exclusive skill), and Use Rope (Dex).
See chapter 4: Skills in the Players Handbook for skill descriptions.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
+2
+3
+0
+3
Poison Resistance
+3
+3
+1
+3
+4
+4
+1
+4
+5
+4
+1
+4
Spider Bane
+6
+5
+2
+5
Webwalking
+7
+5
+2
+5
Drowic Change
+8
+6
+2
+6
+9
+6
+3
+6
Demon Bane
10
+10
+7
+3
+7
Spell Resistance
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (Cha), Concentration (Con), Intimidate (Cha), Intuit Direction
(Wis), Knowledge (Underdark), Listen (Wis), Profession (Wis),
Class Features
Weapon and Armour Proficiencies: Avengers are proficient in the
use of all simple weapons and martial weapons, all armour and
shields.
Underground Tracking (Ex): The character may track
underground with no penalty for poor visibility. Also, hard surfaces
like stone are treated as firm surfaces for the purpose of making
tracking attempts.
Webwalking (Su): The avenger may ignore web spells and spider
webs as if affected by a freedom of movement spell. He may also
walk along webs as if on solid ground (No balance check required).
Drowic Change (Su): The Avenger may alter his appearance to that
of a Drow. This functions like the spell alter self as if cast by a
sorcerer of the Ancestral Avenger's class level.
Demon Bane (Su): The character may use the Drow Bane ability
against any chaotic evil outsider.
Spell Resistance (Su): The Character gains a spell resistance equal
to 10 + his class level.
Spider Bane (Su): The character may use his Drow Bane abilities
against aranea, driders, retrivers and bebliths.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
Hand's Bond
2nd
+2
+3
+3
+0
3rd
+3
+3
+3
+1
4th
+4
+4
+4
+1
5th
+5
+4
+4
+1
Defensive Shot
6th
+6
+5
+5
+2
7th
+7
+5
+5
+2
8th
+8
+6
+6
+2
9th
+9
+6
+6
+3
Hand's Guidance
10th
+10
+7
+7
+4
Requirements
Class Skills
The class skills for an Archer of the Guided Hand are identical to
that of the Fighter, plus Knowledge (Nature), Knowledge
(Religion), Hide, Spot, and Craft (Fletching).
Skill points at each Level: 2 + Int modifier.
Keen Arrow: At 4th level, all arrows fired from the Chosen Bow
are treated as if they are keen. This effect does not stack with any
other keen effects.
Spells Per Day: Starting at 4th level, an Archer of the Guided Hand
gains the ability to cast spells as a Ranger can. The Guided Hand's
caster level is equal to the number of levels in the prestige class. In
order to cast a spell, the character must have a Wisdom of at least 10
+ the level of the spell.
Hand's Bond: All of the Archer's of the Guided Hand share The
Bond with one another. The Bond is always present between Guided
Hand. The Bond allows any character to sense the presence of
another Archer of the Guided Hand within one mile per level of the
prestige class. In addition, the character gains a +4 bonus to all
Charisma or Wisdom based skills when dealing with another
Guided Hand.
Chosen Bow: By the time a Guided Hand reaches 2nd level, he has
the ability to bond with his bow. Bonding is a voluntary process as
is not required. In order to bond with his bow, the Archer of the
Guided Hand must pray and draw strength from The Bond. This
process takes one day and one night. From that point on, as long as
he uses his chosen bow, he'll gain a +1 bonus to attack and damage.
This bonus increases by one every other level of the prestige class,
to a maximum of +5 at 10th level. If the Archer is ever forced to use
another bow, he suffers from a corresponding penalty to attack and
damage until he returns to using his Chosen Bow.
A new chosen bow may be selected but not without some cost. A
Guided Hand's chosen bow is part of himself, and he loses that part
when he chooses another favourite bow. The Guided Hand must pay
a one time XP cost of (200 x the total bonus of the old chosen bow).
If the Archer's chosen bow is destroyed, even by means beyond his
control, he must still pay the XP cost. An Archer of the Guided
Hand is aware of the status of his bow via The Bond, and is aware if
it is intact or not.
The bond with the new bow does not form immediately. The bond
with the new Chosen Bow forms gradually, returning at a rate of
+1/week.
Far Shot: At 2nd level, an Archer of the Guided Hand gains the Far
Shot feat for free.
Flat Footed Shot: At 7th level, Archers of the Guided Hand are
given a heightened instinct about combat. Any time their target
would be denied their Dexterity bonus to their Armour Class, the
Guided Hand can sneak attack for an extra 1d6 damage. This only
applies with their chosen bow. The damage bonus increases to 2d6
at 10th level.
Arrow of Entanglement: Once per day, the Guided Hand may fire
an arrow of entanglement. Upon impact, the arrow casts entangle
centred on the point of impact. The spell is cast as a 10th level
druid. Preparing and firing an arrow of entanglement is a full round
action.
Hand's Guidance: Once an Archer of the Guided Hand has reached
9th level, he has mastered his link with The Bond. Once per day, he
may use true strike as a spell-like ability. Use of this ability is a free
action, and grants a +20 bonus to the next attack. This bonus will
only work with the Guided Hand's chosen bow.
Enchant Arrow: Once the Archer of the Guided Hand has reached
10th level, the may form a perfect union with The Bond. Doing so
requires sacrificing some of their life energy to The Bond, resulting
in a permanent, unrecoverable loss of two points of Constitution.
Once completed, every arrow fired from their Chosen Bow has its
effective magical enchantment bonus raised by +1. For example, an
arrow+3 becomes an arrow+4, and a flaming arrow+5 becomes a
flaming arrow+6. The Guided Hand need to form the union, but
they do not gain this ability without it.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+2
+0
+3
+0
Spells
+1 Bonus Spell
+3
+1
+3
+1
Bonus Spell
+4
+1
+4
+1
Bonus Spell
+5
+1
+4
+1
Bonus Spell
+6
+2
+5
+2
Bonus Spell
+7
+2
+5
+2
Bonus Spell
+8
+2
+6
+2
Bonus Spell
+9
+3
+6
+3
Bonus Spell
10
+10
+3
+7
+3
Bonus Spell
Requirement
Prerequisites: +5 Base Attack
Alignment: Lawful
Spellcaster: Spellcaster of Mielikki
Class Skills
Craft (Bowyer), Knowledge (Religion), Knowledge (Undead),
Knowledge (Arcana), Knowledge (Ancient History), Listen,
Profession, Concentration, Decipher Script
Skill Points: 2 + Int Modifier
Class Features
Weapon and Armour Proficiency: None beyond what they have
available from other classes.
their bravery and cunning, and they are very well respected within
elven communities.
Where ever there are orcs and elves there are bound to be some
special people out there protecting the elven lands against the orcish
terror. These brave men and women are the Blades of Corellon, an
elite group of elves, sworn to Corellon himself to destroy and
undermine the orcs where-ever they go. The Blades are famous for
Most Blades of Corellon are Fighters, but you can also find Bards,
Wizards, ex-Paladins and Clerics within their ranks. The chief
qualifications for membership are a willingness to defend all elven
values, a willingness to fight orcs whereever they are, no matter the
risk or resources involved in doing so.
Table
Level
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special
+1
+0
+2
+0
+2
+1
+2
+0
+3
+1
+3
+1
+4
+1
+3
+1
+5
+1
+4
+1
+6
+2
+5
+2
+7
+2
+5
+8
+2
+6
+2
+2
+9
+3
Requirements
10
+10
+3
+6
+3
+7
+3
Class Features
Armour and Weapon Proficiencies: Longsword
Blade of Corellon: Intelligent longsword enchanted by a high priest
of Corellon and is said to have a piece of the sword Corellon used to
fight Gruumsh's eye with
Alignment: Chaotic Good
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Table
Level
Weapon
Bonus
1
2
3
4
Special Power
+2
Can dance 1/day for 10 rounds Cure moderate wounds (2d8+5) on wielder or another elf 1/day
+3
+4
5
6
7
8
9
10
Vorpal, Telepathic
Spell List
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+3
+0
+0
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements
Race: Elf
Totemic Magic: A secret which Elven and some druids guard with
their life is totemic magic. Totemic magic is special form of magic
one can cast if he or she know how. For game purposes totemic
magic are spell-like powers. At 4th level a forest warrior knows 2
totemic inscriptions, at 6th level 4, 8th level 6 and 10th level 8.
Totemic Magic is covered in Elves of Evermeet on page 80. Below
you can find a quick list of all the inscriptions.
Table
Class Skills
Totemic
Image
Duration
Inscription
Time
Bear
1 day
1 hour
+2 temporary
Strength
BeastSpeaker
Permanent
1 day
Enable to communicate
with one type of animal
Coyote
1 day
2 hours
Eagle
Special
1 hour
Firefly
Permanent
6 hours
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha), Climb (Str), Handle Animal (Cha), Heal
(Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis),
Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str) and
Wilderness Lore (Wis).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapons and Armour: The forest warrior is proficient with all
simple and martial weapons. Most forest warriors dislike wearing
armour however for its hampers movement.
Trackless Step: A forest warrior leaves no trail in natural
surroundings and cannot be tracked.
Sneak Attack: The most favourite tactic of the forest warrior is to
ambush or surprise enemies. With the sneak attack they become a
deadly opponent in the forest. Please the read the Sneak Attack rules
covered in the Players Handbook or Dungeon Master Guide for
more information.
Woodland Camouflage: In the wilderness, a forest warrior can
change his appearance into a facsimile of natural surroundings at
will. For purpose of gameplay the forest warrior is invisible in
woodland and overgrown areas. Al the rules for invisibility apply as
long as the forest warrior moves no harder than of its movement.
The rules are covered in the Dungeon Master Guide on page 78.
Description
bonus
Fox
1 day
1 hour
Hawk
Special
1 hour
Doubles
the
range
increment of a inscribed
missile.
Horse
1 day
1 hour
Otter
1 day
1 hour
(normally
Owl
1 day
1 hour
Darkvision
Squirrel
1 day
1 hour
+2 temporary
Dexterity.
Unicorn
Special
1 day
Wolf
1 day
1 hour
bonus
Shrike
Special
1 hour
Increase
missiles
damage by +1.
Tortoise
1 week
1 day
Provides a +2 natural AC
bonus.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
+2
+3
+0
+3
+3
+3
+1
+3
+4
+4
+1
+4
+5
+4
+1
+4
+6
+5
+2
+5
+7
+5
+2
+5
+8
+6
+2
+6
+9
+6
+3
+6
far shot
flight (3/day)
+10
+7
+3
+7
Requirements
Class skills
The Prestige class skills (and the key ability for each skill) are:
Craft, intuit direction, listen, ride, spot, wilderness lore, knowledge
(history), climb, jump, swim
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points per level: 4 + Int mod
Class Features
Weapon and armour proficiency: simple and martial weapons
light armour, medium armour
Endure cold: upon completing the initiation right, the frigid storm
gains some degree of mastery over the forces of cold which grip the
shard mountain ranges peaks. She gains an ability identical to that
of the spell endure elements, except that it is always active, and only
affects cold.
Cold arrows: upon completing the initiation right, the frigid storm
gains some degree of mastery over the forces of cold which grip the
shard mountain ranges peaks. She gains the ability to enchant any
arrow she fires from her bow with freezing cold, causing any arrow
she fires form any bow to do an additional 1d6 cold damage to the
Feather fall: The Storm attunes more and more to the storm spirits
from which her powers are drawn as she progresses in level. At
third level she gains the ability to use feather fall 3 times a day.
This spell-like ability may be activated as a free action and is treated
as being cast by a sorceror of level equal to the characters Frigid
Storm level.
Far shot: As her understanding of powers of the storm increase, the
Frigid Storm learn how to better use existing wind currents to her
advantage when firing missile weapons. She gains far shot as a free
feat.
Endure Electricity: Upon reaching 7th level in this prestige class
the Frigid Storm learns how to better withstand the hazards of
lightning and storms, thus she gains an ability identical to the spell
endure elements, except that it is always functioning, and only
effects electricity. This ability operates in conjunction with the
Frigid Storms endure cold ability.
Shock Arrows: As the Frigid Storm learns to endure lightning, so
too does she learn to channel it. When she gains this ability all
arrows fired from her bow are treated as having the shock ability,
adding 1d6 electrical damage to the arrow if it strikes. This
functions like the cold arrows ability and stacks with it. Thus the
Storms arrows will now inflict +1d6 cold damage and +1d6
electrical damage.
Flight: Having gained a true rapport with the spirits of wind, the
Frigid Storm can now invoke the ability to fly as per the spell flight
3 times per day. This is treated as being cast by a sorceror of level
equal to the characters level in this prestige class. This is a spelllike ability
True Strike: Finally, the Storm learns how to request that the storm
spirits make her arrow strike true, as per the spell true strike. Using
this ability if a free action (though still spell-like) and can be
invoked anytime an arrow is fired, up to three times per day. This
ability is often used up rapidly as the Frigid Storm uses it in rapid
succession to bring down especially powerful foes with a flurry of
deadly arrows.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
Moonhorse, Elfrune
+2
+3
+0
+3
Consort +1
+3
+3
+1
+3
Illusion Immunity
+4
+4
+1
+4
Consort +2
+5
+4
+1
+4
Enchantment Immunity
+6
+5
+2
+5
Consort +3
+7
+5
+2
+5
+8
+6
+2
+6
+9
+6
+3
+6
10
+10
+7
+3
+7
Consort +4
Consort +5
Requirements
Class Features
Race: Elf
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha), Climb (Str), Handle Animal (Cha), Heal
(Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis),
Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str) and
Wilderness Lore (Wis). See Chapter 4: Skills in the Players
Handbook for skill descriptions.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1/+1
+2
+2
+0
+2/+1
+3
+3
+0
Whirlwind Attack +2
+3/+2
+3
+3
+0
Enchant Sword +2
+4/+2
+4
+4
+1
Whirlwind Attack +3
+5/+3
+4
+4
+1
Enchant Sword +3
+6/+3
+5
+5
+1
Whirlwind Attack +4
+7/+4
+5
+5
+2
+8/+4
+6
+6
+2
+9/+5
+6
+6
+2
10
+10/+5
+7
+7
+3
Requirements
Base Attack Bonus: +6/+1
Alignment: Any non-chaotic, non-evil
Class: Access to all Ranger Class Skills
Race: Elf or half-elf
Feats: Two-Weapon Fighting and Ambidexterity feats
Special: Base Wisdom Score: 14 Base Charisma Score: 14
Hit Dice: D10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration
(Con), Craft (Int), Diplomacy (Cha),Handle Animal (Cha), Heal
(Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge
(nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex),
Wilderness Lore (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier:
Whirlwind Attack: At 2nd level, the Silver Sword gains the feat
Improved Whirlwind Attack, even if he/she does not have the
prerequisite feats. (see Players Handbook Chapter 5: Feats for feat
description). For every two levels in increase in prestige class
beyond 2nd level, the Silver sword gains +2 enemy and +2 foot
increase in his Whirlwind Attack ( 7 enemies in a 7 radius at 2nd
level, 9 enemies in a 9 radius at 4th level, +11 enemies in a 11
radius at 6th level, +13 enemies in an 13 radius at 8th level, +15
enemies in a 15 radius at 10th level).
Death Blow: Once per day, based upon a successful attack roll, the
Silver Sword may deliver a Death Blow. The targeted enemy must
make a save vs. fortitude at DC 20 or be slain immediately. Any
creatures targeted above Large in size receive +4 size adjustment to
their save and do so for damage of their current hit points.
Summon Griffon: At 7th level, the Silver Sword gains the ability to
summon 1 griffon. The griffon may be used as a guardian, a helper,
or a mount. The Silver Sword may only have one griffon at a time.
If the griffon dies, the Silver Sword must wait one month before
he/she is able to call another. The new griffon has all the
accumulated abilities due a servant of the Silver Swords current
level. Because the griffon is a magical creature, no bonus is given to
the griffons hit die, natural Armour, or strength. However, the
griffon does receive a +1 bonus to their intelligence for every level
of the Silver Sword beyond 7th level as well as certain special
abilities (See Monster Manual pg. 113 for griffon HD, attack, and
saving throw info.)
Griffon Abilities
Class Features
Silver Sword
Level
Intelligence
Adjustment
Special
All of the following are Class Features for the Silver Sword prestige
class.
+1
Improved Evasion
+2
+3
10
+4
Blood Bond
Table
Level
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special
1st
+1
+1
+2
+1
2nd
+2
+1
+3
+2
3rd
+3
+1
+3
+3
4th
+4
+2
+4
+3
5th
+5
+2
+4
+4
6th
+6
+2
+5
+4
7th
+7
+3
+5
+5
8th
+8
+3
+6
+5
9th
+9
+3
+6
+6
10th
+10
+4
+7
+6
Requirements
Alignment: non-evil, non-lawful.
Race: Elven, Half-Elven.
Base Attack Bonus: +5.
Skills: Craft (Bowyer/Fletcher): 2 ranks, Hide: 4 ranks, Knowledge
(Nature): 2 ranks, Move Silently: 4 ranks, Wilderness Lore: 8 ranks.
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus
(Longbow or Composite Longbow), and Tracking.
Other: Must worship Solonor Thelandira.
Hit Dice: d10
Class Features
Weapons and Armour: Solonors Bowhunters do not gain any new
weapon or armour proficiencies upon entering this prestige class. In
fact, all Bowhunters must forego the use of medium and heavy
armour, shields, and all ranged weapons aside from longbows or
composite longbows.
First Shot Initiative Bonus: So long as you have your bow nocked
and ready, you gain this bonus to the first shot you fire in any
encounter but only if that is the first action you take. Any other
actions and all shots after the first ignore this bonus.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Clear Shot: You treat targets with some degree of cover as if they
had one category less than their actual cover. This has no effect
when your target has no cover or total cover.
Prone Shot: You may fire your bow while lying prone without
penalty.
Zen Archery: You acquire this feat for free. If you already have
Zen Archery, then your ranged attack modifiers for wisdom and
dexterity stack.
The first is to trap the soul of the targeted creature. This is similar to
the spell of that name (object trigger variant) save for the following
Improved Twin Nock: As Twin Nock, but your attack and initiative
penalties for using the feat are now reduced to just -1.
Transit Shot: This allows you to travel safely from wherever you
fired the shot, to the spot where your arrow lands. You may bring up
to four other beings along for the ride. They must all be willing, and
touching you at the moment you fire the arrow. Firing the Transit
Shot is a full round action and the transit time is an additional full
round. You may perform this feat as many times per day as your
class level, but never more than once per minute.
Triplet Nock: This feat is similar to Twin Nock, but you nock three
arrows at once, instead of two.
Pierce-All Shot: As a full-round action you may fire a shot with
incredible penetrating power. This shot completely penetrates all
normal physical barriers (including cover, armour, and shields). All
The range is as per your bow, the gem is actually fashioned into the
head of the arrow, the arrow must hit the subject and they do get a
save attempt (treat your character level as caster level).
The second variation allows you to preserve a life by absorbing the
soul of a dying being into a specially prepared arrow (it must be
solid silver with green fletching and of no less than 1000 gold
pieces in value). Once absorbed, the soul can be safely preserved in
the arrow indefinitely.
The third usage allows you to implant that soul (from the second
variation of Soul Shot) into the body of a living creature. If the
receiving creature is sentient/self aware then it must be fully willing
or this form of Soul Shot will not work. Otherwise this has much the
same effect as reincarnating the soul into the type of body chosen.
Either of the first two types of Soul Shot may be used up to 3 times
per month (combined). The third variation has no usage restrictions.
Elven [Thainar]
Description
Organisation
Any Saedhe mage can submit for entrance into the Thainar. Special
consideration is given, however, to those that were trained by
Thainar, or have a Thainar member sponsoring them. Initiates are
brought before the high council, where they must perform a test of
their arcane ability. If the initiate passes the test, the council
performs the SiEral, or First Binding, on the inductee. The new
Thainars eyes turn silver, and have the ability to detect magical
auras at will. These Thainar are known as Aderi, in honour of the
Queen that approved the formation of the Thainar. Upon reaching
5th level, the Thainar must again present himself before the council.
No test is performed, but the council performs the TiEmal, or
Second Binding. Now the Thainars eyes turn gold, and he has the
ability to see invisible objects or beings, as well as retaining the
ability to detect magic. Henceforth the Thainar possesses the title of
Aretmeaning,ning golden-eye. The high council oversees the
ranks of Thainar. The council is made up of nine Areti, one
specialist from each of the eight schools, and one general arcane
practitioner. Any vacancy in the council is filled following a vote by
all Areti. As an unwritten rule, council members give up
adventuring and remain in Torioth. When placed upon the high
council, the KiEral, or Third Binding is performed. While there is
no change to their eye colour, the vision of the high council is
improved to include the abilities of the True Sight spell. All Thainar
are expected to check in with the council in Torioth at least once
every five years.
Table
Level
Attack
Bonus
Fort
Save
Ref Save
Will
Save
Special
Arcane
Spells
1st (Aderi)
+0
+0
+0
+2
Detect Magic
+1
2nd
+1
+0
+0
+3
+1 DC
+1
3rd
+1
+1
+1
+3
Enhanced Concentration
+1
+2
+1
+1
+4
+2 DC
+1
5th (Areti)
+2
+1
+1
+5
See Invisible
+1
6th
+3
+2
+2
+5
+3 DC
+1
7th
+3
+2
+2
+5
Spell Resistance
+1
8th
+4
+2
+2
+6
+4 DC
+1
9th
+4
+3
+3
+6
Elemental Mastery
+1
10th
+5
+3
+3
+7
+5 DC
+1
Requirements
DC Increase (Ex): At 2nd level, and every even level after that, the
Difficulty Class of all spells cast increase by one.
Race: Saedhe
Skills: Knowledge (Arcana): 12 ranks, Spellcraft: 12 ranks,
Spellcasting: Ability to cast 5th level Arcane spells.
Hit Dice: d4
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all)
Int, Profession (Wis), Scry (Int), and Spellcraft (Int).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level: 2+ Int modifier.
Class Features
Weapons and Armour: Thainar gain no proficiency with armour,
shields, or weapons.
Normal Spell Progression: A Thainar advances at his normal spell
progression rate as levels are gained.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spell
+1 level
+1 level
+1 level
+1 level
+1 level
+1 level
+1 level
+1 level
Bladesong Parry +6
+1 level
10
10
Quickened Curing
+1 level
Requirements
Hit Dice: D8
Alignment: Must be of Good alignment
Race: Elf
Feats: Iron Will, Leadership, and Weapon Focus
Special: Theosopher knight candidates must be sponsored by a
noble elven house. Demonstrated dedication, good deeds, and
character are required, as well as the signs that the elf has a calling
for this path. Leadership Ability: must have a Charisma ability
bonus of at least +1 Diplomacy Ranks: 6 Ride Ranks: 6 Good
Deeds: The applicant must be able to cite three good deeds of valour
verified by reliable witnesses. Spellcasting: Ability to cast Divine
spells before beginning training the knight must take an Oath of
service to her patron.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Concentration (Con), Escape Artist
(Dex), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str),
Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge
(nature) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int),
Spot (Wis), Swim (Str), Tumble (Dex)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armour Proficiency: Theosopher knights have
proficiency with all simple and martial weapons, and with light and
medium armour, and shields. They prefer the traditional elven
weapons and proudly wear their elven chainmail, as tokens of
service to their lords and the elven people.
Spellcasting: Theosopher knights advance as spellcasters according
to their original Divine spellcasting classes, gaining one level of
casting ability for each level as a Theosopher knight. This means
that the knight adds his level as a Theosopher knight to the level of
some other spellcasting class to determine spells per day and class
level for casting.
Code of Conduct: The knight must be of good alignment and loses
all spellcasting ability if she ever willingly commits an act of evil.
Additionally, the knights code requires that she respect legitimate
authority, act with honour, help those who need help, and punish
those who threaten or harm innocents. The knight also strives to
remain free of such flaws as selfishness, greed, callousness, and
The sylvan art builds on skills that were once commonplace, but
now see expression only in the druidic orders. This martial art is a
closely guarded treasure of the wood elves, who refuse to teach it to
any without elvish blood. Even elves of other races are rarely
granted permission to learn it.
A sylvan war adept learns the value of communing with nature in its
most primeval. As part of this, he shuns armour and weapons other
than a stout oaken staff. This makes him no less deadly; a master of
this style can defeat a host of armoured opponents, using nothing
but a whirling quarterstaff.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+2
+2
+1
+3
+3
+3
+1
+3
+3
Defensive harmony
+4
+1
+4
+4
Hypnotic pattern
+5
+1
+4
+4
+6
+2
+5
+5
Natures tongues
+7
+2
+5
+5
+8
+2
+6
+6
+9
+3
+6
+6
Tree stride
10
+10
+3
+7
+7
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Restrictions
An adept who violates the alignment restrictions retains his abilities,
but may not advance further in levels in this prestige class.
Class Features
Unless otherwise noted, the adepts abilities are subject to the
arcane spell failure chance from wearing armour and/or using a
shield. Some of the abilities below reproduce feats from the martial
arts feats list (click here to see the list).
The adept gains the martial artists Wisdom bonus to AC, if he
doesnt have this ability already. Similarly, he gains a bonus to AC
according to his level, using the martial artist progression (click
here to see the martial artist class description).
Elven [Warrior-Poet]
Description
The elven warrior-poet is the symbol of elven kind. He
impersonates the dual nature of elves, both the natural knack in
warring and the love for beauty and knowledge. They deal death
and ecstasy with the same frightening beauty.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+2
2nd
+2
+0
+3
3rd
+3
+1
4th
+4
5th
Spells
1
+3
Epic
+3
+3
Smite Law
+1
+4
+4
Leitmotiv
+5
+1
+4
+4
Epic (+2)
6th
+6
+2
+5
+5
Figment of language
7th
+7
+2
+5
+5
8th
+8
+2
+6
+6
Epic (+3)
9th
+9
+3
+6
+6
+10
+3
+7
+7
Unendliche Melodie
Requirements
To qualify to become an elven warrior-poet, a character must fulfil
all the following criteria.
Base Attack Bonus: +6
Race: Elf
Alignment: Any non-lawful.
Skills: Perform: 8 ranks
Feats: Combat Casting, Weapon Focus (Longsword), Quick Draw.
Hit Die: d8.
Class Skills
The prestige class skills (and the key ability for each skill) are
Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha),
Heal (Wis), Perform (Cha), Profession (Wis), and Ride (Dex). See
Chapter 4: Skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the elven warrior-poet
prestige class.
Weapon and Armor Proficiency: A warrior-poet is proficient with
all simple weapons and with the longsword. Hes also proficient
with light and medium armor.
Poem of Paralysing Beauty/Deafening Beauty: Once per day per
warrior-poet class level, he can recite a poem so beautiful that it can
actually harm the listeners. All poems take 1d4 rounds to recite, and
the warrior-poet can fight normally while reciting. Otherwise, its a
spell-like ability in what refers to concentration rolls and
opportunity attacks. Deaf creatures are immune, but otherwise all
intelligent (int>2) creatures within a 60 feet range of the warriorpoet are affected, unless they have been out of range some time
during the reciting of the poem.
The poem of paralyzing beauty requires a Will save (DC perform
skill ranks + class level + charisma mod), failure meaning the
creatures are paralyzed for a number of turns equal to the amount by
which they failed the save roll. The poem of deafening beauty
requires a Ref save (DC perform skill ranks + class level + charisma
mod), failure causing all creatures listening to the poem to be
permanently deafened. The poem of unearthly beauty, the most
powerful creation of the warrior-poet, makes the creatures affected
roll Will saves twice (DC 10 + half of perform skill ranks +
charisma mod). Failure in the first slays the creature, failure in the
second shifts the creatures alignment two steps towards chaotic
good!
However, the warrior-poet himself and his friends are also affected,
albeit less strongly: the DC for their saves is one half (round down)
of the enemys.
Epic: The warrior-poet has the ability to excel in adventuring by
visualizing the epic he will write about himself when he succeeds.
Once per day, he can start narrating aloud his actions, and that will
give him strength to overwhelm difficulties and get the best of his
abilities. This effect lasts for (class level) turns, or until he stops
narrating, whichever happens first. In the meanwhile, he gets a
morale bonus for all his skills, attacks, damages, and armor class
equal to his epic ability level (+1 at 2nd, +2 at 5th, +3 at 8th).
Smite Law: The warrior poet has the power of disarming a lawful
creatures beliefs by exposing it to the chaotic beauty of his poetry.
Doing so, he opens a breech in the creatures defense, which he can
use to damage it physically. In game terms, once per day the
warrior-poet can make one attack with a bonus equal to his charisma
mod to the attack and another equal to his class level to the damage,
only affecting a lawful creature. If the creature isnt lawful, the
attack functions normally and the ability is not wasted for that day.
Leitmotiv: Leitmotiv is a concept invented by the musician Richard
Wagner, meaning guiding theme. It is a cue to a situation or
feeling, a way to explain without words what was going on in the
opera. The warrior-poets developed similar concepts on their own,
and use them to improve their spellcasting abilities.
When memorizing spells, an elven warrior-poet with the leitmotiv
ability can set one spell in a slot one spell level higher. He will be
able to cast that spell simply reciting one verse, thus eliminating
material and gesture components. He can do that as a free action
requiring verbal component, so he can do so while attacking but not
while casting another spell or using another of the verbal powers of
the prestige class.
He can use this ability with any other classs spells, as long as they
are selected beforehand (like wizard or cleric spells; doesnt work
with sorcerers or bards) and respecting the maximum of only one
such spell per day.
Figment of Language: A master of language himself, a warriorpoet can understand any spoken language after he hears it for 2d6
minutes. After that time, he makes an intelligence check (DC 15).
Success means he can understand and speak the language from that
time on. If he knows that alphabet the language is written in, he can
write it too.
Unendliche Melodie: Another Wagner opera concept, meaning
endless melody. The warrior-poet, at this level, is so talented and
his art is so perfect, he can convince the deities governing death to
spare him from his fate. Every time he dies, he must make a
perform check (DC 25). Success means he is resurrected as per a
True Resurrection spell by a 20th level caster after 2d4 days playing
for the gods. He cant be resurrected before this period is over,
though.
Spells: An elven warrior-poet has to choose in the bard spell list the
spells he wants to memorize each day. Memorizing spells takes one
hour (total, not each).
1st-level bard spells
Alarm
Animal trance
Bestow curse
Cause fear
Blindness/deafness
Blink
Charm person
Blur
Charm monster
Bulls strength
Clairaudience/clairvo
yance
Cats grace
Confusion
Erase
Cure moderate
wounds
Expeditious retreat
Darkness
Dispel magic
Feather fall
Daylight
Displacement
Grease
Delay poison
Emotion
Hypnotism
Detect thoughts
Fear
Identify
Enthrall
Gaseous form
Mage armor
Glitterdust
Greater magic
weapon
Scare
Remove disease
Magic weapon
Hold person
Gust of wind
See invisibility
Scrying
Message
Hypnotic pattern
Haste
Shatter
Sculpt sound
Protection from
chaos/evil/good/law
Invisibility
Illusory script
Silence
Sound burst
Slow
Silent image
Levitate
Invisibility sphere
Suggestion
Sleep
Locate object
Keen edge
Summon monster ii
Wind wall
Summon monster i
Magic mouth
Unseen servant
Minor image
Lesser geas
Ventriloquism
Mirror image
Misdirection
Major image
Obscure object
Phantom steed
Undetectable
alignment
Pyrotechnics
Remove curse
Whispering wind
Summon swarm
Tashas hideous
laughter
Tongues
Equaliser
Description
terrifying Equalisers of all, for with their spells they can infiltrate
and kill with even greater impunity.
Rogues, monks and bardic Equalisers make for the classic secret
agent in the shadows with a blade or a bow that signifies certain
death. Fighters, ex-paladins, rangers, druids and barbarians operate
as warrior Equalisers, with as much ability to kill in combat as from
the shadows. Sorcerers, wizards and clerics may be the most
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+0
2nd
+1
+0
+3
3rd
+2
+1
4th
+3
5th
+0
+3
+1
+1
+4
+1
+3
+1
+4
+1
6th
+4
+2
+5
+2
7th
+5
+2
+5
+2
8th
+6
+2
+6
+2
9th
+6
+3
+6
+3
10th
+7
+3
+7
+3
Blend +10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Blend* (Dex, exclusive skill), Bluff (Cha), Climb
(Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide
(Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis),
Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search
(Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Magic
Device (Cha, exclusive skill) and Use Rope (Dex).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
*See below for Blend skill description.
Skill points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the Equaliser prestige
class.
Weapon and Armour Proficiency: An Equalisers weapon training
focuses on weapons suitable for stealth and sneak attacks.
Equalisers are proficient with the crossbow (hand, light or heavy),
dagger (any type), dart, rapier, sap, shortbow (normal and
composite), and short sword.
Equalisers are not proficient with any types of armour or shields.
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, and
Move Silently, and that carrying heavy gear imposes a check
penalty on Swim checks.
Note that these proficiencies stack with any weapon and armour
proficiencies already possessed by the Equaliser. A Fighter who is
proficient with a Dwarven waraxe and plate armour continues to be
proficient in both when she becomes an Equaliser.
Special: A character with 5 or more ranks in both Hide and Move
Silently gains a +2 synergy bonus on Blend checks.
Sneak Attack: If an Equaliser can catch an opponent when she is
unable to defend herself effectively from his attack, he can strike a
vital spot for extra damage. Basically, any time the Equalisers
target would be denied her Dexterity bonus to AC (whether she
actually has a Dexterity bonus or not), the Equalisers attack deals
+1d6 points of damage. This extra damage is increased at
alternating levels (+2d6 at 3rd level, +3d6 at 5th level, and so on).
Should the Equaliser score a critical hit with a sneak attack, this
extra damage is not multiplied.
It takes precision and preparation to hit a vital spot, so ranged
attacks can only count as sneak attacks if the target is 30 feet away
or less.
New Skill
Blend
As a part of his class skills, an Equaliser gains the skill of Blend
(with a key ability of Dexterity). An Equaliser uses this skill to
blend into the crowd following a sneak attack. An Equaliser gains a
+2 bonus to Blend checks at 2nd level and at alternating levels
thereafter (+4 at 4th level, +6 at 6th level, and so on). An Equaliser
may purchase ranks in Blend as a class skill.
Check: Blend may only be attempted following an attempted sneak
attack and when there is some number of people about who are not
directly associated with the Equalisers target. The standard DC for
a Blend attempt is 15, modified as follows.
Condition
DC modifier
Large crowd
-5
2nd level
Darkness
-5
Marketplace
-2
Target is guarded
+5
+5
+5
Ex-Equalisers
It is possible for a character to cease to be an Equaliser. An
Equaliser who develops an Evil alignment, or who kills an
undeserving target for money, loses the confidence of his masters
and can no longer progress in the Equaliser prestige class. In
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
+1
+2
+0
+2
+2
+3
+0
+3
Disease Immunity+
+3
+3
+1
+3
+4
+4
+1
+4
Poison Immunity
+5
+4
+1
+4
+6
+5
+2
+5
Acid Immunity
+7
+5
+2
+5
+8
+6
+2
+6
Inspire Fear
+9
+6
+3
+6
10
+10
+7
+3
+7
The Transformation
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (cha), Climb (Str), Concentration, Disguise (Cha), Heal (Wis),
Hide (Dex), Intuit Direction (Wis), Knowledge Religion (Int),
Listen (Wis), Move Silently (Dex), Scry (Int), Search (Int), Sense
Motive (Wis), Spot (Wis) and Swim (Str).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapons and Armour: The executioners is proficient with all
simple and martial weapons and armour and shields.
The Eyes Aid: When an executioner wants too, he can call upon
the aid of his God. When aided the Elder Elemental God grants the
following benefits for a amount of rounds equal to his prestige class
Level:
- +6 Strength
Attacks: The ooze retains all the attacks of its former humanoid
form. In addition the ooze can lash out with two pseudopodia each
round, each successful attack causes paralysis (see below). inflicting
1d6+str damage.
Special Attacks: The ooze retains all the characters special attacks
and also gains those listed below. Saves have a DC of 10 +1/2
oozes HD + oozes strength modifier.
During the Aid the executioner must kill at least one sentient being
or he cannot call upon aid for the rest of the remaining week.
Disease Immunity+: At 2nd level executioners are immune to all
diseases, including magical and supernatural diseases. At this level
executioners are also immune to paralysis and hold.
Paralysis (Ex): Touching (also its attacks) the ooze form always
triggers its paralysing ability. Creatures must make a Fortitude
saving throw or be paralysed for 3d6 rounds. The ooze can engulf a
paralysed opponent automatically.
Ooze Characters
The process of the transformation is unspeakably evil and wicked
and can be undertaken with a great and evil ritual of some kind (up
to the DM). In any case, the executioner must ritual offer no less
than 100 creatures in the process. The ooze retains all Class
Features it had in its former existence.
Executioners of the Eye are very rare to say the least, and should be
introduced as NPCs very carefully! As PC they should be played
only under very unique circumstances. For example they have a
(bad) habit to sacrifice party members.
Executioners of the Eye are very rare to say the least, and should be
introduced as NPCs very carefully! As PC they should be played
only under very unique circumstances. For example they have a
(bad) habit to sacrifice party members.
Fiana
Description
The Fiana, or "warband," is one of the most elite fighting forces for
good on the face of Talanu. Combining breathtaking feats of
swordsmanship and dazzling displays of wizardry, the mere
presence of a contingent of Swordmages is often enough to make
the bad guys give up and go home.
To become a Fiana one must be chosen, usually by a member in the
field looking for new recruits. Once chosen, the prospective warriormage travels to the monastery fortress of Caer Mawr on the isle of
Trigasha. This warren, built into the side of a hill, serves as home
and study area for the new members. The land surrounding the
compound has been set up as a training ground, and is justly
infamous for the difficulty and severity of its challenges. Warriors
the world over, come to test themselves there (whether they are
Fiana-in-training or not).
Ostensibly, the Fiana are under the control and blessing of the
Militant Scarlet Order, the monks who live on the island and run
their own fighting school of sorts. In reality, however, the monks
leave all governance to the academy's mysterious head instructor,
Scathach. Without a doubt the finest trainer in the world, she was
already living in the warrens of Caer Mawr when the first monks
came to the island. The story of their initial meeting does a fair job
of conveying the Scarlet Order's relationship with her even today.
When the monks first arrived, they were unaware of her presence.
As soon as they began to investigate the tunnels of her home,
however, they knew something was wrong. Members sent in to
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
Day
1st
+1
+0
+2
+0
Evasion
2nd
+2
+0
+2
+1
+1 attack/armour class
3rd
+3
+1
+3
+1
Defensive Casting
4th
+4
+1
+3
+2
+2 attack/armour class
5th
+5
+2
+3
+2
6th
+5
+2
+4
+2
+3 attack/armour class
7th
+6
+2
+5
+2
Flurry of Blades
8th
+7
+2
+5
+3
+4 attack/armour class
9th
+8
+3
+6
+3
Quickened Still-spell
10th
+8
+3
+7
+3
per
+1 level
+1 level
+1 level
+1 level
+1 level
Requirements
Class features
Class skills
The Fianas class skills (and the key ability for each skill) are Climb
(Str); Concentration (Con); Craft (Int); Hide (Dex); Jump (Str);
Listen (Wis); Move Silently (Dex); Search (Wis); Spot (Wis);
Spellcraft (Int); Tumble (Dex); Wilderness Lore (Wis). See Chapter
4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
1.
+5 to all attack rolls that involve more than simply
attacking i.e. called shots, disarming, etc.
2.
3.
Wielder gains the Improved Arrow Deflection*, Great
Cleave, and Power Attack feats.
4.
3 times per day, the Swordmage may use her weapon to
discharge one attack spell of 5th level or lower directly at the victim
of a blow. These spells must be preset into the weapon, and count
against the Swordmage's total number of spells allowed per day.
They stay in the weapon until dispelled or the mage dismisses them,
which is a free action.
5.
Once per day, the wielder can make himself completely
immune to one form of attack (fire, cold, acid, physical blows, etc.)
for 3 rounds. This is a free action, and does not invoke an attack of
opportunity. The rounds of protection must run consecutively.
*As Missile Deflection, save that 1 missile per round per 3 levels of
Fiana may be deflected.
However, the ritual that binds the wielder and weapon together also
forever alters the recipient. From that point forward, a Fiana is
completely dedicated to that specific class of weapons, making the
use of different weapon types all the more difficult, if not
impossible. The penalty to use other sorts of weapons drops to -4.
Furthermore, the Fiana takes on a geas, which forbids him from
using different weapon classes. For example, Malakon's chosen
weapon is longsword. His geas prevents him from using anything
except for swords, and he is at -4 to use any type of sword except
for his chosen type. He can pick up and wield a mace at -4 if
necessary, but at that point he has violated geas.
If the Fiana violates the geas, he loses all Fiana class abilities save
spellcasting. The loss remains until he journeys to Caer Mawr and
spends a week atoning for Scathach.
Frost Lord
Description
The Frost lord is a rare breed. Some come from the great cities
under the glaciers of the north others are called to places of frost to
face there destiny. Many frost lords scour the snowy areas of the
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+1
+2
+3
+0
+1
+3
+3
+1
+1
Path of Ice
+4
+4
+1
+2
Strength of Ice
+5
+4
+1
+2
Cold Subtype
+6
+5
+2
+3
Winters touch/1
+7
+5
+2
+3
Winters Touch/2
+8
+6
+2
+4
Winters Touch/3
+9
+6
+3
+4
10
+10
+7
+4
+5
Shatter Hand
Requirements
Force of the Glacier: The Frost Lord gains the improved bull rush
feat for free. He does not need to fill the normal prerequisites.
Path of Ice: This spell like ability lets the Frost Lord coat a 10 x 10
portion of ground with ice. The ice lasts for a number of rounds
equal to the Frost Lords level. All creatures caught within the area
of effect must make a reflex save each round to stay afoot. The
Frost lord also receives a +4 on his check for resolving bull rushes.
He can perform this spell like ability once for every three Frost Lord
levels.
Hit Dice: D8
Alignment: Any
Class: Any
Race: Any
Feats: Improved unarmed strike, Weapon focus unarmed strike
Special: Wilderness Lore: 5 ranks Other: Must make a journey to
the great glacier and survive 3 nights without heat.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Hide (Dex), Move Silently (Dex),
Profession (Wis), Intuit Direction (Wis), Knowledge Nature (Int),
Search (Int), Spot (Wis), Listen (Wis), Wilderness Lore (Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points 4 + Int modifier.
Class Features
Armour and Weapon Proficiencies: The Frost Lord does not gain
any new armour or weapon proficiencies
Endure Cold: A frost lord may ignore the first 5 points of cold
damage in any given round. This includes damage from spells and
exposure.
Ice Walk: The frost lord may walk across solid sheets of ice with no
worries of slipping. For all intents and purposes he treats ice as
normal dry ground.
Strength of Ice: The Frost Lord may call upon the strength of ice a
number of times equal to 1 + his con modifier per day. Strength of
ice gives the Frost Lord hardness equal to his con modifier for a
number of rounds equal to his Frost Lord level.
Cold Subtype: The Frost Lord takes on the characteristics of a cold
subtype creature as descried in the DMG. He has cold immunity and
takes double damage from fire except on a successful save. This
supersedes the endure cold ability.
Winters Touch: A number of times indicated in the chart per day a
Frost Lord can attempt a winters touch. He must designate the
attack prior to resolving success. If he misses the use is expended.
On a successful unarmed attack the Frost Lord does an additional
d10 points of cold damage. Additionally the target must make a
fortitude save DC equal to 10 + Frost Lord level + Wis modifier.
Failure indicates the cold has frozen the target solid for d4 rounds.
This effect is similar to a hold person and has no other detrimental
effects.
Winds of the Frozen North: The Frost Lord can breathe forth a Cone
of Cold at his current Frost Lord level. This is a spell like ability
and functions like the Cone of Cold spell in the PHB.
Shatter Hand: This attack is quite fearsome indeed. Any time a
creature falls victim to Winters Touch the Frost Lord may attempt
this attack. As a full round action the Frost Lord strikes a stress
point on the frozen creature. If the creature fails a fortitude save vs.
DC 10 + frost lord level + Wis modifier it shatters. This attack
causes instant death. It is a supernatural ability.
Gae Bolga
Description
Culainn, the Hound of Mag Mor, has become something of a patron
deity for adventurers. This is not surprising, given the fact that the
irascible hero was an adventurer himself. It also helps that there are
a very few members of the demihuman community who still
remember him, and in fact rode with him and his legendary Knights
of the Red Branch. Many of his devotees see him as more of a
friend than a deity, and they love the fact that he seems to be
comfortable with this arrangement. Some more senior priests think
that it is cute, the way in which their god appears to be flustered
with all the attention he gets from worship.
In his time, Culainn and his band patrolled the plains and hills of the
north every summer, righting wrongs and meting out justice in the
name of Lugh and the Dagda. The common folks adored them, and
the vicious barbarian hordes that were routed time and again by the
young warrior hated him with all the force they could muster.
Eventually, Culainns enemies caught up with him. Khavrad
Twintounge, a devotee of Bricriu, tricked the hero into a
confrontation with the mighty Red Wyrm Gandingraman, the
Engine of Ballok. Though he prevailed, the wounds the Hound
received from the battle were fatal, and he perished in the company
of his men. He was rewarded with deification, and has become an
inspiration to adventurers everywhere. It is also recorded that he
gave a very nice and moving speech while lying on his death bed.
Since his death and deification, the church of Culainn has
flourished, and much of its success is owed to the Knights of the
Red Branch. This group, also called the Gae Bolga in honour of
Culainns magical spear, were his inner circle during his life, and his
greatest servants afterwards. As slowly, one by one, the original
group began to die off from old age and attrition, it was decided that
the knowledge they had gained from their god was too precious to
be lost. The elf Ferdiad mac Gwyr travelled on their behalf to the
Isle of Varadock, where he petitioned Scathach to aid them in
training new members of the Spears, for it was she who initially
revealed the secrets of combat to the Hound. She refused. Ferdiad,
however, merely sat down and waited, asking the question again
each time he saw her. After a month of watching him sit in the mud,
the Queen of War relented, and agreed that all those who wished to
honour Culainn should come to her. This is the arrangement today,
and Scathach shares her duties with Ferdiad himself, as the ancient
Saedhe survives still.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
1st
+1
+2
+0
+0
2nd
+2
+2
+1
+0
3rd
+3
+3
+2
+1
4th
+4
+3
+2
+1
Riastrad 2/day;
5th
+5
+4
+3
+1
6th
+5
+4
+4
+2
7th
+6/+1
+5
+4
+2
8th
+6/+1
+5
+5
+2
9th
+7/+2
+6
+6
+3
10th
+7/+2
+7
+7
+3
Dariastrad;
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str); Heal (Wis); Intimidate (Cha); Jump (Str); Listen(Wis);
Knowledge (Otherworld) (Int); Knowledge (Religion) (Int); Ride
(Dex); Spot (Wis); Tracking (Wis); Tumble (Dex), Wilderness Lore
Class Features
Weapon Proficiency (Barbarian Shortspear), Power Attack, Extra
Turning, Divine Might
Weapons and Armour: A Spear is proficient with all simple and
martial weapons. They are proficient with light and medium armour
only, and can use all shields. The Gae Bolga are not allowed to use
heavy armour, and lose all class benefits while doing so.
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble, and that carrying heavy gear
imposes a check penalty on Swim checks.
NOTE: The Red Branch ignore armour check penalties in relation
to Jump checks.
NOTE: The Gae Bolga are very skilled in the use of their Leap
feats, as well as jumping in general. They ignore restrictions on
jumping based on height, as per a monk's Leap of the Clouds ability.
Furthermore, they may execute any of their Leap feats as long as
they have at least 20' of vertical clearance. If they have only 15' of
Giant Killer
Come closer, you filthy ogre. Greet your death, @$$hole.
Description
why giant killers get into trouble with cloud and storm giants. Some
even like it that way, and often give oaths to kill anything larger
than a man. Nevertheless, most members of this prestige class try
to suppress such chauvinistic thoughts.
Most giant killers were originally rangers, but rogues, fighters, and
even ex-paladins are also common. Although dedication is quite an
important virtue for giant killers (which have a lot of guilds
throughout the land), creatures of all alignments feel the call for
fighting giants, be they good or evil.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
2nd
+2
+3
+3
+0
Bonus damage +2
3rd
+3
+3
+3
+1
4th
+4
+4
+4
+1
Bonus damage +4
5th
+5
+4
+4
+1
Requirements
To qualify to become a giant killer, a character must fulfill the
following criteria.
Base Attack Bonus: +4
Tumble: 4 ranks
Feats: Dodge, Power Attack
Special: Must have defeated at least 3 giants of any kind.
Hit Dice: d12
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str), Craft (Int), Gather Information (Cha), Heal (Wis),
Intuit Direction (Wis), Jump (Str), Listen (Wis), Profession (Wis),
Ride (Dex), Search (Int), Spot (Wis), Wilderness Lore (Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the beast-rider prestige
class.
Glaive of Azharadian
Description
The Glaives of Azharadian represent the body of knights within the
Order of the Golden Sun. This is a class that is suitable for Paladins
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
Martial Axe
+2
+3
+0
+3
+3
+3
+1
+3
+4
+4
+1
+4
Presence of Azharadian
+5
+4
+1
+4
Valorous Axe
+6
+5
+2
+5
+7
+5
+2
+5
+8
+6
+2
+6
Virtuous Axe
+9
+6
+3
+6
10
+10
+7
+3
+7
Glaive Level
Title
1-4
Glaive Martial
5-7
Glaive Valorous
8-10
Glaive Virtuous
Requirements
Base Attack Bonus: +6
Language: Old Oeridian
Skills: Ride (4 Ranks), Knowledge Religion (2 Ranks) or Ride (2
Ranks), Knowledge Religion (4 Ranks)
Class Features
Weapon and Armour Proficiency: The Glaive is proficient in the
use of all simple and martial weapons and all armour (heavy,
medium, and light) and shields.
Martial Axe (Ex) Stacking with any existing Weapon Focus
bonus, this adds +1 to all attack rolls with either the great axe or the
battleaxe. The Glaive must already have the Weapon Focus feat
with that weapon. The axe abilities that will follow will be used
with that weapon.
Unvanquished Even In Death (Ex) Through inner strength and
faith in Heironeous the Glaives of Azharadian can bring themselves
to excel in combat and fight beyond their normal abilities.
The Glaive may use this power only during his own action. It
confers the following benefits
Religion: Heironeous
+4 to Con
+4 to Wisdom
Special:
Deeds: All Glaives must have done a great deed in the eyes of the
Order and have proved their loyalty to the Free State of Onnwal and
to the ideals of the Order. He must also succeed at the Trial Martial,
and succeed at the remaining Trials to advance within the ranks of
the Glaives.
Trial: To advance in the rankings of the Order (i.e. to achieve the
first level of a new Glaive ranking) the Glaive must complete the
appropriate Trial.
Hit Dice: d10
Class Skills
Diplomacy (Cha), Etiquette (Cha), Heal (Wis), Knowledge
(religion) (Int), Knowledge (history) (Int), Knowledge (war) (Int),
Ride (Dex), Jump (Str)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Virtuous Axe (Ex) The Glaive gains the Improved Critical feat
for either the battleaxe or great axe. If the Glaive already possesses
this feat add an additional +2 to the weapons threat range.
Sight of Azharadian (Ex) The supreme embodiment of the
virtues of Azharadian, the Glaive also embodies Azharadians
intuitive knowledge of his enemies. Therefore the Glaive is never
surprised and thus can always take a partial action during a surprise
round, unless physically restrained from doing so.
Gladiators
Description
Gladiators from Darksun second edition, converted to 3e, for any
world.
This is a prestige class. You can start as any class and, by using this,
You can become a Gladiator.
Most actual free gladiators are slaves who have won their freedom
in the arenas. Very few have chosen this life by choice, but some of
them gladly walk on that path by their own will. Those that does
and that finish a great career with their own life are very popular.
Others fear the arena, but most follow their path with zeal. They
dont have a choice to survive.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
AC
Bonus
+1
+2
+2
+0
+0
+2
+3
+3
+0
+0
+3
+3
+3
+1
+0
+4
+4
+4
+1
+1
+5
+4
+4
+1
+1
+6
+5
+5
+2
+2
+7
+5
+5
+2
+2
+8
+6
+6
+2
+3
+9
+6
+6
+3
+3
10
+10
+7
+7
+3
+4
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Class Features
Gnomic [Dreamweaver]
Description
Gnomes have always been adept at illusion magic, but inside the
halls of the Dreamweavers are a group of gnomes that can affect the
way an individual sees reality. Their illusions can influence a
creature more than any enchantment spell, and even make
permanent changes to some who are subject to their spells. They are
named for a number of magical effects that manifest in the subjects
dreams.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+0
+2
2nd
+1
+0
+0
+3
Bend Dream
3rd
+1
+1
+1
+3
4th
+2
+1
+1
+4
Trigger Illusion
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
Group Dream
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
Parasite
9th
+4
+3
+3
+6
10th
+5
+3
+3
+7
Persistent Illusion
Requirements
Class Features
Race: Gnome
Class skills
The prestige class skills (and the key ability for each skill) are
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all
skills, taken individually) (Int), Profession (Wis), Scry (Int,
exclusive skill), and Spellcraft (Int).
makes a particular trigger for the illusion to appear when the subject
is awake. For example, the trigger can be thinks about cutting
down a tree or tries to enter the dungeon. The illusion can only
be seen by the subject. This lasts one week, or until dispel magic is
cast on the subject.
Acquaintance20
Met once25
Heard about, never seen30
Distance does not matter when entering the dream. The subject
whose dreams are being intruded on can make a will save with a DC
of 10+ the Dreamweavers character level. Upon successfully
entering the dream, the Dreamweaver can communicate with the
subject. He can specially prepare dream spells. However, these
spells can only be Illusion spells. A wizard, cleric, or druid sets
aside spells upon spell preparation to use as dream spells, whereas a
bard or sorcerer can use any remaining spells that he has for the day.
These are often used to convey a greater meaning, or give the
subject a nightmare. At 1st level, he can enter two dreams per week.
At 3rd, he can enter 3, and so on, every odd numbered level.
Bend Dream: At the second level, a Dreamweaver can make minor
changes when he is in anothers dream. For example, increase or
decrease his size by up to three times, alter his clothing. If he
succeeds at a concentration check with DC 12, he can alter minor
objects, such as making a table appear as if it had a mouth, or
melting a clock. If he makes a concentration check against a DC of
15, he can alter another person. However, that person gets to make a
will save to resist the change.
Trigger Illusion: At the fourth level, a Dreamweaver can cast an
illusion in anothers dream as a dream spell. When he casts this, he
help the party function better in about any situation. This class is
meant for players who prefer a non-combat specialist (though, this
class can function well in battles, if used properly).
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+2
Skill Dedication
+1
+0
+3
+3
Bonus Feat
+1
+1
+3
+3
Skill Dedication
+2
+1
+4
+4
Skill Expertise
+2
+1
+4
+4
Skill Dedication
+3
+2
+5
+5
Bonus Feat
+3
+2
+5
+5
Skill Dedication
+4
+2
+6
+6
Skill Expertise
+4
+3
+6
+6
Skill Dedication
10
+5
+3
+7
+7
Bonus Feat
Requirements
Abilities: INT 15+
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Class Features
Set Traps: Same as the Rogue ability.
Skill Dedication: When he gets this feat, the gadget master chooses
a class skill from above. He gets a +1 competency bonus to all
checks with this chosen skill. The same skill may be chosen
multiple times. This bonus stacks with other Skill Dedications or a
Skill Focus.
Skill Expertise: When he gets this feat, the gadget master chooses a
class skill from above (in which he must have maximum ranks for
his total level [i.e. not just his Gadget Master level], and in which
he has taken Skill Dedication as least once). The gadget master can
no longer have a critical failure at the chosen skill. If the player rolls
a 1 on a check for this skill, treat as a normal roll (low as it may be)
with no adverse side effects from critical failure. If the DC is missed
by an amount for which a certain amount of material is lost or
destroyed (e.g. craft and alchemy), the amount of material lost or
destroyed is halved.
Experiment Log: The gadget master takes notes on the devices,
potions, and other things on which he works and which he can
observe. Taking notes on devices or traps not his own takes a
number of minutes equal to the DC for disarming the device. Taking
notes on the brewing of a chemical or potion requires he be present
for the forming of the substance. If he can manage to follow this
book while working on a project (Concentration DC 15), he gains a
+1 competency bonus toward his roll. It must be of the same type or
similar type as observed product (i.e., observing an acid being made
will not help you make a poison). As always, the DM has the final
word.
Bonus Feats: These feats can be used only on non-combat/nonweapon feats.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+2
+0
+3
+3
+1
+4
Spells
1
+0
+3
+1
Weresquirrel (1 day)
+1
+4
+1
Splinter weapons
+5
+1
+4
+1
+6
+2
+5
+2
Weresquirrel (2 day)
+7
+2
+5
+2
Uncanny Dodge
+8
+2
+6
+2
+9
+3
+6
+3
10
+10
+3
+7
+3
Requirements
Hit Dice: d8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Sense Motive, Spot, Listen, Search, Performance, Climb, Jump,
Balance, Tumble, Move Silently, Hide, Wilderness Lore, Animal
Class Features
Weapons and Armour: Scarlet Defenders are proficient with all
light armours as well as hide, a medium armour. They are proficient
with all simple and martial weapons, as well as the hooked hammer
and hand crossbow, exotic weapons familiar in gnomic culture.
Bushytail Buddy: The character gains a squirrel familiar (as per
standard mage guidelines), unless he already has a familiar. This
new familiar gives the character +1 Jump, +1 Balance and +1
Search skill ranks, in addition to the usual Alertness feat common to
familiars. Alternately (players choice), he gains a single dire
squirrel companion, as per the spell Animal Friendship, above and
beyond any other animal companions he may already have. For as
long as the character is a Scarlet Defender, this dire squirrel
associate does not count toward his usual Animal Friendship limit.
Tree Speak: Because of their focus and special affinity, Scarlet
Defenders gain an ability to communicate with tree-dwelling
animals. This ability manifests over the course of his first class level
with full comprehension by the time he gains second level
Nimble Fall: Beginning at second level, a Scarlet Defender can
make a Jump skill check on all falls (as per the Jump skill
description), whether or not he consciously intended to. If
successful, fall damage is reduced by 20 feet at second level, 30 feet
at fifth level and 40 feet at eighth level.
Were squirrel: The character can polymorph into any known
squirrel form, in the same manner as a druids Wildshape ability.
This ability can be used once per day at third level, twice per day at
sixth level and thrice per day at ninth level. (This is not the
Lycanthropic affliction of a similar name.)
Splinter weapons: Beginning at fourth level, the character can
make any tree (of adequate mass) magically produce a single,
perfect weapon crafted from its own wood. In a Scarlet Defenders
possession, it is a +1 weapon of quality; but for anyone else, it
reverts to a simple, practice-quality toy. Splinter weapons lose their
magic after three hours. This ability is usable once per day. For
other weapon attributes, refer to the standard Ironwood spell
description.
Uncanny Dodge: At seventh level, the character gains the sixthlevel rogue-like ability of the same name to avoid flatfooted and
flanking penalties.
Code of Conduct: A Scarlet Defenders commitment to his
community involves protecting and educating children. To that end,
a character must set aside at least one day each fortnight to spend
with youngsters, which usually involves play and storytelling (often
with lessons related to his chosen craft or area of knowledge).
Scarlet Defenders will act as travellers guides, diplomats and
rangers if asked, and will always answer the call to help other
Scarlet Defenders. Any Scarlet Defender who knowingly commits
an evil act or brings harm to nature and its inhabitants loses all his
special Class Features for at least a month and until he atones for his
actions. Such disgraced characters cannot progress in experience
levels until then.
Spells: Scarlet Defenders cast a variety of arcane and divine spells
that are bestowed on them by nature itself. They are limited to a
certain number of spells of each spell level per day, according to
class level. They prepare and cast spells in the same manner as
sorcerers (without advance preparation/study) from the following
limited list. The class gives no bonus spells for high attribute scores.
First level
As standard spell.
Animal
Friendship
Squirrels
Grace
Faerie Fire
As standard spell.
Hold Animal
As standard spell.
Jump
As standard spell.
Third level
Scamper
As standard spell.
Magic Nuts
Neutralise
Poison
As standard spell.
Goodberry
As standard spell.
Commune
with Nature
Alarm
Second
Level
As standard spell, Silence, except that the affected
area is permeated by the unfocused sounds of
nature such as babbling brooks, rainfall, chirping
crickets, calling birds and the like.
Woodland
Silence
Protection
From Arrows
As standard spell.
Aid
As standard spell.
Tree
Shadows
Drey: As standard spell, Leomunds Tiny Hut spell, except that the
protective sphere is created above ground in a trees branches and/or
trunk. Also, the tree itself reshapes its wood slightly to provide a
somewhat nest-like platform for the character and associates.
Thunder Nuts: As standard spell, Fire Seed, except that only the
grenade version is allowed, with specific variations:
Acorns explode with fire damage
Walnuts explode with electrical damage
Pecans explode with cold damage
Almonds explode with sonic damage.
It is useful for the GM and player to keep track of tree types in any
particular forested area.
Great Eagles
Description
The Great Eagles of Caerbreddyn are a site to behold. Swooping
and rising against the mountains, these airborne warriors are the
chief source of pride for the people of the mountain kingdom.
Formed as an elite unit of warriors, ages ago, the Great Eagles were
nothing more than a well-trained unit of spearmen. Their chief
conceit, and the origin of their name, was the decorative eaglehelms they wore into battle. The Great Eagles dealt with problems
the Caerbreddyn army could not, and soon became well known
throughout the empire as one of the most formidable fighting forces
around.
This remained the case until the Rain of the Manticore.
For some unfathomable reason, hordes upon hordes of Manticores
began preying upon the Caerbreddyn countryside. The Great Eagles
were dispatched to deal with the menace, but were ill equipped to
deal with so many opponents that could fly. One enterprising
commander had heard legend of an artefact that could give wings to
men, and so emboldened, he took his unit of men and embarked on
a quest to find the item. The tales of what transpired on that quest
are unknown. What is known, is those two months later the unit
reappeared - all of them now able to fly.
These new Great Eagles picked a handful of men from other units,
and in a very secret, magical ceremony, gave them wings. With
these added recruits, the Great Eagles made short work of the
Manticores by bringing the fight to the sky. Many a song was
coined that season, as luminous angels of Caerbreddyn soared
through the air and drove off the Manticore menace.
The King of Caerbreddyn, sensing a chance to increase both
fighting prowess and national pride, changed the structure of the
Great Eagles following this. The normal unit was renamed the
Golden Eagles, and they were given golden shields and spearheads
to wield in battle. The Great Eagles then became the name for those
warriors of certain merit and valour that could earn the mystical
white wings.
And thus, the majestic Great Eagles were reborn.
Great Eagles, by and large, serve the direct interests of
Caerbreddyn. They are the elite of the elite, and their very presence
brings awe and stirs national pride. Some Great Eagles, however,
are sent out as ambassadors.
These Eagles are attached to the elite troops of other nations, or to
visible and worthy adventuring parties. In any case, Great Eagles
take an oath to both the Emperor and the King of Caerbreddyn, and
will risk life and wing to defend both.
It is during this oath that they are blessed by the artefact that
eventually grants them their wings.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+0
+1
+0
+2
+0
Bonus Feat
3rd
+2
+1
+3
+1
Swoop
4th
+2
+1
+3
+1
Bonus Feat
5th
+3
+1
+4
+1
6th
+4
+2
+4
+2
Requirements
To qualify to become a Great Eagle, a character must fulfil all the
following criteria.
Alignment: Any Good
Skills: Balance: 10 ranks Knowledge (Caerbreddyn History): 5
ranks Tumble: 10 ranks
Feats: Improved Initiative; Craft Wondrous Item; Spring Attack;
Weapon Focus (Mace or Spear)
Spellcasting: Must be able to cast Fly
Special: Oath of loyalty to the Emperor and King of Caerbreddyn.
Hit Dice: d6
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Craft (Int), Intuit Direction (Wis), Jump (Str),
Profession (Wis), Ride (Dex), Tumble (Dex), Use Rope (Dex).
See chapter 4: Skills in the Players Handbook for skill descriptions.
Skill Points at each Level: 4 + Int modifier.
Class Features
Weapons and Armour: A Great Eagles weapon training focuses
on weapons suitable for airborne combat. Eagles are proficient with
the crossbow (hand, light, or heavy), dagger (any type), mace, short
sword, and spear (long, half, and short). Eagles are proficient with
light armour and shields. Note that armour check penalties for
armour heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble
and that carrying heavy gear imposes a check penalty on Swim
checks.
Wings of the Man (Sp): Great Eagles may make Wings of flying
for 1/3 the cost (both GP and XP). These wings only function for a
Great Eagle. Unless the Great Eagle already possesses Wings of
Flying, they must create a pair before they can advance to their 2nd
level.
Halfling [Burglar]
Description
They (hobbits) are quick of hearing and sharp-eyed, and though
they are inclined to be fat and do not hurry unnecessarily, they are
nonetheless nimble and daft in their feet. They possessed from the
first the art of disappearing swiftly and silently, when large folk they
do not wish to meet came blundering by, and this art they have
developed until to Men it may seem magical.
J.R.R. Tolkien, The Lord Of The Rings
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+1
+2
+1
+1
+1
+3
+1
Burglar Competence +1
+2
+2
+3
+2
+3
+2
+4
+2
+3
+2
+4
+2
+4
+3
+5
+3
Burglar Competence +3
+5
+3
+5
+3
+6
+3
+6
+3
+6
+4
+6
+4
10
+7
+4
+7
+4
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Race: Halfling
Alignment: Any non-lawful, must be good
Ability Score: Dexterity 15+
Skills: Hide: 9 ranks, Move Silently: 9 ranks, Open Locks: 9 ranks,
Disable device: 9 ranks, Search: 9 ranks, Spot: 6 ranks, Listen: 6
ranks
Feats: Improved Initiative and Alertness
Other: Sneak Attack +2d6, Evasion, Uncanny Dodge (Dex bonus to
AC)
Hit Dice: d6
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Decipher Script (Int, exclusive skill), Disable Device (Int), Disguise
(Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Innuendo
(Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Read Lips
(Int, exclusive skill), Search (Int), Sense Motive (Wis), Speak
Language (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope
(Dex), and Wilderness Lore (Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 8 + Int modifier.
Class Features
All of the following are class features of the Halfling Burglar
prestige class.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+2
+2
+0
Fade
+1
+3
+3
+1
Uncanny Dodge
+1
+3
+3
+1
Fade Dog
+2
+4
+4
+1
Fadewalk
+2
+4
+4
+2
Uncanny Dodge
+3
+5
+5
+2
Fadewalk
+3
+5
+5
+2
Fademissile
+4
+6
+6
+3
Fadewalk
+4
+6
+6
+3
10
+5
+7
+7
+3
Requirements
Race: Halfling
Class Skills
The fadefoot scout's class skills (and the key ability for each skill)
are Climb (Str), Disable Device (Int), Escape Artist (Dex), Hide
(Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Tumble
(Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points: 6 + Int Modifier/Level
Class Features:
Weapon and Armour Proficiency: The fadefoot scouts training
focuses on easily concealable, light weapons. Fadefoot scouts are
proficient with the crossbow (hand and light), dagger, dart, hand
axe, light mace, sap, shortbow, short sword, sling, shuriken, and the
throwing axe. Fadefoot scouts are proficient with light armour, but
not shields.
Fade: Fadefoot scouts can hide more effectively than any other
class, almost appearing to fade into their surroundings. When
moving up to their normal speed they gain a +4 modifier to Hide
checks. Any penalty incurred for moving faster than 1/4 their speed
is halved. Fade is an extraordinary ability.
Uncanny Dodge: Starting at the 2nd level, the fadefoot gains the
extraordinary ability to react to danger even before her senses would
normally allow her to even be aware of it. At second level and
above, she retains her dexterity bonus to AC (if any) regardless of
being caught flatfooted or being struck by an invisible attacker. (She
still looses any dexterity bonus to AC if immobilized.)
At fifth level, the fadefoot can no longer be flanked, since she can
react to opponents on either side of her as easily as she can react to
a single attacker. This defence denies rogues the ability to use flank
attacks to sneak attack the fadefoot. The exception to this defence is
that a rogue at least 4 levels higher than the fadefoot can flank her
(and thus sneak attack her).
At 10th level, the fadefoot gains an intuitive sense that alerts her to
danger from traps, giving her a +1 bonus to Reflex saves made to
avoid traps. If the fadefoot has another class that grants the uncanny
dodge ability, add together all the classes that grant the ability and
determine the character's uncanny dodge ability on that basis.
Summon Fade Dog: Fadefoot scouts can summon a insubstantial
fade dog to carry messages back to whoever the fadefoot is
currently scouting for. They cannot attack or be damaged, and only
die when their master does. They communicate with their master via
telepathy, with a range of 120 ft. The can either deliver messages
directly to another fadefoot (using the telepathy), or they can deliver
a written message or small item with a special pouch attached to
their back. The pouch is also insubstantial, and actually opens into a
non-dimensional space (as a bag of holding) of 0.1 cu feet. The fade
dog has a speed of 150 feet/round (but cannot "run"), and never
tires. It can also fadewalk (see below) up to 100 rounds worth/day.
For the purposes of antimagic fields treat fade dogs as summoned
creatures.
Fadewalk: At 4th level fadefoot scouts gain the ability to fade into
and out of ethereal space as they walk. This causes them to appear
to start to fade (appear blurry) at the beginning of a step, and appear
a distance away at the end of the same step. In this way they can
walk up to 10 rounds worth in one round (this increases by 10
rounds every two levels after the 4th, but fade walking always takes
one round). They can use this ability once a week per 10 rounds
they can move (for example, a 8th level fadefoot can fadewalk 3
times a week), but even if they only move two rounds worth, it still
counts as a fadewalk. Note: fadefoot scouts can use this ability as a
defence as well. They can choose to move 0 rounds worth, and thus
enter the non-dimensional space, and exit it in the same spot the
next round. In this way they can prevent themselves from taking
damage for one round. A fade foot cannot begin or end a fadewalk
in an antimagic field (fadewalk is a supernatural ability), but they
can go "through" one, as they aren't actually in it. A fadefoot Scout
can only Fadewalk to a nearby destination he can visually see.
Fademissile: At 7th level a fadefoot can use any ranged weapon
(including thrown) they are proficient in at up to 10 times its range
increment with no penalties (it fades into a non-dimensional space),
after that they suffer normal range penalties. In this way a fadefoot
could shoot a bow up to 20 times its increment, or throw a knife up
to 15. When using this ability only use your base attack bonus, and
any magical modifiers the weapon has (its too far for dexterity to
come into play). Also, the target is considered flatfooted. Rogues
cannot use this for a sneak attack, as they cant see the target well
enough to aim for a vital spot. The fadefoot must have a clear line of
sight to use this ability. This ability is usable once a day.
Halfling [Sheriff]
Description
Sheriffs are a prestige class found only among Halflings. Other
races have sheriff positions, of course, but the prestige class is
unique to the halfling race. The sheriff serves as protector, dispenser
of justice, and arbiter of disputes among Halflings and visitors to
halfling communities.
The sheriff is more benign constable than a tough enforcer is, but
they do represent the law and visitors and inhabitants alike are
expected to defer to their authority. The position is, in large part,
honorary - since Halflings seldom have troublemakers among their
own kind and do not typically attract or suffer ruffians of other
races. Still, the post represents the faith and confidence of the
villagers under the sheriff's protection and the sheriffs take this trust
very seriously.
The majority of a sheriff's time is spent in seeing that all goes, as it
should and in looking out for signs of trouble. Although few sheriffs
maintain a regular 'beat', they do spend a lot of time roving the
village and will even try to visit the outlying farms and isolated
inhabitants at least once a week to insure that all is well. They are
often politely nosy, asking questions about things that have
changed, displaying interest in going on. A good sheriff knows all of
the local citizenry by name and is familiar enough with normal
habits to note a break in routine. In these instances, the sheriff
makes a friendly check to be sure that nothing is amiss.
Among Halflings, there are not a lot of laws that require the
attention of law enforcement. Thievery is one, as are violent assault
and murder. In it unlikely that one villager against another would
commit these crimes, but in the rare case where this occurs and can
be proven, a thief is forced to make restitution, while a halfling
guilty of harming another is branded and banished.
Few halfling communities will tolerate the presence of a branded
criminal and most ends up in human cities, where such things are
overlooked. More common are boundary disputes, complaints from
fathers about overzealous suitors, or charges of unfair trading. The
sheriff is charged to resolve all of these disputes with calm
diplomacy, and even the loser usually comes away feeling that she
has received fair treatment.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+0
Request Favour
+1
+0
+3
+0
+2
+1
+3
+1
Uncanny Dodge
+3
+1
+4
+1
Bonus Feat
+3
+1
+4
+1
Danger Sense
+4
+2
+5
+2
+5
+2
+5
+2
Improved Evasion
+6
+2
+6
+2
Defensive Roll
+6
+3
+6
+3
Denial
10
+7
+3
+7
+3
Bonus Feat
Requirements
Base Attack Bonus: +3
Hit Dice: D8
Alignment: Any good.
Race: Halflings
Feats: Leadership, Evasion
Special: A Halfling Sheriff PC would be from Riversbend and
would have been a deputy for the head Sheriff at one time in their
lives. A Sheriff does not require training, only experience on the job.
Diplomacy: 5 ranks. Spot: 5 ranks. Special: Must have been a
member in good standing of the community for not less than one
year.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha),
Knowledge (local) (Int), Listen (Wis), Profession (sheriff) (Wis),
Search (Int), Sense Motive (Wis), and Spot (Wis). See
Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are Class Features of the halfling sheriff
prestige class.
Weapons and Armour: The sheriff is proficient with all simple and
martial weapons, light and medium armour, and shields. Note that
armour check penalties for armour heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pocket, and Tumble.
denied her Dexterity bonus to AC, she can't roll. Since this effect
would not normally allow a character to make a Reflex save for half
damage, the sheriff's evasion ability does not apply to the defensive
roll.
Denial: Beginning at 9th level, once every 24 hours, the sheriff
gains the supernatural ability to deny any magical effect simply by
shouting "No!" and focusing her will into thwarting the effect.
When this ability is used, the sheriff must make a Will save (DC 10
+ caster level). If the save is successful, the intended effect is
nullified. If a spell was in preparation, the spell is neutralised and
lost from the caster's mind, just as though it had been cast. If a
magical item effect, the item loses one charge (if a charge would
have been used) and nothing happens. This ability is only effective
against magic; it has no effect on natural events or physical attacks.
Denial is a full-round action and is effective only for that round and
the round immediately following. If an effect was merely perceived
(a mage raising a wand with no intent to use it, for example), there
is no effect and the denial is wasted. The sheriff must be aware of
the attempt in order to deny it. Denial must be used to benefit or
protect the halfling community or its citizens in some manner. Any
other attempted use fails automatically.
Harper Scout
Description
Harper scouts are members of the Harpers, a secret society
dedicated to holding back evil, preserving knowledge, and
maintaining the balance between civilisation and the wild. Harper
scouts learn arcane spells and many skills to help them in their
duties of espionage, stealth, and reporting information.
Many Harper scouts are bards, but by no means all. Ranger, rogue,
sorcerer, and wizard are common vocations for Harper scouts, since
these classes tend to have versatility and mobility. All have some
skill at manipulating others, a resistance to outside mental
influences, acute abilities of perception, and a talent for solving
problems.
Not all Harpers are members of the Harper scout prestige class, and
rank within the organisation does not depend on a characters level
in this or any other class. However, most of the higher-ranked
Harpers have at least one level in the Harper scout prestige class.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+2
+1
+0
+3
+2
+1
+3
+3
Spells
1
+3
+3
+3
Tymora's smile
+1
+4
+4
+1
+4
+4
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
a Harper scout with ranger levels chooses a favoured enemy that she
already has chosen as a ranger, the bonuses stack.
All the following are Class Features of the Harper scout prestige
class.
When the Harper scout reaches 4th level, the bonus against her first
favoured enemy increases to +2, and she gains a new favoured
enemy at +L
2nd level
3rd level
cat's grace,
darkvision, detect
thoughts, eagle's
splendour,
invisibility, knock,
locate object, magic
mouth,
misdirection, see
invisibility, shadow
mask.
clairaudience/clairv
oyance,
nondetection,
suggestion, tongues
undetectable
alignment.
Ex-Harper Scouts
It is possible for a character to violate the code of conduct of the
Harpers, endanger other Harpers through negligence or deliberate
action, or intentionally turn away from the Harpers. Such an
individual quickly gains a reputation among the other Harpers and
can no longer progress in the Harper scout prestige class.
Furthermore, the former Harper scout can no longer use the
Deneirs eye, Lhiras heart, or Tymoras smile abilities. A petition to
the High Harpers, a suitable quest decided upon by that group, and
an atonement spell from a deity chosen by the High Harpers brings
the former Harper scout back into good standing, and she can
thereafter gain levels in the prestige class.
Note that these classes are NOT intended for use by PCsthey are
far more powerful than traditional prestige classes, and are designed
to round out four very specific cultures within the infernal prison of
the Forge (see Hell in Freeport). If the DM allows his players to
take these classes, he should impose a 20% penalty on earned
experience so that they advance more slowly than conventional
characters.
BLACKTHORNS
Description
Locked away from the woods and green hills of their homes, the
elves of the Forge stood little chance against their opponents in the
arena. In a desperate gamble, the clans high druid engineered a
symbiotic bargain with a local predator; a species of thorn bush that
grows only in the lower planes. This tough, predatory vine has
thorns long and sharp enough to pierce Armour, and is known for
hunting lesser fiends.
Today the pit-briers supply the elves with shelter and defence, and
some warriors take the seeds directly into their bodies (see
Initiation, below). Once the seeds take root, these warriors lose their
identities to the bramble, and are known as blackthorns. The
blackthorns are famed for their speed and cunning, and their
ferocious defence of the tribe.
Barbarians, druids, rangers, and rogues are the most common
blackthorns, and stand to gain the most from the class. Bards and
monks rarely initiate, and other classes are almost unheard of.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+0
Initiation
2nd
+1
+0
+3
+0
3rd
+2
+1
+3
+1
4th
+3
+1
+4
+1
5th
+3
+1
+4
+1
Hunters bane
6th
+4
+2
+5
+2
Soft step
7th
+5
+2
+5
+2
8th
+6
+2
+6
+2
9th
+6
+3
+6
+3
10th
+7
+3
+7
+3
Rampant growth
Requirements
Class Features
Initiation Requirements
The reagent is prepared from at least a dozen pit-brier seeds
harvested at the peak of growth. Only seeds from the largest and
most aggressive plants are used.
Drying and preparing the seeds requires a successful Knowledge
(nature) or Profession (gardener) check (DC 14). Implanting the
seeds into an initiate requires a successful Healing check (DC 16).
The ritual requires a 16th-level patron who can cast divine spells.
Completing the ritual drains 500 xp from the patron and requires
command plants, commune with nature, and plant growth.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha exclusive skill), Climb (Str), Concentration
(Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen
(Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str),
Use Rope (Dex), Escape Artist (Dex), Intuit Direction (Wis),
Profession (Wis), Wilderness Lore (Wis).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level: 6 + Int modifier.
Blackthorn
Initial Con drain of 1d3 points, secondary Con drain of 1d3 points;
Ref save halves (DC 22). One day later the blackthorn gains a +4
inherent bonus to Dex and her type changes to Plant. All damage
taken from this catalyst is permanent ability drain, and may not be
cured by spells or healing (besides wish). Creatures who are
immune to ability drain may not become blackthorns.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and polymorphing. Not subject to critical hits.
The Green Teeth (Ex): The blackthorn is covered in thorny grows
that change with the seasons. She gains a +8 racial bonus on Hide
checks when outdoors in a natural setting. Natural weapons (Ex):
The blackthorn may attack with her bare hands as if attacking with
magical weapons. Each spurred fist may strike as a rapier or
punching dagger, at the characters discretion, in either case with a
+2 enhancement bonus. Its important that they gain this ability AS
IF their hands were rapiers and/or daggers for the sake of feats that
may apply to these weapons. Hunters Bane (Ex): The blackthorn
Sample Blackthorn
CRUSADER
Description
The crusaders imprisoned in the Forge have suffered perhaps the
cruellest fate of any group held there. Centuries past they were
captured as part of an invading inquisition force. In the years since,
they have tended their sputtering faith amid the violence and
degradation of the Ladder.
Table
Level
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special
+1
+2
+0
+2
Initiation
+2
+3
+0
+3
+3
+3
+1
+3
+4
+4
+1
+4
+5
+4
+1
+4
Eyes of faith
+6
+5
+2
+5
Sword of purity
+7
+5
+2
+5
+8
+6
+2
+6
+9
+6
+3
+6
10
+10
+7
+3
+7
Requirements
A character must fulfil all the following before becoming a crusader.
Race: Any humanoid.
Alignment: Lawful good.
Base Attack Bonus: +7.
Skills: Heal: 6 ranks, Knowledge (religion): 6 ranks.
Spells: Able to cast divine spells.
Special: Initiation (see below).
Hit Dice: d8.
Initiation Requirements
The benediction requires at least six gallons of water taken from the
Styx. This black liquid is rendered down in a still, and the resulting
treacle is mixed with soda ash to neutralise the acids. The still and
chemicals required cost 5,000 gp, and can be reused. This
distillation process requires a successful Alchemy check (DC 21).
Overseeing the ritual requires a 16th-level patron who can cast
divine spells. It drains 500 xp from the patron and requires bless,
consecrate, and hallow.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Scry (Int
exclusive skill), Spellcraft (Int). ,
See Chapter 4: Skills in the Players Handbook for skill
descriptions. Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the crusader prestige
class.
Weapons and Armour: Crusaders are proficient with all simple
and martial weapons, all types of Armour, and shields.
Initiation (Su): To join the crusaders, the initiate drinks blessed
ichors from the river Styx. This black fluid opens the characters
mind to the invisible world, but burns away his mortal self. Initial
Int drain of 1d3 points, secondary Cha drain of 1d3 points; Will
save halves (DC 22). One day later he gains a +4 inherent bonus to
Wis and his type changes to Outsider. All damage taken from this
catalyst is permanent ability drain, and may not be cured by spells
or healing (besides wish). Creatures who are immune to ability
drain or mineral poisons receive no benefit from taking the chalice.
Outsider: Cannot be raised or resurrected. Darkvision 60 ft.
Challenge Rating: 12
Treasure: Standard
Alignment: Lawful good
Advancement: By character class
Combat
Turn Undead (Su): The character can turn undead 9 times per day.
Spontaneous Casting: The character can swap out a prepared spell
for a cure spell of the same level.
Abilities: Str 18, Dex 13, Con 12, Int 10, Wis 25, Cha 14
Skills: Concentration +8, Diplomacy +9, Heal +15, Knowledge
(arcana) +9, Knowledge (religion) +10, Listen +7, Spellcraft +7,
Spot +7
GREYBACK
Description
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
Initiation
+2
+3
+0
+0
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
Voice of stone
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Avalanche
Regeneration10
A dream of earth
all the benefits of the Improved Bull Rush and Sunder feats even if
the character lacks the prerequisites.
Natural Weapons (Ex): The graybacks bare fists gain the Mighty
Cleaving special ability.
Race: Dwarf.
Initiation Requirements
The shine is brewed from mineral salts, oxides of iron and mithril,
ores of cobalt and nickel, and rare earths only found in the Hells.
Blending this toxic brew requires a successful Alchemy check (DC
21), and requires an outlay of 5,000 gp, including 2,000 gp for
specialised alchemical equipment, which can be reused. The ritual
requires a 10thlevel patron who can cast arcane or divine spells. It
drains 500 xp from the patron and requires flesh to stone, stone
shape, and stoneskin.
Voice of Stone (Su): The graybacks bare fists gain the Thundering
special ability, usable three times per day.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Climb (Str), Craft (Int), Heal
(Wis), Intimidate (Cha), Jump (Str), Knowledge (geology) (Int), and
Profession (Wis).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the grayback prestige
class.
Weapons and Armour: Graybacks are proficient with all simple
and martial weapons, all types of Armour, and shields.
Sample Grayback
Medium-size Elemental (Earth, Dwarf)
Hit Dice: 10d10+73, 4d12+28 (193 hp)
Initiative: +0
Speed: 10 ft.
Natural Weapons (Ex): The grayback may attack with his bare
hands as if attacking with magical weapons. Each stony fist may
strike as a heavy or light mace, at the characters discretion, in
either case with a +2 enhancement bonus. They gain this ability AS
IF their hands were maces for the sake of feats that may apply to
these weapons.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not
subject to critical hits.
Avalanche (Ex): The grayback blooms stony material all over his
body, particularly along his hands and forearms. These growths give
+8,
Craft
Challenge Rating: 14
Treasure: Standard
Alignment: Chaotic good
Combat
MANIKIN
Description
Like the other terrestrial races trapped in the Forge, gnomes were
cut off from their traditional sources of strength. Without the
research and inquiry that form the basis of gnomic society, they
stood little chance in the arena.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+0
+2
Initiation
2nd
+1
+0
+0
+3
3rd
+1
+1
+1
+3
4th
+2
+1
+1
+4
5th
+2
+1
+1
+4
6th
+3
+2
+2
+5
Cuirass
7th
+3
+2
+2
+5
8th
+4
+2
+2
+6
9th
+4
+3
+3
+6
10th
+5
+3
+3
+7
Southern cross
Requirements
Initiation Requirements
Natural Weapons (Ex): The manikin may attack with her bare
hands as if attacking with magical weapons. Each metal hand may
strike as a club with a +2 enhancement bonus. They gain this ability
AS IF their hands were clubs for the sake of feats that may apply to
these weapons.
Cuirass (Ex): The character can stiffen her carapace as a full-round
action, granting her a hardness rating of 10 until her next turn. This
ability can be used any number of times per day.
Northern Crown (Su): The manikin has a reserve of magical
energy she can draw on to instantly cast certain spells. She chooses
a number of spells of 3rd-level or less equal to her Int or Cha
modifier. The manikin can cast these spells as if they were prepared
with the Quicken Spell metamagic feat, even if she lacks the feat.
Class Features
All of the following are Class Features of the manikin prestige class.
Natural Weapons (Ex): The manikins bare hands gain the Ghost
Touch special ability.
Southern Cross (Su): The manikin suffers 1d4 Wis drain
immediately (Will save halves [DC 18]), and one day later she gains
an additional +1 inherent bonus to Int and Cha. Spell Resistance 19
(Ex): This ability can be activated and deactivated as a free action.
Spell-like Abilities: At will detect Scrying, divination, and Scrying.
Once per day animate objects, antimagic field, and spell turning.
These abilities are as the spells cast by a 20th-level sorcerer (save
DC 10 + Cha + spell level).
Natural Weapons (Ex): The manikins bare hands improve to a +3
enhancement bonus.
Sample Manikin
Medium-size Construct (Gnome)
Hit Dice: 12d4 (34 hp)
Darkvision: 60 ft.
Speed: 30 ft.
Treasure: Standard
Alignment: Lawful neutral
Combat
Construct: The character is immune to mind-influencing effects,
poison, and disease. She is not subject to critical hits, subdual
damage, ability, energy drain, or death from massive damage.
Hiten Mitsurugi-Ryu
Description
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+0
2nd
+2
+0
+3
+0
3rd
+3
+1
+3
+1
4th
+4
+1
+4
+1
5th
+5
+1
+4
+1
6th
+6
+2
+5
+2
7th
+7
+2
+5
+2
Do Ryu Sen
8th
+8
+2
+6
+2
9th
+9
+3
+6
+3
10th
+10
+3
+7
+3
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex) Climb (Str) Craft (Int) Escape Artist (Dex) Hide
(Dex) Jump (Str) Listen (Wis) Move Silently (Dex) Sense Motive
(Wis) Spot (Wis) Swim (Str) Tumble (Dex)
Class Features
Weapons and Armour: The duellist is proficient with all simple
and martial weapons, but no type of armour. The only shield they
are proficient with is the buckler.
God Speed (Su): +4 to initiative (stackable with Improved
Initiative), a +4 Dodge bonus to AC (stackable with Dex Modifier),
+1 competence bonus to hit with the Katana (and Wakizashi)
Ryu Tsui Sen: Even the best swordsman and knight has their
vulnerable points when attacked from the air. Using Ryu Tsui Sen,
the character jumps up into the air, then comes down upon the
opponent, using both hands to strike the enemy with a single blow.
The character makes a Jump roll using his high jump ability. To
successfully use the Ryu Tsui Sen, the character must jump at least
6 feet above his target to get enough momentum to execute this
move properly. If the high jump is less than 6 feet above the
opponent, then treat the strike as a normal strike using two hands
(x1.5 Str bonus on damage). If the high jump succeeds, then the
character gets a +4 to strike, and does double damage (x2 damage.
If a critical strike is done, then treat this as another x2 multiplier on
the damage. I.e., critical x2 and this x2 comes to x3, and bonus dice
are not multiplied)
Creatures immune to critical strikes are immune to the extra
damage done by this strike (the bonus to strike, and extra damage
due to a two-handed strike are applied however.)
Do Ryu Sen: With godlike power, the wielder of Do Ryu Sen
slashes his sword just above the ground, the force of which causes
dirt and stones to fly like a dragon, attacking the enemy. It is really
handy for those enemies out of range.
The wielder of Do Ryu Sen must make a short run (at least 10 feet)
then slash his Katana (or Wakizashi) just above the ground. Any
loose stones and dirt then fly up to hit an opponent up to 30 feet
away from where the Do Ryu Sen was executed. Damage done
depends on the amount of loose material available where the Do
Ryu Sen is executed. (DM's discretion). Suggested damages: On a
stone & dirt road: 4D6, on a cobblestone road: 2D6, on a paved road
or inside a well kept castle/keep: 0 (there's nothing for the Do Ryu
Sen to attack the opponent with) Critical for this attack is 1920/x2.)
Even a heavily armoured opponent still takes damage from this
attack as the dirt and stones can find their way through the cracks
and holes in the armour.
This is considered a Full Action attack.
Ryu Sou Sen: Randomly attacking your targets vital points at high
speed doesn't give the opponent a chance to recover from the attack.
This is ideal against enemies with high stamina.
The wielder of the Ryu Sou Sen must stand in one spot to execute
this attack. The character gets two extra attacks at the attack bonus
of his highest (first) attack, and each attack suffers a 2 penalty to hit
(as the character is sacrificing some accuracy for speed). E.g. If a
character normally has attacks of +13/+8, then they gets 2 bonus
attacks at the highest bonus (so +13/+13/+13/+8) and all attacks are
at 2 penalty (+11/+11/+11/+6).
This is a full round attack, the wielder cannot move his 5' either
before or after, and all attacks must be made against the same
enemy.
Ken Ki: Ken Ki is the warrior spirit made for fighting. If at any
time a battle lasts more than 10 rounds, the warriors Ken Ki
automatically activates.
Bonuses include: +4 temporary constitution points (lost at the end of
battle) as well, the character can push his or her body beyond
normal limits.
High Jump (Ex): You are able to gain exceptional height when
jumping, even from a standing position.
The character can stay conscious, below 0 and perform full round
actions still. The character can stay conscious until 10 +
Constitution (i.e., if the character has a Constitution of 15, the
character can stay conscious until 25). If the battle ends, with the
character below 0 HP, then the character's Ken Ki fades out, but also
puts the character at 0 HP, staggered).
When trying a high jump, roll a Jump skill check. You manage to
jump up your height plus 1ft for every 3 points beyond 10 that you
make your jump check (i.e., (JumpCheck10)/3 + Height) When you
make a High jump, the character can only move up to 5 feet
horizontally.
Only a true master of fighting styles can discern exactly what this
move is, due to its incredible speed. A character must succeed a
Knowledge (Fighting Styles) DC 35 to tell what this move exactly
is.
Hounds of Osiris
Description
Hounds of Osiris are a speciality bounty hunter class. Their job is to
track down and capture tomb robbers,
Set worshippers, Unther freedom fighters, and other criminals.
These men and women study their targets until they know how they
fight, know how they cast spells, know how they think. The Hounds
of Osiris are known to be relentless. Hounds are usually Rangers,
but occasionally paladins, fighters, and wizards belong to this class.
Though designed with the Mulhorandi in mind, this might serve as a
template for a general bounty hunter.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Other
Knockout Attack
Crippling Strike
10
10
against the particular target: Attack, Damage, bonus AC, and saving
throws against their spells (refer to the chart above). It typically
takes 3 days of study to attain the level of familiarity necessary to
achieve these bonuses, and some travel is also involved. Scrying can
also be used to familiarise
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Climb, Concentration, Gather Information, Hide,
Intimidate, Jump, Knowledge, Listen, Move Silently, Profession,
Search, Sense Motive, Spellcraft, Spot, Swim.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + INT modifier
Class Features
One studied target: Studied Targets Hounds of Osiris are trained to
fight one particular foe. They need to study the target; records and
witnesses to their recent actions must be available (i.e.. if the foe
has gained five levels since the witness saw him, they won't be
effective). If they have access to this information, they get bonuses
Inquisitor
Description
Table
Level
Base
Attack
Fort
ref
will
special
+0
+2
+0
+2
Repel Demons,
+1
+3
+0
+3
+2
+3
+1
+3
+3
+4
+1
+4
+3
+4
+1
+4
+4
+5
+2
+5
+5
+5
+2
+5
+6
+6
+2
+6
+6
+6
+3
+6
10
+7
+7
+3
+7
Miracle, 1/month
Requirements:
Alignment: Any lawful.
Skills: Knowledge (Religion): 6 ranks, Sense Motive: 4 ranks,
Intimidate: 3 ranks, Diplomacy: 4 ranks.
Feats: Skill focus: Knowledge (Religion.), Iron Will.
Special: Must actively belong to a religion.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Concentration (con), craft (Int), Diplomacy (Cha), intimidate (Cha),
Knowledge (Arcana) (Int), knowledge (Religion), scry (Int,
exclusive), sense motive (Wis), spellcraft (Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points per level: (2 + Int modifier).
Class Features
Weapon and Armour Proficiencies: Inquisitors are proficient with
all simple weapons, with light armor, and with shields. They
(obviously) lose no proficiencies they may already have.
Spells: If not previously able to cast divine spells, an Inquisitor
advances as a cleric of his level. If previously able to do so, he adds
a level to his spellcasting class (for the purposes of spells per day
only).
Deity, Domains, and Domain Spells: If they possessed any priest
spells, their domain spells carry over. If they were not a cleric, they
choose the domains of the god they serve.
Spontaneous casting: If the Inquisitor had this ability, he does not
lose it. However, if he did not have it, he does not gain it with this
prestige class.
Turn or rebuke undead: If the Inquisitor was not a cleric, they
affect undead at a level equal to their prestige classs level. If they
were a cleric, each level they gain as an Inquisitor is added to their
cleric level for the purposes of turning undead.
Repel Demons: The Inquisitor gains the power to drive out demons
and devils. This is in all ways similar to turn undead (note that no
inquisitor, even an evil one, will ever knowingly traffic with demons
or devils. Hence there is no "rebuke demons" ability). Upon being
confronted by a demon, the Inquisitor may attempt to repel it. The
Inquisitor presents his holy symbol (very similar to turning undead)
and commands the demon to be gone. The demon or devil must
then roll a will save (DC equal to 10 + the inquisitors level + the
inquisitors charisma modifier). If the demon succeeds, the attempt
fails. If he misses the roll by 1-5, the demon is held back at a 10foot radius, similar to a protection from evil. If the demon misses
by more than five, (but not a natural 1), it is forced to return to its
own plane. Should the demon roll a natural one, it has a 50%
chance of being forced back to its home plane, a 35% chance of
taking 6d6 damage instantly (And still being repelled), and a 15%
chance of being destroyed. The Inquisitor may use this power up to
once a day per level.
Speak in Tongues: By calling on his deitys wisdom, the cleric
gains the ability to speak with any sentient being. Anything he says
Item Hunter
Description
Item hunters are a loose guild of people who in a general spirit of
fun chase down the major magic items that tend to go missing in
this setting.
The general populace sees them as a nuisance, while those who
have lost items and are familiar with the portals and the item hunters
consider them to be a menace at best.
Even so, they are one of the best sources of reliable news from afar.
They also tend to know more about the workings of the portals and
what can be found on different worlds than most other people.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Other
+0
+2
+0
+0
Language, Portal-Common
+1
+3
+0
+0
Language, Elvish
+1
+3
+1
+1
+2
+4
+1
+1
+2
+4
+1
+1
+3
+5
+2
+2
+3
+5
+2
+2
+4
+6
+2
+2
+4
+6
+3
+3
10
+5
+7
+3
+3
Portal Lore
Open Portal
Requirements
Class Features
All of the following are class features of the item hunter prestige
class.
Class Skills
The item hunters class skills (and the key ability for each skill) are
appraise, bluff, concentration, decipher script, disable device,
disguise, gather information, knowledge (all), listen, search, spot,
use magic device
Skill points at each level: 4 + Int modifier
Open Portal: This ability does not remove the need to cast a spell
to activate an open portal. It allows the item hunter to open a portal
that is closed by a key, or a portal that only operates at certain times.
Once the portal has been opened, it must be activated in the normal
manner.
This is an extraordinary ability.
Juggernaut
Description
There are those who excel through keen swordplay, some who twist
magic whether arcane or divine to thwart their enemies, and some
who use guile to best their foes. However, the Juggernaut is none of
these. Instead, he focuses his skills on one thing: Staying alive.
Many a wizard or fighter has fallen to the resilience of the
Juggernaut.
Those that take this prestige class forgo superb offensive
capabilities in exchange for an incredible defence. Even though they
cannot command others or use incredible combat prowess, their
toughness usually ensures that they are the last one left standing in a
fight. Such is the goal that they seek.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
Toughness
+2
+3
+0
+0
Improved Concentration
+3
+3
+1
+1
+4
+4
+1
+1
Toughness
+5
+4
+1
+1
+6
+5
+2
+2
Stabilise
+7
+5
+2
+2
Toughness
+8
+6
+2
+2
+9
+6
+3
+3
Hardiness, 1/day
10
+10
+7
+3
+3
Regeneration 3
Requirements:
Class Features:
Class skill
The Juggernauts class skills (and the key ability for each skill) are
Climb (Str), craft (Int), heal (Wis), jump (Str), profession (Int), ride
(Dex), and swim (Str).
Kensai
Description
Kensai means "Sword Saint" or "Sword Master" and is usually
applied to characters who have perfected the art of fighting with the
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+3
+4
+4
+4
+4
+4
+4
+5
+5
+5
10
10
+5
+5
+5
Requirements
Base Attack Bonus: +7
Alignment: any Lawful
Kensai may take the weapon finesse feat to use with medium and
large size weapons. Note that Armour check penalties for Armour
heavier than leather apply to the skills Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Ki Attack: The Kensai has learned to focus his Ki into his weapon
of choice, there by creating a weapon equivalent to +1 per 2 levels,
(Max +5 at 9th). He does not gain the actual attack and damage
modifiers, just weapon ability in terms of damage reduction.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha),
Intimidate(Cha), Jump(Str), Knowledge(Int), Profession(Wis),
Search(Int), Sense Motive(Wis), Swim(Str), Tumble(Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are Class Features of the weapon master
prestige class.
Weapons and Armour: A Kensai is proficient in all martial and
simple weapons, and Armours. However when using a weapon
other than the type the Kensai is specialised in he receives on half
Parry All: When the Kensai uses a full round action in total defence
he gains an additional +2 to AC (Dodge bonus), cumulative with
any bonus gained from tumble skill.
Knife Fighter
Description
The Knife Fighter is the master of the dagger, equally adept at
wielding the often-underestimated weapon in close combat, and as a
lethal thrown weapon. Mobile, calculating, and brutal or elegant,
Knife Fighters usually pursue careers as pit fighters, facing other
such combatants in ruthless, often illegal bouts, or as skilled
enforcers and assassins for certain criminal elements.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Dual Throw
Back to Sender
10
10
Requirements
Base Attack Bonus: +5
Hit Dice: D8
Feats: Ambidexterity, Dodge, Weapon Focus (dagger).
Special: To qualify to become a Knife Fighter, a character must
fulfil all the following criteria
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (Cha), Craft (Int), Gather Information (Cha), Intimidate (Cha),
Knowledge (Streetwise)(Int), Jump (Str), Listen (Wis), Spot (Wis),
and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook
for skill descriptions.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are Class Features of the tunnelrat prestige
class.
Once per round when he would normally be hit with such a thrown
weapon, he may make a Reflex saving throw against a DC of 20 (if
the thrown weapon has a magical bonus to attack the DC increases
by that amount). If he succeeds, he catches the weapon. He must be
aware of the attack, and not flatfooted. Attempting to snatch a
thrown weapon doesn't count as an action.
Point Blank Shot: The Knife Fighter gets the Point Blank Shot feat
for free.
Snatch Blade: The Knife Fighter may snatch small thrown
weapons, such as daggers, dart, and rocks, out of the air. He must
have at least one hand free (holding nothing) to use this ability.
Knight [Black]
Description
Black knights are corrupted knights, who serve the forces of
darkness with the same relish as they once dealt justice to evildoers.
NPC black knights can be found leading the armies of evil overlords
or fiends, or in loose bands ravaging isolated villages and hamlets.
While they scorn all who profess to be virtuous or law-abiding, their
greatest hatred is reserved for those who were once their cousins in
arms. The greatest and most infamous black knights are sometimes
known as antipaladins.
The black knight fills much the same role as the blackguard prestige
class in the DMG. If a campaign is to feature a champion of evil,
it should thus include either black knights or blackguards, but not
both.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
Frenzy 2/day
+2
+3
+0
+0
Smite hero
+3
+3
+1
+1
Evasion
+4
+4
+1
+1
Frenzy 3/day
+5
+4
+1
+1
Aura of fear
+6
+5
+2
+2
Damage reduction 1/
+7
+5
+2
+2
Frenzy 4/day
+8
+6
+2
+2
Greater frenzy
+9
+6
+3
+3
Damage reduction 2/
10
+10
+7
+3
+3
Frenzy 5/day
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
The knight gains the following additional class skills based on his
background, as determined by race:
Human Handle Animal (Wis), Ride (Dex)
three times per day from 4th level, four times from 7th level, and
five times at 10th level. Entering the frenzy takes no time in itself,
but the black knight can only do it during his action, not in response
to somebody elses action.
Class Features
Weapons and Armour: As a former knight, the black knight is
proficient with simple and martial weapons, shields, and all types of
armour.
Frenzy (Ex): When he needs to, a black knight can fly into a
murderous frenzy, gaining terrifying strength and stamina but
becoming reckless and less able to defend himself. He temporarily
gains +4 to Strength, +4 to Constitution and a +2 morale bonus to
Will saves, but suffers a 2 penalty to AC. The increase in
Constitution increases the black knights hit points by 2 per level,
but these hit points go away at the end of the frenzy when his
Constitution score drops back to normal. Starting at 8th level, the
bonuses to Strength and Constitution increase to +6 each, and the
morale bonus to Will saves increases to +3.
When in a frenzy, the black knight cannot use skills or abilities that
require patience and concentration, such as moving silently or
casting spells. He can use any feat he has except for Expertise, item
creation and metamagic feats, and Skill Focus (if its tied to a skill
requiring patience or concentration). The frenzy lasts for 3 rounds
plus his (newly improved) Constitution modifier. The black knight
can prematurely end the frenzy voluntarily. At the end of the frenzy,
the black knight is fatigued (2 to Strength, 2 to Constitution, cant
charge or run) for the duration of that encounter. He can only fly
into a frenzy once per encounter, and only a certain number of times
per day, determined by level twice per day initially, increasing to
Smite Hero (Ex): Starting at 2nd level, the black knight can make a
single melee attack against an enemy knight at a +4 attack bonus
and a damage bonus equal to his black knight level (if he hits). This
ability is usable once per day. If he accidentally smites an enemy
who is not a knight (i.e. is fallen or does not have any knight class
levels), the smite has no effect but is still used up for the day.
Evasion (Ex): At 3rd level, the black knight gains evasion. If
exposed to any effect that normally allows a character to attempt a
Reflex save for half damage (such as a fireball), he takes no damage
with a successful saving throw. This is an extraordinary ability, and
functions even if the black knight is wearing heavy armour or
carrying a heavy load.
Aura of Fear (Su): From 5th level, the black knight radiates a
malign aura that can unsettle his enemies or cause them to flee from
the battlefield. The aura potentially affects all creatures who are
within 10 feet and have hostile intent towards him. Only creatures
with less HD or levels than the black knights total character levels
are affected. The aura is always on; the black knight does not have
to activate it.
A potentially affected creature that succeeds at a Will save (DC 10 +
half the black knights total character levels + his Charisma
modifier) remains immune to his aura of fear for one day. On a
failure, creatures with 4 or fewer HD become panicked for 2d6
rounds and those with 5 or more HD become shaken for 2d6 rounds.
This is a mind affecting, fear based effect.
Damage Reduction (Ex): At 6th level, the black knight gains the
extraordinary ability to shrug off some amount of injury from each
blow or attack. Subtract 1 from the damage the black knight is dealt
each time he is dealt damage. At 9th level, his DR rises to 2.
Description
Blood Knights are elite soldiers dedicated to serving Erythnul and
his clergy. Usually they will be found wreaking havoc in battle,
leading bandits, killing, maiming and murdering simply because it
pleases them and their patron. Alternatively they may serve as
soldiers for cults or sects of the deity, or as the military strength of a
temple dedicated to the deity. Occasionally they will be found alone
or in small groups. One favoured activity of the Blood Knights,
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spell
+1
+2
+0
+2
+2
+3
+0
+3
Disease Immunity
+3
+3
+1
+3
+4
+4
+1
+4
Poison Immunity
+5
+4
+1
+4
+6
+5
+2
+5
Acid Immunity
+7
+5
+2
+5
+8
+6
+2
+6
Inspire Fear
+9
+6
+3
+6
10
+10
+7
+3
+7
The Transformation
Requirements
Base Attack Bonus: +7
Table
Level of Cleric
Slain
Armour
Bonus
1-6
+1
7-12
+2
13-18
+3
19+
+4
Class Skills
The Prestige class skills (and the key ability for each skill) are very
similar to those of Fighters, with some extra skills based on their
religious training and beliefs.
The Blood Knight's class skills (and key ability for each skill) are
Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (religion)
(Int), Ride (Dex), Swim (Str).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points at each Level: 2 + Int modifier
Class Features
Weapons and Armour: Blood Knights are proficient with all
simple and martial weapons, all armours and shields. Note that
armour check penalties for armour heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pocket and Tumble.
Blood Armour: After meeting the pre-requisites for this class, the
Blood Knight participates in a special ceremony, conducted by a
cleric of Erythnul of at least 8th level. The Blood Knight candidate
must provide a suit of masterwork full plate armour. During the
ceremony, the blood from the deceased lawful good cleric (slain by
the Blood Knight) is poured over the armour and given divine
blessing by the cleric of Erythnul. At the end of the ceremony, the
suit of armour now has a magical bonus based on the level of the
cleric that was slain.
Knight [Cavalier]
Restrictions
Cavaliers are known for their fearlessness and their sense of honour.
A cavalier will not: attack an unarmed foe, engage in missile combat
with a foe that is not equipped with a missile weapon, break their
word, compromise their honour to spare their own life, sneak attack
an opponent, or in any other way act dishonourable. To do so causes
the cavaliers beliefs to collapse, and his saving throw bonuses and
ability to inspire others is gone. This will also happen if a cavalier
changes to a non-lawful alignment. Until the cavalier atones, the
character may not advance in level as a cavalier.
Equipment
Armour
Chivalry
Nine Points of
Knightly Virtue
1. Honour
1. Thou shalt believe all thy church teaches, and observe all its
directions.
2. Loyalty
3. Liberality
4. Pride
4. Thou shalt defend thy country against all whom oppose it,
without cessation and without mercy.
5. Good Faith
6. Bravery
6. Thou shalt respect all those whom are weak, the poor and
the innocent, and shalt constitute thyself the defender of them.
7. Glory
7. Thou shalt never lie, and shalt remain faithful to thy pledged
word.
8. Courtesy
8. Thou shalt never brandish thy weapon in anger, nor for evil
purposes.
9. Unselfishness
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
+2
+3
+0
+0
+3
+3
+1
+1
Courage, Vault
+4
+4
+1
+1
+5
+4
+1
+1
Swift Ride
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
Indomitable Mind
10
+10
+7
+3
+3
Requirements
Class Features
All of the following are Class Features of the cavalier prestige class.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate
(Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2+ Int modifier.
Weapons and Armour: Cavaliers are proficient with all simple and
martial weapons, with medium and heavy types of armour, and with
shields. Note that armour check penalties for armour heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pocket, and Tumble.
However, in practice, a cavalier is limited in what weapons and
armour he will use. His station demands he use the finest quality
knightly weapons he can procure, for his training in them gives him
great effectiveness. Only after the lance and sword are mastered will
he seek out other weapons. Likewise, any weapon that deals out
damage at a distance (ranged or reach weapons) calls into question
the cavalier's honour, and will only be used in the gravest of
circumstances. Likewise, a cavalier will go for armour that befits his
station. Plate armour is his preferred armament, and anything
beneath scale mail will be refused as the outfitting of commoners
and brigands. This list of preferences applies even in the case of
magic armour, such that Chain Mail +2 will not be worn if banded
or splint mail of the normal sort is available.
Armour Mastery: Cavaliers are renowned with their skills in
handling Master Craft Plate Armour donning them faster and
moving more gracefully with them than other classes. They can don
a Master craft plate armour set using the donning hastily table and
can remove them is half the time that is normally required They can
move in a Master craft plate armour with the speed when they not
wearing any armour. Master craft Plate armours armour Check
penalties are reduced by two while maximum dexterity are increase
by two.
Aura of Courage: Allies within 10 feet of the cavalier gain a +4
morale boost on saving throws against fear effects. Granting the
morale boost to allies is a supernatural ability.
are terrible, slaying all in their path, especially those who rely on or
support Law. Chaotic Neutral Chaos knights (who are rare) are
wandering purveyors of disorder. Wherever they pass, they often
prefer to remain uninvolved, but woe to the sheriff or overlord who
crosses the chaos knight.
Clerics and fighters are excellent candidates for this class. Rangers
and barbarians and bards may also take this philosophical
viewpoint.
Table
Level
Base
Fort
Ref
Will
Special
Save
Save
Save
1st
2nd
3rd
4th
+1
+2
+0
+0
+2
+3
+0
+0
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
Chaos Flail
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements
smites a creature who is not lawful, the smite has no effect but is
still used up for that day. This is a supernatural ability.
Race: Any
Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Knowledge (religion) (Int), Ride (Dex)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points per Level: 2+Int modifier.
Class Features
Weapons and Armour: Chaos knights are proficient with all
simple and martial weapons, all armour, and shields.
Detect Law: (Su) At will, the chaos knight can detect law as a
spell-like ability, This duplicates effect of the detect law spell.
Chaos touch: (Su) The forces of change and disorder are at a chaos
knights command: Every day, they may polymorph a number of hit
points equal to their charisma modifier times their level. They must
touch the subject to use this power, and the subject (if their HP is
equal or less than the chaos knights remaining chaos touch total)
receives no saving throw. This is otherwise identical to the spell
polymorph other. For example, a level 7 chaos knight with a
charisma of 18 (+4 modifier) could polymorph 28 HP of creatures
every day (7 times 4 = 28). These points need not all be spent on a
single creature. If the chaos knight tries to polymorph a creature
with more remaining HP than he can polymorph, he does not lose
any of his points: nothing occurs. The chaos knight can use this on
himself by spending his maximum available points for that day.
Spell resistance applies.
Smite law: (Su) Once a day, a chaos knight of 2nd level or higher
may attempt to smite law with a normal melee attack. He adds his
charisma modifier (if positive) to the attack roll and deals one extra
point of damage per class level. If the chaos knight accidentally
Level 3:
Level 4:
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
+2
+3
+0
+3
+3
+3
+1
+3
Tactical bonus +2
+4
+4
+1
+4
+5
+4
+1
+4
Great leader +2
+6
+5
+2
+5
Tactical bonus +3
+7
+5
+2
+5
+8
+6
+2
+6
Great leader +3
+9
+6
+3
+6
Tactical bonus +4
10
+10
+7
+3
+7
Requirements
Class Features
All the following are Class Features for the knight commander.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate
(Cha), Knowledge (war) (Int), Jump (Str), Profession (Wis), Ride
(Dex), Sense Motive (Cha).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points/Level: 4 + Int modifier
Tactical Bonus (Ex): The commander and all allies who are in sight
of her gain a +1 competence bonus to the following: initiative rolls;
saving throws vs. traps, and AC vs. attacks by traps; and Spot and
Listen skill checks to detect enemies. At 3rd level the bonus
increases to +2. At 6th level it increases to +3, and at 9th level, to
+4. To gain this bonus, an ally must be able to see the commander,
and hear and understand her words. The bonus is lost if the
commander is incapacitated, falls under a hostile charm or
compulsion effect, or flees the battle.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+2
+0
+0
+1
+3
+1
+2
+3
+3
Spells
1
+1
+2
+2
+4
+2
+2
+4
+5
+3
+3
+5/
+6
+3
+3
+6
+6
+3
+3
+7
+7
+4
+4
+8
+8
+4
+4
10
+9
+9
+4
+4
11
+10
+9
+4
+4
12
+11
+10
+5
+5
13
+12
+11
+5
+5
14
+13
+12
+5
+5
15
+14
+12
+5
+5
Class Skills
Class Skills: Climb (strength), Craft (intelligence), Diplomacy
(charisma), Heal (wisdom), Intimidate (charisma), Jump (strength),
Knowledge [Religion] (intelligence), Listen (wisdom), Profession
(wisdom), Ride (dexterity), Swim (strength)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Class Features
Spells: Are based on Wisdom for their power, and amount of spells
by the Knight of Principle.
First Level
Third Level
Second Level
Fourth Level
The Knights are the most liberal branch of the Church of Telatium.
They were created because the leaders of the church realised that in
a world of magic, a country without magic stood little chance of
defending itself if war were to break out between Telatium and just
about anybody else. So the four orders were created. The knights
were given license to use magic in the service of the church.
The knights wear a special Armour into battle, from which their
magical ability arises. This Armour contains a complex lattice of
runes, each if which represents a spell that the knight is capable of
casting. The four knight orders represent the four elements that God
used to create the world from. Finisterre represent Air, Herati
represent Fire, Ir'Kithlen represent Water and the Tolgarien
represent Earth. Because of this, in some parts of the world these
knights are called Elementalist Paladins.
Background
The Knights were created six hundred years ago, when Telatium
started its expansion. The Church realised that it needed warriors
who could use magic if it was ever going to find success in its
military endeavours. Because of this, the knights did most of the
Since then the Knights have defended Telatium in the few wars with
other countries that have broken out from time to time. The Knights
have also attempted to keep peace within the borders of Telatium.
The Knights greatest assets draw from their devotion to the code of
chivalry. It is known far and wide that you can trust the word of a
Knight of Telatium, as well as his honour, valour, and equity.
However, it is also well known that the Knights are not to be trifled
with, as they make a unified and fierce opponent.
This peace was interrupted briefly in 1047 when the Hand of God
tried to declare that the Knights of Telatium were a heresy. This led
to a short period of fighting between the two branches of the
Church. Fighting that eventually led to the defeat of the Hand, and a
dropping of the charges.
In recent years, the Knights have attempted to secure good relations
between themselves, and neighbouring countries. It is not unusual to
find Knights of Telatium in the southeastern portion of Llanowar, or
in the Free Cities.
The Knights also enjoy good relations with the people Telatium and
those of nearby countries. They generally can travel freely in all
nearby lands, and receive respect. This is one of the hardest points
for the Hand of God to deal with, as they are hated outside Telatium,
and feared within it.
FINISTERRE KNIGHT
Description
The Finisterre Knights are the knights of air. They are known as the
most religious of the four knightly orders. They are trained in many
of the healing arts, and are therefore known as the 'combat medics'
of the Church. The Finisterre are viewed widely as almost a type of
fighting monk.
Table
Level
Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells
+1
+2
Rune Transfer
+2
+3
Lay on Hands
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Turn Undead
Disrupting Weapon
Extra Turning
Requirements
Class Skills
Race: Human
The Prestige class skills (and the key ability for each skill) are:
Class Features
All of the following are Class Features of the Finisterre Knight
prestige class.
Cure Moderate W
Sonic), Gaseous F
Wind, Invisibility
2nd Level
4th Level
Lay on Hands: (As Per Paladin this description comes from the
Players Handbook, page 42) A Knight of Telatium can heal wounds
by touch. Each day they can cure a total number of hit points equal
to their wisdom bonus times their level. For example, a 4th level
Finisterre Knight with a 16 Wisdom (+3 Bonus) may cure up to 12
points of damage. The Knights can cure themselves. They may
choose to divide their curing among multiple recipients, and they
dont have to use it all at once. Lay on Hands is a spell-like ability
whose use is a standard action.
Turn Undead: At 4th Level, a Finisterre Knight may turn undead.
They may use this ability a number of times a day equal to 3 plus
their Wisdom Modifier. The Knight turns undead as a cleric one
level lower.
Enhanced Lay on Hands: The Finisterre Knight may heal twice
the normal amount with the Lay on Hand ability. Each day they can
cure a total number of hit points equal to their wisdom bonus times
their level times two. For example, a 7th level Finisterre Knight
with a 16 Wisdom (+3 Bonus) may cure up to 42 points of damage.
The Knights can cure themselves. They may choose to divide their
curing among multiple recipients, and they dont have to use it all at
once. Lay on Hands is a spell-like ability whose use is a standard
action.
Disrupting Weapon: Any weapon held by the Finisterre Knight
will act as if under the effects of a Disruption magical effect (DMG
Page 186). Any undead struck by the weapon in combat must
succeed at a fortitude save (DC 10 + the Finisterre Knights Level)
or be destroyed. Note: this does not require that the weapon is a
bludgeoning weapon.
Extra Turning: The Finisterre Gains the Extra Turning Feat (PHB
page 32, 42, 82). This feat allows the Finisterre Knight to turn
undead four more times per day, this makes for a total number of
times per day equal to 4 plus their Wisdom modifier.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+3
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Spells
1
Rune Transfer
Lay on Hands
Sense Lie
Alertness
Flaming Weapon
Truth Force
Requirements
To become a Herati Knight of Telatium, a character must fulfil all
the following requirements.
Race: Human
Base Attack Bonus: +6
Skills: Knowledge (Religion): 2, Ride: 1, Diplomacy: 1, Gather
Information: 1, Intimidate: 1
Feats: Alertness, Expertise
Special: In addition, the Knight must have been a squire to another
Knight of Telatium. This also requires being a member of the
Church of Telatium. A Knight of Telatium also cannot cast spells
from any other source accept for those granted by their god. This
means that they can only cast cleric spells or paladin spells (If
granted by their God). If an initiate has the ability to cast other
spells, they must forfeit that ability to cast those spells.
Hit Dice: d10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate
(Cha), Knowledge (Nobility & Royalty) (Int), Knowledge (Local)
(Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex),
Sense Motive (Wis), Spot (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int Modifier.
Class Features
All of the following are Class Features of the Knight prestige class.
Rune Transfer: Rune Transfer is the method in which a Knight
may put new spells onto their Armour. The Knight may cast Rune
Transfer. This spell will either transfer new spells onto his Armour,
or it can move the knight's entire rune assemblage to another set of
Armour. This spell can only be cast once a week has past since the
last casting on that set of Armour. Also, all runes in the Armour
must be fully charged (See Rune Magic below). The runes will only
work on specially made, or treated Armour. The Armour must have
flat, etch able surfaces on which the runes reside (No chain mail or
padded Armour for example), it must also be masterwork Armour.
Finally, A priest of Telatium must bless the Armour (Treat it as if the
Priest made a set of magic Armour, and put the spell bless into it.)
Only one rune can be added in a casting (or an entire assemblage
can be moved to a new set of Armour that has no runes on it.) A
knight can have as many runes as needed on his set of Armour,
however it is unlikely that a knight will receive lots of spells at any
one time. Mostly, runes are given to a knight as rewards for
performing his duties. It is possible that a knight may run across a
set of runes, and use his rune transfer ritual to add those spells to his
Armour (as long as they are on his list of acceptable spells.)
Rune Magic: The magic of the Knights is called Rune Magic. The
name was given because all of the spells a knight has access to are
runes engraved upon his Armour. Without his Armour a knight
cannot cast spells. Each spell is one rune. Each grouping of runes of
similar power is know as a structure. (Each structure being of a
different spell level) Power is restored over time. I recommend that
the Armour charges at dawn each day.
To put this all simply, each structure represents a level, and that
structure contains enough energy to cast only so many spells of that
level per day. This power rises with the level of the character, and
thus follows the spell progression chart.
Spells are added to the Armour by use of a special spell, which is
central to the first level structure, (and doesn't count as rune for the
above chart) this spell is Rune Transfer, and is detailed above.
The Herati Knight Order uses the Charisma ability score for the
purposes of their spells.
Herati Spell List:
1st Level
3rd Level
4th Level
for 1 round per level. The Knight must concentrate on one subject
who is within range (25 ft + 5 ft/2 levels). The Herati will know if
the subject deliberately and knowingly speaks a lie by discerning
disturbances in their aura caused by the lie. The ability does not
revel the truth, uncover unintentional inaccuracies, or necessarily
reveal evasions. Each round the Herati may concentrate on a
different subject.
Alertness: The Herati gains the Alertness Feat (PHB page 80). Over
time, the Herati gains finely tuned senses. The effect of this is that
the Herati gains a +2 bonus on all Listen checks and Spot checks.
Lay on Hands: (As Per Paladin this description comes from the
Players Handbook, page 42) A Knight of Telatium can heal wounds
by touch. Each day they can cure a total number of hit points equal
to their charisma bonus times their level. For example, a 7th level
Herati Knight with a 16 Charisma (+3 Bonus) may cure up to 21
points of damage. The Knights can cure themselves. They may
choose to divide their curing among multiple recipients, and they
dont have to use it all at once. Lay on Hands is a spell-like ability
whose use is a standard action.
Sense Lie: Once per day per level, a Herati Knight can sense if a
person is lying. This does not mean they detect if they are telling the
whole truth, or are bending the truth only lies are detected. This
functions as the Discern Lies spell (PHB page 195). This effect lasts
Flaming Weapon: Any weapon held by the Herati Knight can act
as if under the effects of a Flaming magical effect (DMG Page 186).
Upon command, the weapon is sheathed in fire. The fire does not
harm the hands that hold the weapon. A flaming weapon deals +1d6
points of bonus fire damage on a successful hit. If this ability is used
with a ranged weapon, the flame will affect the ammunition of the
weapon. Damage done is not rolled again in the event of a critical
hit.
Force Truth: Once per day per level, a Herati Knight can force a
person to tell the truth. This ability allows the Herati to cause a
person to make a Will saving throw (DC 20 + Herati Level) or they
will answer the Knights question honestly, and completely, without
evasions.
IRKITHLEN KNIGHT
Description
The Ir'Kithlen Knights are the knights of water. They are known for
being a bit more on the reckless and adventuresome side. Most of
the Ir'Kithlen spend a goodly amount of their time out on the ocean.
Most of their magic relates to the sea, and to the shady arts. Many
Ir'Kithlen are 'reformed' Thieves. The Ir'Kithlen are the least pious
of the Church Knights
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+3
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Spells
1
Rune Transfer
Lay on Hands
Uncanny Dodge
Water Breathing
Frost Weapon
Control Weather
Requirements
To become a IrKithlen Knight of Telatium, a character must fulfil
all the following requirements.
Race: Human
Base Attack Bonus: +6
Skills: Knowledge (Religion): 2, Swim: 1, Profession
(Seamanship): 1, Intuit Direction: 1, Profession (Navigation): 1
The IrKithlen Knight Order uses the Intelligence ability score for
the purposes of their spells.
The Prestige class skills (and the key ability for each skill) are:
1st Level
3rd Level
2nd Level
4th Level
Class Features
All of the following are Class Features of the Knight prestige class.
Rune Transfer: Rune Transfer is the method in which a Knight
may put new spells onto their Armour. The Knight may cast Rune
Transfer. This spell will either transfer new spells onto his Armour,
or it can move the knight's entire rune assemblage to another set of
Armour. This spell can only be cast once a week has past since the
last casting on that set of Armour. Also, all runes in the Armour
must be fully charged (See Rune Magic below). The runes will only
work on specially made, or treated Armour. The Armour must have
flat, etch able surfaces on which the runes reside (No chain mail or
padded Armour for example), it must also be masterwork Armour.
Finally, A priest of Telatium must bless the Armour (Treat it as if the
Priest made a set of magic Armour, and put the spell bless into it.)
Only one rune can be added in a casting (or an entire assemblage
can be moved to a new set of Armour that has no runes on it.) A
knight can have as many runes as needed on his set of Armour,
however it is unlikely that a knight will receive lots of spells at any
one time. Mostly, runes are given to a knight as rewards for
performing his duties. It is possible that a knight may run across a
set of runes, and use his rune transfer ritual to add those spells to his
Armour (as long as they are on his list of acceptable spells.)
Rune Magic: The magic of the Knights is called Rune Magic. The
name was given because all of the spells a knight has access to are
runes engraved upon his Armour. Without his Armour a knight
cannot cast spells. Each spell is one rune. Each grouping of runes of
similar power is know as a structure. (Each structure being of a
different spell level) Power is restored over time. I recommend that
the Armour charges at dawn each day.
To put this all simply, each structure represents a level, and that
structure contains enough energy to cast only so many spells of that
level per day. This power rises with the level of the character, and
thus follows the spell progression chart.
Lay on Hands: (As Per Paladin this description comes from the
Players Handbook, page 42) A Knight of Telatium can heal wounds
by touch. Each day they can cure a total number of hit points equal
to their intelligence bonus times their level. For example, a 7th level
IrKithlen Knight with a 16 Intelligence (+3 Bonus) may cure up to
21 points of damage. The Knights can cure themselves. They may
choose to divide their curing among multiple recipients, and they
dont have to use it all at once. Lay on Hands is a spell-like ability
whose use is a standard action.
Uncanny Dodge: The IrKithlen Knight gains the ability to react to
danger before their senses would normally allow it. The IrKithlen
gains the ability to retain their Dexterity bonus to AC regardless of
being caught flat-footed, or struck by an invisible attacker. (They
still lose the AC bonus if immobilised.) (PHB page 48).
Water Breathing: Once per day, the IrKithlen Knight can breath
under water as per the Water Breathing spell (PHB page 271).
Frost Weapon: Any weapon held by the IrKithlen Knight can act
as if under the effects of a Frost magical effect (DMG Page 186
like Flaming, but cold). Upon command, the weapon becomes very
cold. The cold does not harm the hands that hold the weapon. A
frost weapon deals +1d6 points of bonus cold damage on a
successful hit. If this ability is used with a ranged weapon, the frost
will affect the ammunition of the weapon. Damage done is not
rolled again in the event of a critical hit.
Control Weather: The IrKithlen can control weather as if using
the Control Weather spell. They can use this ability continuously
(PHB page 188).
TOLGARIEN KNIGHT
Description
The Tolgarien Knights are the Knights of the Earth. The Tolgarien
Knights are the elite warriors of the church. More than once these
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+3
Spells
1
Rune Transfer
Lay on Hands
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Defensive Stance
Wall of Stone
Wounding Weapon
Requirements
To become a Tolgarien Knight of Telatium, a character must fulfil
all the following requirements.
Race: Human
Base Attack Bonus: +6
Skills: Knowledge (Religion): 2, Ride: 1, Handle Animal: 1, Intuit
Direction: 1, Wilderness Lore: 1
Feats: Endurance, Track
Special: In addition, the Knight must have been a squire to another
Knight of Telatium. This also requires being a member of the
Church of Telatium. A Knight of Telatium also cannot cast spells
from any other source accept for those granted by their god. This
means that they can only cast cleric spells or paladin spells (If
granted by their God). If an initiate has the ability to cast other
spells, they must forfeit that ability to cast those spells.
Hit Dice: d10+1
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha), Craft (Int), Diplomacy (Cha), Handle
Animal (Cha), Knowledge (Nobility & Royalty) (Int), Knowledge
(Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex),
Wilderness Lore (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int Modifier.
Class Features
All of the following are Class Features of the Knight prestige class.
Rune Transfer: Rune Transfer is the method in which a Knight
may put new spells onto their Armour. The Knight may cast Rune
Transfer. This spell will either transfer new spells onto his Armour,
or it can move the knight's entire rune assemblage to another set of
Armour. This spell can only be cast once a week has past since the
last casting on that set of Armour. Also, all runes in the Armour
must be fully charged (See Rune Magic below). The runes will only
work on specially made, or treated Armour. The Armour must have
flat, etch able surfaces on which the runes reside (No chain mail or
padded Armour for example), it must also be masterwork Armour.
Finally, A priest of Telatium must bless the Armour (Treat it as if the
Priest made a set of magic Armour, and put the spell bless into it.)
Only one rune can be added in a casting (or an entire assemblage
can be moved to a new set of Armour that has no runes on it.) A
knight can have as many runes as needed on his set of Armour,
3rd Level
2nd Level
4th Level
Lay on Hands: (As Per Paladin this description comes from the
Players Handbook, page 42) A Knight of Telatium can heal wounds
by touch. Each day they can cure a total number of hit points equal
to their constitution bonus times their level. For example, a 7th level
Tolgarien Knight with a 16 Constitution (+3 Bonus) may cure up to
21 points of damage. The Knights can cure themselves. They may
choose to divide their curing among multiple recipients, and they
dont have to use it all at once. Lay on Hands is a spell-like ability
whose use is a standard action.
found on the partner's bed when waking up one morning, a few days
after the death of the beloved.
Named after the symbol that marks their suffering, these people are
on a quest to honour the memory of their beloved one. They are
constantly torn apart by the sweet memories of happy moments
contrasted by the feeling of loneliness and loss.
KBR like to use discreet and subtle methods rather than great flashy
ones.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+0
+2
Serrated Blade
+2
+0
+0
+3
Charm Person
+3
+1
+1
+3
Hold Person
+4
+1
+1
+4
Sub Rosa
+5
+1
+1
+4
Hail of Thorns
+6
+2
+2
+5
Greater Sleep
+7
+2
+2
+5
Coup de grace
Requirements
Class Features
The Bleeding Rose: Each rose looks a little different, but all have
the particularity to bleed. This is more a symbol than a real object, it
only requires the KBR's devotion that exist. Usually the KBR will
hold the rose in one hand (considered empty for the purpose of the
weapon finesse feat and spellcasting) and his rapier in the other. The
KBR may draw special powers form this rose by tearing off specific
parts of it (those parts regrow immediately). Every time he does
that, he looses 1HP (only recoverable through a good night's rest,
filled with the dreams of his lover), because the rose is part of him.
If he uses some of the rose's blood instead, he does not loose any
HP, but becomes fatigued (p.84 of the DMG). He can even choose
to tear away the heart of the rose, in which case the KBR
immediately dies beyond resurrection. This despair act can have
huge consequences, to be discussed with the DM and in the spirit of
the class. Should such a character ever cause the death of a rose
plant (even inadvertently), he may not use his KBR abilities for a
period of 24 hours. The rose itself is indestructible and should it go
Special: Must have lost the loved one. (This is purposefully vague,
there could be situations where death of the beloved one isn't the
only reason for a character to walk this path).
Hid Die: d8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Escape
Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move
Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Spot (Wis) and Tumble (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
Request Aid
+2
+3
+0
+0
Mount of Quality
+3
+3
+1
+1
Mounted Expertise +1
+4
+4
+1
+1
+5
+4
+1
+1
Mounted Expertise +2
+6
+5
+2
+2
+7
+5
+2
+2
Mounted Expertise +3
+8
+6
+2
+2
+9
+6
+3
+3
Squadron
10
+10
+7
+3
+3
Stronghold
Requirements
Base Attack Bonus: +5
Alignment: Lawful
Craft (Armoursmithing) or Craft (Weaponsmithing): 5 ranks Ride: 5
ranks
Feats: Mounted Combat, Weapon Focus (any Polearm)
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Class Features
Weapons and Armour: A watcher is proficient with all simple and
martial weapons, light, medium, and heavy Armour, and shields.
Request Aid: At 1st level, a watcher receives a tabard and standard
which advertise his/her affiliation. When seen by landowners in
Bissell, Gran March, or Keoland, a watcher can request
reasonable aid (a small amount of provisions, shelter for the night,
etc.). Abuse of this benefit can lead to complaints and the revoking
of membership.
Mount of Quality: At 2nd level, a watcher receives a heavy
warhorse with maximum hit points and a +1 bonus to all saves from
the organisation. If killed or lost, the watcher cannot requisition
another mount of quality for one year.
Mounted Expertise: At 3rd level, a watcher gains a +1 bonus to all
attack rolls, Dex checks, Reflex saves, and mount-related skill
checks (Handle Animal, Ride, etc.) while mounted. This reflects the
special bond that forms between a watcher and his mount, and is
applicable only when the watcher is riding his/her mount of quality.
The bonus increases to +2 at 5th level, and +3 at 7th level.
Spinning Polearm: At 4th level, the watcher has learned how to
spin his/her Polearm at a great rate of speed. This allows the
watcher to duplicate the Deflect Arrows feat. This ability is
physically taxing and may only be performed once per day,
increasing to twice per day at 6th level, and three times per day at
8th level. The watcher must rest for at least one hour between uses
of this special ability.
Squadron: At 9th level, the watcher is assigned a squadron of 15
1st-level warriors (see the warrior entry in the Dungeon Masters
Guide), 3 1st-level fighters, and 1 3rd-level fighter. These
individuals are dedicated to the organisation and assigned to the
watchers command; they have no overriding loyalty to the watcher,
although s/he may earn such from them. The watcher is responsible
for the squadrons care, including housing, general equipment, and
pay. Failure to fulfil these responsibilities may result in the revoking
of membership.
Stronghold: At 10th level, the watcher is deeded a tract of
borderland which is henceforth under his/her protection. The
watcher is responsible for applicable taxes, yearly tribute, and any
other expenses owning such land may incur. The land may have a
keep or tower, but if not, the watcher is solely responsible for
constructing a desired stronghold. Failure to fulfil these
responsibilities may result in the revoking of membership.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
Request Aid
+2
+3
+0
+0
Stipend
+3
+3
+1
+1
Royal Audience
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
2nd
+2
+3
+0
+0
3rd
+3
+3
+1
+1
Fear
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
Final stand
Requirements
Class Features
All the following are Class Features of the Purple Dragon knight
prestige class.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Ride
(Dex), Swim (Str).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Oath of Wrath (Su): Once per day, a knight can select a single
opponent within 60 feet and swear an oath to defeat him: For the
Mage [Anatomist]
Description
Anatomists devote their careers to the scientific study of the body,
often using magical means to aid or inform their research. These
arcanists are profoundly fascinated by the seemingly infinite
mysteries of the human form. Anatomists gain their knowledge after
years of extensive research, typically performed on cadavers. Their
exhaustive experience makes them vastly superior doctors when
compared with the typical village healers who rely chiefly on herbal
medicines to cure the sick. It also makes them superb investigators
into matters of death.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spell
10
Requirements
Base Attack Bonus: +4
Hit Dice: D4
Feats: Skill Focus (heal) or Spell Focus (necromancy).
Special: To qualify to become an anatomist, a character must fulfil
all the following criteria. Concentration: 4 ranks. Heal: 4 ranks.
Special: The anatomist must regularly practice his skills or loose his
unique Class Features (namely Improved Healing, Autopsy, and
Anatomical Attack). At the very least, he must perform one
dissection on a human subject per month in order to prevent these
specialised skills from atrophying. If the anatomist lapses in the
dissection schedule for more than a month, he can no longer use the
above mentioned Class Features. They may be easily regained,
however, simply by performing twice the minimum number of
dissections that were missed. Each formal study requires one
complete day that cannot be spent in other pursuits. An anatomist
must also petition for service in the Physician-in-Ordinary division,
which includes many tests, questionings, and a benefactor within
the Imperial Physicians Guild. It has become common for
anatomists to be dispatched to cities throughout the Empire, so
permanent residence in Perelinn is not necessary (in fact a candidate
willing to travel to smaller cities is more apt to receive a
commission).
Class Features
Weapons and Armour: An anatomist is proficient with the club,
dagger, heavy crossbow, light crossbow, quarterstaff, rapier, and
short sword. They do not gain any proficiency in the use of
armour. :
Note that armour check penalties for armour heavier than leather
apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble, and that carrying heavy gear
imposes a check penalty on Swim checks.:
Improved Healing: Anatomists make excellent doctors, gaining a
+2 competency bonus to their Heal skill checks. Patients resting
under his care recover hit points or ability score points at an
accelerated rate: 3 hit points per level per day of light activity, 4 hit
points per level per day of complete rest, and 3 ability points per
day. A single anatomist can care for up to 12 people in this fashion.
Autopsy: Anatomists have the ability to divine the cause and time
of death by thoroughly examining a corpse. This involves a careful
dissection taking about 30 minutes. The anatomist makes an
Intelligence check, adding his level, against the autopsys DC of 15
+ 1/day since the corpses death. The accuracy of the estimated
moment of death decreases with elapsed time since the actual event.
For instance, if the subject died an hour before the autopsy, the time
of death can be fixed to within 1d4 rounds (after one day, the
estimate is only accurate to within 1d4 hours, and so on). :
Spells: An anatomist continues training in magic, though now in a
much more specialised field. Thus, when a new anatomist level is
gained, the character gains new spells per day as if he had also
gained a level in a spellcasting class he belonged to before he added
the prestige class. He does not, however, gain any other benefit a
character of that class would have gained.:
For example, if Delfburn, a 10th level wizard, gains a level in
anatomist, he gains new spells as if he had risen to 11th level in
wizard. If, by chance, the character had no spellcasting abilities
before taking this prestige class, they gain the same number of
spells per day as a Paladin of equal level. Lastly, due to their
extreme devotion to their field of research, anatomists can only gain
certain spells as they advance (see the Anatomist Spell List below).
Weapon Finesse: At 3rd level, the anatomist has begun to master
the intricacies of small edged or cutting weapons, and gains the
Weapon Finesse feat with the dagger for free. :
Anatomical Attack: Starting at 4th level, an anatomists
extraordinary knowledge of the body allows them to inflict extra
damage whenever they attack humans and zombies or skeletons
animated from human corpses. He deals +1d6 points of damage in
addition to his regular strike, and this increases by +1d6 points
every three levels (+2d6 at 7th, +3d6 at 10th, and so on). If the
anatomist is of another race, or has specifically chosen another race
as their main field of study, then his anatomical attack affects that
race rather than humans. :
Weapon Focus: At 6th level, the anatomists studies and continual
use of small bladed weapons provide him with the Weapon Focus
feat with the dagger. :
Weapon Specialisation: At 9th level, the anatomist is truly a master
of small bladed weapons, and gains the special feat of Weapon
Specialisation with the dagger. :
4th Level
7th Level
Animate Dead,
Charm Monster,
Confusion,
Contagion,
Emotion,
Enervation, Fear,
Lesser Geas, Locate
Creature, Modify
Memory,
Phantasmal Killer,
Polymorph Other,
Polymorph Self,
Rarys Mnemonic
Enhancer,
Stoneskin.
Create Undead,
Ethereal Jaunt,
Finger of Death,
Insanity, Limited
Wish, Power Word:
Stun, Simulacrum,
Statue.
2nd Level
5th Level
8th Level
Alter Self,
Blindness/Deafness,
Bulls Strength,
Cats Grace,
Darkvision, Delay
Poison, Detect
Thoughts,
Endurance, Ghoul
Touch, Locate
Object, Resist
Elements, Scare.
Animal Growth,
Dominate Person,
Death Ward, Dream,
Feeblemind,
Freedom of
Movement, Hold
Monster, Magic Jar,
Mind Fog,
Nightmare,
Permanency, Rarys
Telepathic Bond.
Clone, Discern
Location, Horrid
Wilting, Iron Body,
Mass Charm, Mind
Blank, Polymorph
Any Object, Power
Word: Blind,
Symbol, Trap the
Soul.
3rd Level
6th Level
9th Level
Circle of Death,
Flesh to Stone,
Geas/Quest, Mass
Suggestion,
Repulsion, Stone To
Flesh, Tensers
Transformation,
True Seeing.
Astral Projection,
Create Greater
Undead, Dominate
Monster, Energy
Drain, Power Word:
Kill, Shape Change,
Soul Bind,
Temporal Stasis,
Wail of the
Banshee, Weird,
Wish.
deities tend to have more bard devotees, and a rare few of the more
evil deities have been known to have assassin devotees that focus on
cruel and terrible forms of death magic.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
Enlarge spell
+1
+0
+0
+3
Sacred
defence
alignment focus
+1
+1
+1
+3
Bonus feat
+2
+1
+1
+4
Sacred defence +2
+2
+1
+1
+4
Divine shroud
Requirements
To qualify to become a arcane devotee (dev) of a particular deity, a
character must fulfil all the following criteria.
Spellcasting: ability to cast 4th-level arcane spells.
Skills: knowledge (religion) 8 ranks, Spellcraft 8 ranks.
Feats: enlarge spell.
Patron: an arcane devotee must have a patron deity, and it must be
the deity of which she is a devotee.
Hit Dice: d4.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), concentration (con), craft (Int), knowledge (all skills
taken individually) (Int), profession (Wis), scry (Int), and spellcraft
(Int).
See chapter 4: skills in the players handbook for skill descriptions.
Skill points at each Level: 2 + Int modifier.
Class Features
All the following are Class Features of the arcane devotee prestige
class.
Weapons and Armour: Arcane devotees gain no proficiency in any
weapon or armour
Spells per day: an arcane devotees training focuses on arcane
spells. Thus, when a new arcane devotee level is gained, the
character gains new spells per day as if he had also gained a level in
whatever arcane spellcasting class he belonged to before he added
the prestige class. He does not, however, gain any other benefit a
character of that class would have gained (bonus metamagic or item
+1,
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Arcane
Spells
+0 (+1)
+0
+0
+2
+1
+1 (+1)
+0
+0
+3
+1
+1 (+1)
+1
+1
+3
Improved Evasion
+1
+2 (+2)
+1
+1
+4
+1
+2 (+2)
+1
+1
+4
+1
+3 (+2)
+2
+2
+5
counterspell
+1
+3 (+3)
+2
+2
+5
+1
+4 (+3)
+2
+2
+6
+1 spell DC
+1
+4 (+3)
+3
+3
+6
+1
10
+5 (+4)
+3
+3
+7
+1
Requirements
Class: 10th level in either Sorcerer or Wizard
Abilities: Exceptional intelligence (18 or higher) Above average
dexterity (13 or higher)
Skills: Spellcraft 10 ranks Knowledge
Concentration10 ranks Spot5 ranks
Arcane
10
ranks
Class Skills
The prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all
skills, taken individually) (Int), Profession (Wis), Scry (Int,
exclusive skill), and Spellcraft (Int), Spot (Wis).
See Chapter 4: Skills for skill descriptions.
Skill Points per level: 2+intelligence bonus
Class Features
The Arcane Duellist continues to advance in arcane spell casting
ability, following the memorisation and spells known chart from
their prior arcane class.
Spell casting remains linked to the prior major ability score
(Intelligence for Wizards, Charisma for Sorcerers)
Touch/Ray Attack bonus: The number in parenthesis is an
additional bonus that is applied only to attack rolls of touch and ray
based spell effects.
React: DC of all skill checks is 10+opponents total level
At the beginning of any round, the Arcane Duellist can attempt to
analyse and prepare for an incoming attack. This is a sequence of
spot, spellcraft and arcane lore checks at the above DC.
New Spell
Damage Manipulation
Universal
Level: Sor/Wiz 4 (Arcane Duellist only)
Components: V, S
Casting Time: 1 round
Range: Touch
Target: creature touched
Duration: 1 min/level
Saving throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell alters the way in which the affected creature manipulates
magical energies, resulting in all magical damage being subdual
damage. Spells which do not cause direct damage but which would
normally result in death instead result in unconsciousness for 1d4
hours. Spells which would drain an ability score to zero will not
drain the last point, but will make the victim unconscious as above.
In many ways, this spell mimics the control damage extraordinary
ability of the Arcane Duellist. It is often used by Duellists on other
spell casters with whom they are about to settle a friendly
disagreement.
Mage [Archmage]
Description
The highest art is magic-often referred to as the art. Its most
advanced practitioners are frequently archmages, bending spells in
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
High Arcana
+1
+0
+0
+3
High Arcana
+1
+1
+1
+3
High Arcana
+2
+1
+1
+4
High Arcana
+2
+1
+1
+4
High Arcana
Requirements
Class Features
Spells per day: When a new archmage level is gained, the character
gains new spells per day as if he had also gained a level in whatever
arcane spellcasting class he belonged to before he added the prestige
class. He does not, however, gain any other benefit a character of
that class would have gained (bonus metamagic or item creation
feats, bard or assassin abilities, and so on). This essentially means
that he adds the level of archmage to the level of whatever other
arcane spellcasting class the character has, then determines spells
per day and caster level accordingly.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), concentration (con), knowledge (all skills taken
individually) (Int), profession (Wis), scry (Int), search (Int), and
spellcraft (Int). See chapter 4: skills in the players handbook for
skill descriptions.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
If the character had more than one arcane spellcasting class before
he became an archmage, he must decide to which class he adds each
level of archmage for the purpose of determining spells per day.
High arcana: The archmage learns secret lore unknown to lesser
wizards and sorcerers. She gains the ability to select a special ability
For example, the archmage could cast a fireball and leave a hole
where his ally stands, preventing any fire damage. Furthermore, any
shapeable (s) spells have a minimum dimension of 5 feet instead of
10 feet.
This ability costs one 6th-level spell slot.
Spell power +1: This ability increases the dc for saving throws
against the archmages arcane spells and caster level checks for her
arcane spells to overcome spell resistance by +1. This ability can
only be selected once, and stacks with spell power +2 and spell
power +3, as well as spell power effects from other sources, such as
from the red wizard prestige class. This ability costs one 5th-level
spell slot.
Spell power +2: as spell power +1, except the increase is +2 instead
of +1. This ability can only be selected once, and stacks with spell
power +1 and spell power +3, as well as spell power effects from
other sources. This ability costs one 7th-level spell slot.
Spell power +3: as spell power +1, except the increase is +3 instead
of +1. This ability can only be selected once, and stacks with spell
power +1, spell power +2, as well as spell power effects from other
sources. This ability costs one 9th-level spell slot.
Spell-like ability: The archmage can use one of her arcane spell
slots (other than the slot expended to learn this high arcana) to
permanently prepare one of her arcane spells as a spell-like ability
that can be used twice per day. The archmage does not use any
components when casting the spell, although a spell that costs xp to
cast still does so and a spell with a costly material component
instead costs her 10 times that amount in xp. This ability costs one
5th-level spell slot.
The spell-like ability normally uses a spell slot of the spells level,
although the archmage can choose to make a spell modified by a
metamagic feat into a spell-like ability at the appropriate spell level.
For example, the archmage can make lightning bolt into a spell-like
ability by using a 3rd-level spell slot to do so, or a maximised
lightning bolt into a 6th-level spell-like ability the archmage may
use an available higher-level spell slot to be able to use the spelllike ability more often. Using a slot three levels higher than the
chosen spell allows her to cast it four times per day and a slot six
levels higher lets her cast it six times per day. For example, Hezark
(wiz15/acm2) is a pyromaniac and never wants to be denied the
ability to cast fireball, so she permanently uses, a 9th-level spell slot
to get fireball as a spell-like ability usable six times per day. She
forfeits a 5th-level spell slot to master the ability if selected more
than one time as a special ability, this can apply to the same spell or
to a different spell.
Mage [Demiurgus]
Description
The Demiurgus were the artificers and wondrous craftsman
responsible for the items and ships that composed the backbone of
the Al'Malamut Empire. They created the vessels, weapons and
magic items used by the Priests of Ptah to carve out an Empire
thousands of years ago. After the Collapse of the Empire they were
thought lost, but the Demiurgus have been found in increasing
numbers among the Cult of Ptah. Today they are still an integral part
of the Cult of Ptah, and are sought after because of their abilities to
unique create magical items.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
+1
+0
+0
+3
+1
+1
+1
+3
Enigma
+2
+1
+1
+4
Identify 2/day
+2
+1
+1
+4
+3
+2
+2
+5
Enigma
+3
+2
+2
+5
Identify 3/day
+4
+2
+2
+6
+4
+3
+3
+6
Enigma
10
+5
+3
+3
+7
Requirements
Class Features
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Appraise (Int), Concentration (Con), Craft (any)
(Int), Knowledge (Arcana and Wildspace Religion, or "Egyptian"
Religion) (Int), Spellcraft (Int), and Use Magic Device (Cha,
Exclusive)
Mage [Demonologist]
Description
Demonologist dabble in the dark arts of magic, summoning demons
to do their bidding and dealing with the forces and energies of chaos
and otherworldly realms. Their art is sometimes alien to the human
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
+0
+0
+0
+3
+1
+1
+1
+3
+1
+1
+1
+4
+2
+1
+1
+4
Demonic Secret
Demonic
Secrets
Spell
Secret
Aura
Bargains
Caster
Health
+2
+2
+2
+5
+3
+2
+2
+5
+3
+2
+2
+6
+4
+3
+3
+6
10
+4
+3
+3
+7
Demonic Secret
Demonic Secret
Requirements
Base Attack Bonus: +5
Mind
Spell
Strength
Control
Summon
Hit Dice: D4
Alignment: Any evil
Class: Character must be 10th + Wizard
Special: Spells: Character must know a minimum of 5 calling spells
Skills: Diplomacy 3 ranks, Knowledge (Demons) 4 ranks,
Knowledge (The Planes) 4 ranks
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff, Diplomacy, Knowledge (The Planes), Knowledge (Devils),
Profession, Scry, Sense Motive, Spellcraft and Spot.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier
Class Features
All of the following are Class Features of the demonologist prestige
class:
Weapon and Armour: Demonologists are not proficient with any
type of armour, nor with shields. They are proficient with the Club,
Dagger, Crossbow (Hand and Light) and the Quarterstaff.
Caster Demon Spells: The character can learn demonic spells.
Only demonologists can learn these spells.
Demonic Secrets: At 1st level and every two levels thereafter, the
Demonologist may learn one Demonic secret which he can choose
from the following table. Each secret can only be taken once:
Demonic Secret Effect
Demonic Aura
Demonologist under permanent protection as
per the Protection from Law spell
Demonic Bargains
+2 permanent ranks on Bluff, Diplomacy,
Intimidate, Sense Motive
Demonic Caster
Demonologist is treated as +1 caster level
when casting demonic spells
Demonic Health
+1 Con permanent
Demonic Mind
+1 Int permanent
Demonic Spell
Demonologist learns a Demonic spell for free
(can be taken more than once)
Demonic Strength
+1 Str permanent
Demonic Control
demon
based on these energy. Most Energy Masters are skilled wizards and
sorcerers, and a small number of bards study this type of magic.
Some of them are also clerics or druids, classes related to elemental
magic.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Arcane Spell
+0
+0
+0
+2
Energy Substitution
+1
+0
+0
+3
+1
+1
+1
+3
+2
+1
+1
+4
+2
+1
+1
+4
+3
+2
+2
+5
Spell Power +2
+3
+2
+2
+5
Aura of Bursting
+4
+2
+2
+6
Energy Touch
+4
+3
+3
+6
10
+5
+3
+3
+7
Energy immunity
Requirements
Class Features
All the following are Class Features of the Energy Master prestige
class.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Knowledge (all skills, taken
individually), Profession (Wis), Scry (Int, exclusive skill), Search
(Wis), Spellcraft (Int).
See Chapter 4 in the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Flame and Ooze Mephit for Acid). The benefit for having this
familiar is Fast Healing 1. For the description Mephits see the
Monster Manual.
Aura of Bursting: A 7th level Energy Master generates an aura of
bursting energy around his body. This works as the resist elements
spell, absorbing only his own energy, and causing 1d4+2 points of
this type of damage (Ref. Neg.) against melee attacks. This is
always active and does not stacks with Aura of Energy
Energy Touch: Once per day, a 9th level Energy Master may
invoke a supernatural energy concentration. Like a standard action,
he can charge his hand with this energy. The Energy Master need
then but touch the target to bring the full effect of the Energy Touch
to bear. This ability otherwise work as 7th level spells. Each energy
type has different effects:
Acid: The target must then make a fortitude save to avoid being
killed by a splash of corrosive acid. If the save is successfully, the
victim takes 6d4 points of acid damage. If the save is failed every
portion of his body is destroyed slowly by the acid. The character is
unconscious and enters in a state of suspended animation (see
temporary stasis spell in Players Handbook), receiving 2d4 points
of damage every round until the acid is neutralised and she is
restored to normal. If the hit points of the victim falls bellow 10,
he is dead and cant be resurrected without a divine intervention, a
miracle or wish spells.
Cold: The target must then make a fortitude save to avoid being
frozen alive and encased completely in ice. If the save is
successfully, the victim is still chilled to the bone and takes 3d8
points of cold damage. If the save is failed, the character freezes;
every portion of his body turns to solid ice. The character so frozen
is still alive and enters a state of suspended animation (see
temporary stasis spell in Players Handbook) until the ice melts and
she is restored to normal. Should the frozen victim be hit for more
than 10 hit points of damage, her form shatters, slaying her
instantly. If it occurs, he cant be resurrected without a divine
intervention, a miracle or wish spells.
Electricity: The target must then make a fortitude save to avoid
being electrocuted by a lightning discharge. If the save is
successfully, the victim takes 3d8 lightning damage. If the save is
failed, the character receives a charge of electricity. The character is
stunned and enters a state of suspended animation (see temporary
stasis spell in Players Handbook) until the energy is dispelled and
he is restored to normal. If anything touch the victim, he is died and
deals 3d8 lightning damage in all at 5 feet. If it occurs, the victim is
carbonised and cant be resurrected without a divine intervention or
a miracle or wish spells.
Fire: The target must then make a fortitude save to avoid being
burned alive and set on fire. If the save is successfully, the victim
takes 3d8 points of fire damage. If the save is failed, the character
burns; the flames burns every portion of his body. The character is
stunned and enters a state of suspended animation (see temporary
stasis spell in Players Handbook) and receives 1d8 points of
damage every round until the flames is extinguished and she is
restored to normal. If the hit points of the victim falls bellow 10,
he is dead and cant be resurrected without a divine intervention, a
miracle or wish spells.
Energy Immunity: At the 10th level, the Energy Master gains
immunity against his energy type.
Mage [Hathran]
Description
Hathrans comprise an elite sisterhood of spellcasters who lead
Rashemen. They are also known as the Witches of Rashemen.
Within the borders of Rashemen, their powers are greater than other
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Animal Empathy (Cha), Concentration (Con), Craft
(Int), Intuit Direction (Wis), Knowledge (all skills taken
individually) (Int), Perform. (Cha), Profession (Wis), Scry (Int),
Swim (Str), Speak Language, Spellcraft (Int), and Wilderness Lore
(Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + lilt modifier.
Requirements
To qualify to become a hathran (Hth), a character must fulfil all the
following criteria.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+2
+0
+2
2nd
+1
+3
+0
+3
3rd
+1
+3
+1
+3
Fear (1/day)
4th
+2
+4
+1
+4
Circle leader
5th
+2
+4
+1
+4
6th
+3
+f
+2
+5
7th
+3
+f
+2
+5
8th
+4
+6
+2
+6
9th
+4
+6
+3
+6
10th
+5
+7
+3
+7
Fear (3/day)
Greater command
Class Features
All the following are Class Features of the hathran prestige class.
Weapons and Armour: Hathrans gain Exotic Weapon Proficiency
(whip). They gain proficiency in no new armour.
Spells per Day: A hathrans training focuses on arcane or divine
spells. Thus, when a new hathran level is gained, the character gains
new spells per day as if she had also gained one level in a
spellcasting class (her choice) she belonged to before becoming a
hathran. She does not, however, gain any other benefit a character of
that class would have gained (improved chance of controlling or
rebuking undead, metamagic or item creation feats, and so on). This
essentially means that she adds the level of hathran to the level of
whatever other spellcasting class the character has, then determines
spells per day and caster level accordingly. Since all hathrans are
Note that when on her home soil, a hathran may use divine spell
slots of the appropriate level to cast any of the spells on the hathran
spell list, even if she doesnt know the spell as an arcane spell.
Fear (Su): A hathran can cast fear as a sorcerer of her highest
spellcasting level. The ability is usable once per day at 3rd level,
twice per day at 6th level, and three times per day at 8th level.
Circle Leader: The hathran gains the ability to become a circle
leader, who is the focus person for hathran circle magic. See
Chapter 2: Magic for a description of circle magic.
Greater Command (Su): The hathran can cast a quickened greater
command once per day as a sorcerer of her highest spell casting
level.
Mage [Magistrate]
Description
The Magistrate are those Tirasim who have been tapped by their
government and charged with rooting out crime and corruption
within the Tirasim Republic. They are honourable men and women
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+0
+2
2nd
+2
+0
+0
+3
3rd
+3
+1
+1
+3
th
+3
+1
+1
+4
th
+4
+1
+1
+4
6th
+5
+2
+2
+5
7th
+6
+2
+2
+5
8th
+7
+2
+2
+6
9th
+7
+3
+3
+6
10th
+8
+3
+3
+7
Detect
Evil
Magic
Dispel
Evil
Magic
1/day
1/day
2/day
2/day
3/day
3/day
4/day
4/day
5/day
5/day
Save
Bonus
Spells/Level
1
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Requirements
Class Skills
Class Features
All of the following are class features of the Magistrate prestige
class.
2nd Level
3rd Level
4th Level
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special
+1
+1
+1
+1
+1
+1
+1
+2
+1
+2
+1
+1
+2
+2
+2
+2
+3
+2
+2
+3
+3
+3
+3
+4
Mask of Air
+3
+3
+3
+4
Mask of Water
+4
+4
+4
+5
Mask of Earth
+4
+4
+4
+5
Mask of Fire
10
+5
+5
+5
+6
Requirements
In order to become a Mask Mage, a character must fulfil the
following requirements
Spellcasting: 6 levels or higher
Feats: Silent Spell, Still Spell
Spellcraft: 3 Ranks
Class Skills
The Mask Mage's class skills (and the key ability for each skill) are:
Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge
Self
Craft Wondrous Item: The Mask Mage gets the Craft Wondrous
Item feat free at first level.
Mask of the Apprentice: 4 times per day, the Mask Mage can make
a mask appear on her face. This mask is fully animated, and may
resemble any normal animal. The masks last 3 days.
Class Features
All the following are features of the Mask Mage prestige class:
Mask of the Seer: 1 time per day, the Mask Mage can use a mask
to cast True Seeing.
Mask of the Beast: 1 time per day, the Mask Mage can use a mask
to cast Polymorph Self.
Spellcasting: Mask Mages can cast spells from the Mask Mage
spell list, below. See also the Spells per Day entry in the Mask
Mage Table.
Mask of the Mortal: 1 time per day, the Mask Mage can use a
mask to appear to be any one mortal of their current size category.
This is proof against almost all forms of detection. (A Spellcraft
check with a DC of (30 + Character Level of Mask Mage) defeats
it.)
Spell List
0th Level
2nd Level
1st Level
3rd Level
Mask of Air: 1 time per day, the Mask Mage can use a mask to cast
Air Walk, Control Winds, or Chain Lightening.
Mask of Water: 1 time per day, the Mask Mage can use a mask to
cast Water Breathing, Control Water, or Ice Storm.
Mask of Earth: 1 time per day, the Mask Mage can use a mask to
cast Spike Stones, Wall of Stone, or Stoneskin.
Mask of Fire: 1 time per day, the Mask Mage can use a mask to
cast Wall of Fire, Fire Shield, or Fire Seeds.
Mask of the Divine: 1 time per day, the Mask Mage can use a mast
to cast any divine or arcane spell up to 5th level.
These hale men are the seekers of lost lore, and keepers of known
lore. They guard the places of the dead. They are teachers and
healers. In Mulhorand, they are feared as wise men, miracle
workers, and enforcers of the will of the gods (especially Thoth,
who does not suffer those who steal the secrets of the Book of the
Dead).
Unlike conventional mages, the Master of Mysteries straddles the
line between priest and wizard, mixing spells divine and arcane.
Masters must reach at least 5th level in the cleric class, and although
they study spells as wizards, they must maintain their service to
their deity in order to gain spells. More potently, they can use divine
power to empower their arcane magics, making them more
powerful and difficult to resist.
The Master of Mysteries is primarily meant for campaigns where
they want a more Egyptian feel to the campaign. To accomplish this,
were raising a few red flags, particularly in the mix of the divine
and the arcane, which is normally a no no, but really reinforces the
Southern Magic
All spells known by the Master of Mysteries is written in ssThoth,
the so-called language of Southern magic. SsThoth is a hieroglyphic
script that combines divine and arcane symbology, making it nearly
impossible for nonMulhorandi to translate without special
knowledge. Although several foreign sorcerers (all but one of them
Halruaan) have broken the code, it has been the policy of the
priesthood of Thoth to track down and either kill or feeblemind
anyone who breaches this sacred secret. The church of Thoth has
sent spies and assassins abroad to carry out their wishes. A Read
Southern Magic spell is identical to a read magic spell, except it
reads ssThoth script. [Designers Note: Since one of the more
intriguing aspects of Egypt is its exotic and mysterious script, Read
Southern Magic is meant as a magical echo; it provides
opportunities for PCs to look for a Realms equivalent of a Rosetta
Stone. If this doesnt appeal to you, feel free to ignore it.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
+0
+0
+0
+3
Spell
0
Divine Enhancement
Prayer of Recall
+1
+1
+1
+3
+1
+1
+1
+4
+2
+1
+1
+4
+2
+2
+2
+5
+3
+2
+2
+5
+3
+2
+2
+6
+4
+3
+3
+6
10
+4
+3
+3
+7
Horoscope
Amulet (mekhet)
Animal Form
Holy Seal
Figurine (Shabti)
Requirements
Hit Dice: D4
Alignment: any.
Race: +3
Spells: Knowledge (astrology): 3 ranks, Knowledge (religion): 5
ranks, Profession (scribe): 3 ranks, Spellcraft: 4 ranks
Spells: Able to cast 3rd level priest spells Worshipper of a god of
the Mulhorandi pantheon
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Concentration (Con), Decipher Script (Int), Diplomacy (Wis),
Knowledge (Arcana) (Int), Knowledge (Astrology) (Int),
Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge
(Religion) (Int), Profession (Wis), Speak Language, and Spellcraft
(Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + INT modifier
Class Features
Divine Enhancement: The Master of Mysteries may use a divine
spell slot to enhance an arcane spell. Enchanting spell gives variable
effects, depending on what spell level is used to enhance it. Only
one effect may be chosen at a time. For any of the metamagic
effects, the spell effect need not be specified beforehand (hence it's
pretty damn expensive). No spell can be divinely enhanced that
would take it beyond 9th level (thus you can't use a 9th level divine
spell to enhance a 6th or higher level spell, as adding four levels
would take it to at least 10th level.
The slot must be designated as "enhancement" when he prepares the
spell.
The caster may choose the desired enhancement when the spell is
cast.
1st 9th Level spell: 1/2 /level (round fractions down) penalty to
target's saving throw
+1/level to spell penetration level.
+1/level to Attack roll with spell
+2/level to Concentrate roll
2/level to opponent's Spellcraft roll (for purposes of penalising
counterspells)
6th level spell Any +1 level spell metamagic feat on the spell cast
7th level spell Any +2 level spell metamagic feat on the spell cast
8th level spell Any +3 level spell metamagic feat on the spell cast
9th+ level spell Any +4 level spell metamagic feat on the Spell cast
Prayer of Recall: At second level, the Master of Mysteries may
leave open Divine spell slots to remember cast arcane spells. If a
Master casts an arcane spell and has an available divine magic slot,
a Spellcraft roll made at a DC of 15+spell level will allow the
Master to successfully remember the spell, placing it in the divine
spell slot. The open divine spell slot must be the same level as the
one that was cast.
Horoscope: The Master can chart someone's horoscope, once per
day. The Master must know the date and place of the subject's birth,
and the subject's true name. If the roll is successful, then the Master
will produce a scroll that will cast an Augury spell (once) when it is
consulted. The success of the Augury is 70% +1%/level, with an
additional bonus of +1 per point made by a Knowledge: Astrology
roll over a DC of 20 (i.e.. if the Master rolls a 24 on his astrology
roll, he gets +4% success chance to the Augury). The horoscope is
not particularly accurate over the long term: every day after the
chart is drawn penalises the Augury by 10%. It requires an hour to
craft a person's horoscope.
Mekhet At the holy time of the day that the Master receives his
Priest's spells, he may also pray for a mekhet, or amulet. This
amulet will contains a single use Abjuration spell; breaking the
amulet (a full round action) /will release the spell. The Master will
not receive a mekhet that contains a spell he cannot cast. The Master
may not have more than one mekhet at a time, nor wear the mekhet
with any other type of amulet.
The Master may surrender his mekhet so it may be buried with a
sanctified dead body of a Mulhorandi faithful; when he does so, he
receives a gift of maat from his deity: +2 to all saving throws and
ten bonus hit points, which last until the next sunset. The gift of
maat can only be received once per week.
If a person is buried with a mekhet, the abjuration on the mekhet is
automatically triggered when the body's container (the sarcophagus
or the mummy wrappings) is disturbed.
Figurine (Shabti): At seventh level, the Master can craft a shabti, a
warrior figurine, a rough wooden figure about eight inches in
length. It requires one hours work and a Craft roll with a DC 20 to
successfully carve the shabti. If successful, the Master has a figurine
which he can throw down to Transform itself into a fighter of equal
level to one half the creators Master level, (theyre armoured in
bronze half plate [+6 AC, otherwise identical to normal half plate]
and shield, and equipped with a longsword or scimitar, and possess
the following stats: S14 I14 W14 D14 C14 Ch14). The shabti will
fight for its master until its killed, or until ten round +1 round per
Masters wisdom bonus, after which it crumbles into dust. Each
Master may only have one Empowered shabti at a time.
The Master may surrender his shabti so it may be buried with a
sanctified dead body of a Mulhorandi faithful; when he does so, he
receives a gift of maat from his deity: +2 to all saving throws and
The Master can assume the Animal form once per day, for one
round per Master Level, plus one round per wisdom stat bonus.
If a person is buried with a shabti, the shabti will come to life when
disturbed or when the container of the body hes meant to protect
(the sarcophagus or the mummy wrappings) is disturbed.
Holy Seal: At tenth level, the Master can inscribe an object with a
holy seal of his deity. If anyone other than a Master or Priest of the
deity touches the object on which the holy seal has been placed,
they will receive three blights: a deadly poison (Contact DC 22,
Initial: 1d6 STR, Secondary: 1d6), a disease (Mummy Rot, see
DMG p. 75), and a major curse (see Powers and Pantheons, p. 120).
Master's seal and +1/Master level to all attack and damage rolls.
Anyone slain by this mummy cannot be raised or resurrected. Only
the death of the mummy or the one who broke the seal will end its
pursuit.
Except for tombs, the Master can place the Holy Seal on only one
object at a time.
In addition, they also know all Divination spells, at one level lower
than Sorcerer/Wizardry counterparts (1st and 2nd level Wizard
Divinations are 1st level Mystery spells, 3rd level Wizard
Divinations are 2nd level Mystery spells, etc. 7th level Wizard
Divinations are 6th level Mystery spells).
Masters of Mystery also know Evocation and Necromantic spells,
but at one level higher than Wizards (a 1st level Wizard Evocation
spell is a 2nd level Mystery spell, a 2nd level Wizard Necromantic
spell is a 3rd level Mystery spell, etc).
Option: As an alternative for Set worshippers, Set Masters knows
Necromantic spells as one level lower, and divinations at one level
higher.
Masters of Mystery are barred from spells from the Enchantment
and Illusion schools.
Mage [Ordainer]
Description
These specialized spellcasters have been trained in the city of
Ymandragore to serve the Sorcerer King with unflinching loyalty as
his agents on the continent of Onara. Because of their particular
abilities in absorbing, leeching and channelling magical energies,
Ordainers are especially suited to the task of perpetually seeking out
the signs of magical ability across the many lands they travel. They
bring these wayward spellcasters back to Ymandragore for
instruction and proper education in the magical arts. Once
unopposed in this task due to an ancient treaty between the Sorcerer
King and the rulers of Coryani, this treaty was revoked during the
reign of the Empress Shar valAssante when an ordainer demanded
that her twin sons be given to the Sorcerer-King for instruction. Her
refusal sparked the First Coryani-Ymandragore War, the first
conflict Ymandragore failed to decisively win. Now forced to take a
more covert attitude, the Ordainers move like phantoms in the mist,
seeking out those arcane gifted. Refusal is never an option. Those
who oppose the Ordainers, or refuse to travel back to Ymandragore
with them, invoke the ire of the Sorcerer King and the Ordainers.
All Ordainers are formidable spellcasters endowed with extra
abilities that make them extremely dangerous to all users of magic.
While the motivations and moral outlook of individual Ordainers
may vary, they are all unquestionably loyal to the Sorcerer King and
his teachings, serving him without question and to the death.
NPC Ordainers met across Onara, regardless of whatever else they
are occupied with at the moment, are always engaged in the service
of the Sorcerer King. Those in Ymandragore spend their days
instructing the students of the various magical academies, as well as
acting as a sort of watch for threats, both from outside as from
within.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
Spells
1
3
+1
+0
+0
+3
+1
+1
+1
+3
+2
+1
+1
+4
+2
+1
+1
+4
Requirements:
Alignment: Any non-good
Skills: Concentration skill: 8 ranks Knowledge (Arcana) skill: 8
ranks Spellcraft skill: 8 ranks
Feats: Any two Metamagic feats
Spellcasting: Must be able to cast 4th level Arcane spells
Special: Must have trained as a spellcaster in Ymandragore. Also,
all Ordainers must swear full allegiance and loyalty to the Sorcerer
King.
Hit Die: d4
Class Skills:
The Ordainers class skills (and the key ability for each skill) are
Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha),
Knowledge (all skills, taken individually) (Int), Profession (Wis),
Ride (Dex), Scry (Int, exclusive skill), and Spellcraft (Int). See
Chapter 4: Skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the Ordainer prestige class.
Weapon and Armour Proficiency: Ordainers focus completely on
their magical talents. As such, they are not proficient with any
weapon or armour, though they usually carry these features from a
previous class.
Spells Known: These are bonus spells known to the Ordainer,
gained as the appropriate arcane spellcasting class gains spells.
These are not bonus spells added to the number of spells that the
ordainer can cast. An Ordainer cannot benefit from spells known if
he cannot cast spells of that level.
Absorb Spell: This spell-like ability allows the Ordainer to siphon
magical energy directed at him in the form of a directed or singletarget spell. As a free action, the Ordainer must successfully make a
Concentration check of DC 15 + spell level or suffer full spell
effects as normal. If successful, the effects of the spell are nullified
and the Ordainer stores the spell levels as extra magical energy he
can use to power other abilities. An Ordainer can only store a
maximum number of 3 spell levels per day at 1st level, increasing to
6 spell levels at 2nd level, 8 spell levels at 3rd, 10 spell levels at 4th,
and 12 spell levels at 5th level. Any spell levels in excess of the
maximum an Ordainer can absorb have a chance of dealing damage
to the ordainer as follow: 1-2 extra spell levels, no effect; 3-6 extra
spell levels, 1d4 points of damage per extra spell level (Fort save
half, DC 10 + extra spell levels); 6-12 or more extra spell levels,
1d4+2 points of damage per extra spell level (Fort save half, DC 10
2
2
2
2
2
2
Tortured souls who have seen the worst of the world, Rage Mages
are arcane spellcasters who have suffered great psychological
trauma to the extent that it affects their magic. While many are
envious of the power these beings wield, they do not often
contemplate the consequences or limitations that powers have.
Under peaceful, normal circumstances, there is nothing that would
mark a Rage Mage as unusual. As soon as a situation starts heating
Wizards and Sorcerers can become Rage Mages under the right
circumstances, as can the occasional Bard. Most other classes can
not become Rage Mages because they can not cast Arcane spells.
NPC Rage Mages often keep to themselves, using their powers as
rarely as possible, exploding with magical temper if pressed into
combat. Those who do battle with a Rage Mage quickly decide they
are better off fleeing.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
+0
+0
+0
+2
+1
+1
+0
+0
+3
+1
+1
+1
+1
+3
+1
+2
+1
+1
+4
+1
+2
+2
+1
+4
+1
+3
+2
+2
+5
+1
+3
+3
+2
+5
+1
+4
+3
+2
+6
+1
+4
+4
+3
+6
+1
10
+5
+4
+3
+7
+1
Requirements
To become a Rage Mage, a character must fulfil all of the following
criteria.
Alignment: Any Chaotic.
Skills: Spellcraft: 8 Ranks, Knowledge (Arcana): 8 Ranks. Feats:
Combat Casting, Enlarge Spell, Empower Spell, Maximise Spell
(Wizards who become Rage Mages must also have the feat Spell
Mastery). Spellcasting: Ability to cast 1st-level Arcane spells.
Special: Traumatic experience (see below).
Hit Dice: d4
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Concentration (Con), Knowledge (all skills, taken individually)
(Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft
(Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 3 + Int modifier
Class Features
Weapons and Armour: A Rage Mage gains no additional weapon
or armour proficiencies.
Spells per Day: A Rage Mage continues to train in magic, as it is
his chief tool in the search for revenge. Thus, when a new Rage
Mage level is gained, the character gains new spells per day as if he
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Wizard
Spells
1st
+0
+0
+0
+2
+1
2nd
+1
+0
+0
+3
Spell power +1
+1
3rd
+1
+1
+1
+3
Specialist defence +2
+1
4th
+2
+1
+1
+4
Spell power +2
+1
5th
+2
+1
+1
+4
+1
6th
+3
+2
+2
+5
Spell power +3
+1
7th
+3
+2
+2
+5
+1
8th
+4
+2
+2
+6
Spell power +4
+1
9th
+4
+3
+3
+6
Specialist defence +4
+1
10th
+5
+3
+3
+7
+1
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Craft (Int), Innuendo (Wis),
Intimidate (Cha), Knowledge (all skills taken individually) (Int),
Profession (Wis), Scry (Int), Spellcraft (Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier: Class Features
Class Features
All the following are Class Features of the Red Wizard prestige
class.
Weapons and Armour: Red Wizards gain no proficiency in any
weapon or armour.
Spells per Day: A Red Wizards training focuses on arcane spells.
Thus, when a new Red Wizard level is gained, the character gains
new spells per day as if he had also gained a level in whatever
arcane spellcasting class he belonged to before he added the prestige
class: He does not, however, gain any other benefit a character of
that class would have gained (bonus metamagic or item creation
feats, bard or assassin abilities, and so on): This essentially means
that he adds the level of Red Wizard to the level of whatever other
arcane spellcasting class the character has, then determines spells
per day and caster level accordingly.
If a character had more than one arcane spellcasting class before he
became a Red Wizard, he must decide to which class he adds each
level - of Red Wizard for the purpose of determining spells per day.
Enhanced Specialisation: Upon becoming a Red Wizard, the
character increases his devotion to his wizard school of
specialisation. In exchange for this, the Red Wizard must sacrifice
study in one or more schools: The Red Wizard must choose an
Mage [Runecaster]
Description
A skill originally developed by the dwarves and giants, the ability to
create runes of power has spread beyond the hills and mountains.
Those that choose to master this ability are runecasters, creating
incredibly potent symbols that last for multiple uses and can be
triggered without being touched. An established runecasters goods
are usually adorned with many runes, making his equipment very
impressive looking and a true threat to thieves.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Divine Spells
1st
+0
+2
+0
+2
Rune craft +1
+1
2nd
+1
+3
+0
+3
Rune power +1 ,
+1
3rd
+2
+3
+1
+3
Improved Runecasting
+1
4th
+3
+4
+1
+4
Rune craft +2
+1
+3
+4
+1
+4
Rune power +2
+1
6th
+4
+5
+2
+5
Maximise rune
+1
7th
+5
+5
+2
+5
Rune craft +3
+1
8th
+6
+6
+2
+6
Improved Runecasting
+1
9th
+6
+6
+3
+6
Rune power +3
+1
10th
+7
+7
+3
+7
Rune chant
+1
Requirements
A rune that is triggered when passed can be set to almost any special
conditions the runecaster specifies. Runes can be set according to
physical characteristics (such as height or weight) or creature type,
subtype, or species (such as drow or aberration). Runes can also
be set with respect to good, evil, law, chaos, or patron deity. They
cannot be set according to class, Hit Dice, or level. Runes respond
to invisible creatures normally but are not triggered by those who
travel past them ethereally. When placing a rune with a pass
trigger, a runecaster can specify a password or phrase that protects a
creature using it from triggering the rune
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (arcana), (Int), Knowledge (religion) (Int), 'Profession
(Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier
Class Features
All the following are Class Features of the runecaster prestige class.
Weapons and Armour: Runecasters gain no proficiency in any
weapon or armour
Spells per Day: A runecasters training focuses on divine spells.
Thus, when a new runecaster level is gained, the character gains
new spells per day as if he had also gained a level in whatever
divine spellcasting class he belonged to before he added the prestige
class. He does not, however, gain any other benefit a character of
that class would have gained (improved chance of controlling or
rebuking undead, metamagic or item creation feats, and so on). This
essentially means that he adds the level of runecaster to the level of
whatever other divine spellcasting class the character has, then
determines spells per day accordingly: If a character had more than
one divine spellcasting class before he became a runecaster, he must
decide to which class he adds each level of runecaster for purposes
of determining spells per day and caster level.
Rune Craft: Add this bonus to the runecasters Craft cheeks made
to inscribe runes.
Improved Runecasting: As a runecaster rises in level, he can create
runes that function more than once and have different means of
being triggered. The extra features increase the cost of the rune,
however, as shown on the table below.
Works When Read or Passed.
Any attempt to study, identify, or fathom a runes meaning counts as
reading the rune. Passing through a portal that bears a rune counts
Rune Power: For runes created by the runecaster, add this value to
the DC of all saves and attempts to erase, dispel, or disable the rune,
and to caster level checks to overcome the spell resistance of a
target. Maximise Rune: The runecaster can create runes that are
maximised, as if under the effects of a Maximise Spell feat, without
altering the level of the spell being used to create the rune:
Maximising a rune adds +5 to the DC of the Craft check required to
inscribe it.
Rune Chant: Whenever the runecaster casts a divine spell, he may
trace a rune in the air as an extra somatic component for the spell:
This allows the runecaster to gain the benefit of his rune power
ability for the spell. For spells with a casting time of 1 action, this
increases the casting time to 1 full round. All other spells have their
casting time increased by 1 round. This ability cannot be used on
stilled spells, and it does not function with the maximise rune
ability.
Table
Number
Uses/Trigger
of
Level**
One
Charges
Permanent
dispelled)
Base cost
Base cost x 2
(until
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
Special Senses
+1 existing class
+1
+0
+0
+3
Fire Elemental
Floating Slot
+1
+1
+1
+3
Augment Life
Floating Slot
+2
+1
+1
+4
Air Elemental
+1 existing class
+2
+1
+1
+4
Fast Healing
Floating Slot
+3
+2
+2
+5
Water Elemental
Floating Slot
+3
+2
+2
+5
Spell Resistance
+1 existing class
+4
+2
+2
+6
Earth Elemental
Floating Slot
+4
+3
+3
+6
Regeneration
Floating Slot
10
+5
+3
+3
+7
True Elemental
+1 existing class
Requirements
To qualify to become a Thaumaturge, a character must fulfil all the
following criteria.
Skills: Knowledge (Arcana): 10 ranks, Knowledge (Planes): 10
ranks, Spellcraft: 10 ranks
Feats: Spell Focus [transmution], Skill Focus [spellcraft]
Spells: Ability to prepare and cast arcane spells of 4th level or
higher.
Hit Die: d4
Class Skills
The Thaumaturge's class skills (and the key ability for each skill)
are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge
(Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier
Class Features
All the following are class feature of the Thaumaturge prestige
class.
Weapon and Armour Proficiency: Thaumaturges gain no
additional proficiency in weapons, armour, or with shields.
Spells Per Day: At 1st, 4th, 7th, and 10th level, the Thaumaturge
gains new spells per day as if he had also gained a level in a
spellcasting class. Levels of Thaumaturge, though, still stack with
Over the centuries, they have developed into orders that still fight
Chaos.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
+1
+0
+0
+2
+1
+3
Spells
1
Enchant Weapon +1
+3
+1
+3
Enchant Weapon +2
+1
+1
+4
+3
+1
+1
+4
+4
+2
+2
+5
Enchant Weapon +3
+5
+2
+2
+5
Mage Armour +8 AC
+6/+1
+2
+2
+6
+6/+1
+3
+3
+6
10
+7/+2
+3
+3
+7
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Class Features
All of the following are Class Features of the Warrior-mage prestige
class.
Weapons and Armour: Warrior-mages are proficient with all
simple and martial weapons. The Warrior-mages special abilities do
not function if they are wearing armour or shields of any kind. They
do function normal with items such as rings of protection. Although
they can use any weapons, Warrior-mages choose one primary
weapon.
1st level
3rd level
2nd level
4th level
Mage Slayer
Description
they can brutally punish spellcasters with the power of their will
alone.
Paladins, monks, and rangers often hone their skills to take down
evil clerics, wizards, and sorcerers that abuse their magic to enslave
or murder others. Fighters, rogues and barbarians may simply wish
to increase their training against spellcasters, whom they are often
vulnerable to. Occasionally a druid may specialise in preserving the
balance of magic. For obvious reasons, clerics, wizards, sorcerers,
and bards rarely become mage slayers.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+0
+2
+2
+1
+0
+3
Smite spellcaster
+3
+1
+1
+3
Toughness
+4
+1
+1
+4
+5
+1
+1
+4
+6
+2
+2
+5
+7
+2
+2
+5
Toughness
+8
+2
+2
+6
+9
+3
+3
+6
10
+10
+3
+3
+7
Drain will
Requirements:
Class skills
The prestige class skills (and the key ability for each skill) are:
Class Features:
Dispel Magic: Once a day per level, the Mage Slayer may cast
dispel magic at a caster level equal to his prestige class level.
Mindstalker
Description
A few dwarven clans actively work to overcome the illithid threat.
To this end, select dwarves are trained specifically to hunt and slay
illithids (mind flayers). The dwarves call such hunters Caradhaker,
which loosely translates as "mindstalker". Mindstalkers are at their
calmest and most confident when an encounter with mindflayers is
imminent, and they are violently competent in the midst of an
illithid encounter.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+1
+1
Illithid Sense
+2
+1
+1
+2
Illithid Track
+3
+1
+2
+3
Lucid Buffer
+4
+1
+2
+4
Cerebral Blind
+5
+2
+3
+5
Blast Feedback
+6
+2
+3
+6
Brain Nausea
+7
+2
+4
+6
+8
+3
+4
+7
+9
+3
+5
+7
10
+10
+4
+5
+8
Requirements
Base Attack Bonus: +5
by this blast, including the dwarf using this power, are stunned for
3d4 rounds, but so is the attacking illithid....
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Climb, Read Qualith, Intuit Direction, and Innuendo
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + INT modifier
Class Features
Illithid Sense: This gives the Mindstalker a chance to integrate
subtle clues spoor, "tunnel vibrations", and even psychic emanations
that indicate the presence of illithids within 200 feet. This functions
passively. Whenever the character comes within 200 feet of an
illithid, the character must make a check against a DC = Illithid's
level modified by the Mindstalkers level. This does not give
direction or distance.
Illithid Track: The mindstalker can track the trail of an illithid
through the tunnels and caves of the underworld. Otherwise this is
identical to the Track Feat in PHB.
Lucid Buffer: This gives the Mindstalker a +4 bonus in defending
themselves against psionic attacks and powers.
Cerebral Blind: This is a complex mental maze incorporating both
linear and analogue elements, hundreds of similar but subtly
different mental pathways that confuse the illithid for 1d4+1 rounds.
While the illithid is confused, it can take no other action; however,
neither can the dwarf do anything but mentally 'hold' the illithid in
place, possibly giving his or her compatriots a few free rounds of
action. This also gives the mindstalker up to five chances (once per
round) to close his mind after it has been opened (will save vs. DC
= illithid level).
Blast Feedback: This sets up a feedback loop with the attacking
illithid (this only works against Illithid Mindblast, not other psionic
attacks). Blast feedback doesn't trigger if the Mind Blast doesn't hit
the mind. If a Lucid Buffer protects the Mindstalker, then this does
not operate. If the Lucid Buffer fails, then the dwarf can use this
feat). Basically the Illithids own power is redirected back at it,
catching the mind flayer in its own mindblast All creatures affected
There are few true masters of the Dragon Mountain style, and none
that advertise their presence the Way frowns on self promotion.
Because of this, finding a teacher will usually be a drawn out affair,
requiring a prospective student to chase several false leads before
hopefully meeting with success. Even then, there is no guarantee
that the master will agree to act as a teacher. The art is old, and its
secrets precious; the student must convince the master that she is
worthy to learn.
This style concentrates on the use of weapons, in particular the
longsword, spear, bladed staff (Dragon 281) and two bladed sword,
although unarmed combat techniques are also taught. It is a
balanced style, featuring both offensive and defensive abilities. A
master of the art can even parry magical attacks, and either close for
melee using weightless leaps, or attack supernaturally from a
distance.
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+2
+2
+0
+3
+3
Artless parry +1
+3
+1
+3
+3
Weightless leap
+4
+1
+4
+4
+5
+1
+4
+4
Ki strike +1
+6
+2
+5
+5
+7
+2
+5
+5
Distant strike
+8
+2
+6
+6
Artless parry +2
+9
+3
+6
+6
Unerring strike
10
+10
+3
+7
+7
Weapon insight
Requirements
If the initiate has Weapon Finesse with her unarmed attacks, they
can be used with the abilities described below.
Restriction
An initiate who ceases to be lawful retains her abilities, but may not
advance further in levels in this prestige class.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft
(Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide
(Dex), Jump (Str), Knowledge (history) (Int), Knowledge (religion)
(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Swim
(Str), Tumble (Dex)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points/Level: 4 + Int modifier
Class Features
Unless otherwise noted, the initiates abilities are subject to the
arcane spell failure chance from wearing armour and/or using a
shield. Some of the abilities below reproduce feats from the martial
arts feats list (click here to see the list).
The initiate gains the martial artists Wisdom bonus to AC, if she
doesnt have this ability already. Similarly, she gains a bonus to AC
according to her level, using the martial artist progression (click
here to see the martial artist class description).
Instinctive Strike (Ex): At 1st level, the initiate can add her
Wisdom bonus (if any) to damage rolls in place of her Strength
bonus, when using a weapon with which she has Martial or Weapon
Finesse. The Wisdom damage bonus is multiplied by 1.5 for two
handed weapons and by 0.5 for offhand weapons, just as for
Strength.
Acrobatics (Ex): At 1st level, the initiate gains a +10 competence
bonus to her Balance, Jump and Tumble skill checks. At 6th level,
this bonus increases to +20. In addition, she can always choose to
take 10 on a Balance, Jump or Tumble check, even if circumstances
would normally not allow her to do so.
Artless Parry (Ex): At 2nd level, the initiate gains a +1 insight
bonus to AC when wielding a weapon with which she has Martial or
Weapon Finesse. Furthermore, this bonus is not lost even if she is
stunned, flatfooted or attacked by an invisible foe, nor is she in
danger of dropping her weapon if she is stunned. At 8th level, the
AC bonus increases to +2.
Weightless Leap (Su): At 3rd level, by channelling her ki the
initiate can leap huge distances in seemingly effortless fashion. Her
jumping distances when making a Weightless Leap are doubled.
This ability can be used up to three times per day.
Improved Arrow Deflection (Ex): At 4th level, the initiate gains
the benefits of the Improved Arrow Deflection feat, if she does not
have it already. She does not have to meet the usual prerequisites for
this feat. The initiate must have a weapon in hand with which she
has Martial or Weapon Finesse in order to deflect arrows.
Ki Strike (Su): At 5th level, the initiate gains the benefits of the Ki
Strike feat. Her melee attacks gain a +1 ki enhancement bonus. If
she already has this feat, the ki enhancement bonus stacks. The
maximum ki enhancement bonus possible is +3.
Prescient Dodge (Ex): At 6th level, the initiates senses and instinct
help her avoid blows that would fell a lesser person. She gains two
levels of the Uncanny Dodge ability, if she doesnt have them
already (doesnt lose Dex bonus when flatfooted or attacked by an
invisible foe; cannot be flanked except by a rogue or martial artist 4
levels higher). Furthermore, should a foe makes a successful critical
hit or sneak attack on her, there is a 25% chance that the critical hit
New Feats
Many of these feats work by channelling the characters ki, or life
force. Such feats are supernatural, and can be suppressed by an
antimagic field or similar effects.
*OA: All these feats are available to the shaman as martial arts
bonus feats.
Blinding Strike
You can blind opponents by striking at vulnerable nerve points.
Blindsight
Your hyperacute senses allow you to function while blinded or in
total darkness.
Prerequisite: 13th level, Wis 17+, Blind Fight.
Benefit: You gain the blindsight extraordinary ability (see DMG).
Your blindsight has a range of 30 feet. It relies mainly on
heightened sensitivity to vibrations in the air and ground, and can be
thwarted by deafening attacks. This feat is not subject to the arcane
spell failure chance from wearing armour or using a shield.
Defensive Art
You have extensive training and experience in defensive fighting
techniques, letting you execute them without a second thought.
Prerequisite: Wis 13+.
Benefit: You gain the benefits of the Expertise feat. Defensive Art
and Expertise do not stack if you have both feats, the changes to
your attack rolls and AC still cannot exceed your base attack bonus.
This feat can be used to meet the requirements for feats that have
Expertise as a prerequisite.
*OA: This feat can be used as a prerequisite for the Superior
Expertise feat in the Oriental Adventures sourcebook.
Endure Elements
Your training has inured you to extremes of heat and cold.
Prerequisite: Base Fortitude save bonus +6, Endurance. Feats and
special abilities that provide save bonuses (e.g. Great Fortitude)
dont count for the purpose of meeting the prerequisites.
Benefit: You gain fire resistance 5 and cold resistance 5. This feat is
not subject to the arcane spell failure chance from wearing armour
or using a shield.
Enhanced Trip
You are skilled in tripping or throwing opponents to the ground.
Prerequisite: Wis 13+, Improved (or Enhanced) Unarmed Strike.
Benefit: You gain the benefits of the Improved Trip feat, even if
you dont meet the usual prerequisites for the feat. Furthermore, you
can make a Dexterity check instead of a Strength check as part of
the trip attempt. You must be unarmed or wielding a weapon with
which you have Martial or Weapon Finesse to use this ability. This
feat can be used to meet the requirements for feats that have
Improved Trip as a prerequisite.
Unarmed
You can deal extremely damaging blows with your unarmed attacks.
Prerequisite: Improved (or Enhanced) Unarmed Strike.
Benefit: The base damage inflicted by your unarmed attacks
increases by 1 rank, from the following table. Each rank must be
taken in sequence, starting from 0; thus, for example, an 8th level
character cant take this feat once to gain 1d8 unarmed damage.
This feat can be taken multiple times.
Prerequisites
Ki Strike
Rank
Damage dice
0*
1d6
1d8
2+
1d10
Grappling Focus
You are trained or experienced at grappling and pinning techniques.
Prerequisite: Base Attack Bonus +1, Improved (or Enhanced)
Unarmed Strike.
Benefit: You gain a +1 bonus to grapple checks and Escape Artist
skill checks to escape a grapple or pin. You can also deal normal
damage while grappling, rather than subdual damage, without
suffering a penalty on your grapple check.
Light Step
Your mastery of ki allows you to reduce the impact of your
footsteps to a bare minimum.
Prerequisite: Base Reflex save bonus +7, Balance skill, Spider
Climb, Dex 19+, Wis 13+.
Benefit: You gain a +10 competence bonus on Balance and Move
Silently skill checks, and to Reflex saves to avoid pits and similar
traps. You can also always take 10 on Balance and Move Silently
checks, even if circumstances would normally prevent you doing so.
Its practically impossible to track you (20 penalty), unless the
tracker is using scent or some other non-visual means of tracking.
You can stop using Light Step and deliberately walk with normal
steps if you so desire. This is a supernatural ability.
Extreme Balancing
Characters with very high levels of the Balance skill can walk
across seemingly impassable surfaces with a successful skill check:
Great Leap
DC
Task
30
35
Prerequisite: Base Reflex save bonus +4. Feats and abilities that
provide save bonuses (e.g. Lightning Reflexes) dont count for the
purpose of meeting the prerequisites.
40
Bamboo saplings
45
50
Grass tops
55
Flowing lava (DC 20 Ref save to avoid taking 2d6 fire
damage each round)
60
Water
Still Mind
You are better able to ward off magical attacks that affect your
mind.
Prerequisite: Iron Will.
Purify Body
Strength of Many
Slow Fall
You can use nearby surfaces to slow your descent when falling.
Prerequisite: Base Reflex save bonus +3. Feats and abilities that
provide save bonuses (e.g. Lightning Reflexes) dont count for the
purpose of meeting the prerequisites.
Benefit: When falling, if you are within arms reach of a wall or
similar hard surface, you take damage as if the fall is 20 feet shorter
than it actually is.
Spider Climb
You can ascend and descend surfaces with uncanny speed.
Prerequisite: Base Reflex Save bonus +5, Climb skill, Great Leap.
Benefit: Your climbing speeds are doubled compared to normal.
You can climb at your normal movement rate without taking a
penalty on your Climb skill check, or at double your movement rate
Strength of Will
By focusing your ki, you can form a last ditch defence against
mental attacks.
Prerequisite: Concentration skill.
Benefit: Once per day, if you fail a Will saving throw, you can
substitute a Concentration skill check for your failed save. The DC
for the skill check is the same as that for the original save, and all
modifiers that applied to the save also apply to the skill check
(substitute your Wisdom modifier for your Constitution modifier). If
your skill check is successful, you are treated as if you had made
your save.
Strength of Will is a supernatural ability. Its use is not subject to the
arcane spell failure chance from wearing armour or using a shield.
Stunning Fist
You are able to stun opponents by striking them at critical points.
Prerequisite: Base Attack Bonus +4, Improved (or Enhanced)
Unarmed Strike.
Benefit: You gain the benefits of the Stunning Fist feat from the
PHB, even if you dont meet the standard prerequisites for the feat.
You can make one stunning attack per day for every four full levels
you have attained. Only one stunning attack can be attempted per
round.
Monk [Kobukan]
Description
The Kobukan are dedicated martial artists who have mastered the
Bo staff (quarterstaff). They have perfected the art of staff fighting
and use the wooden rods with deadly efficiency. Most live or come
from a monastic order and have sought to improve their martial
ability.
The vast majority of Kobukan are former monks who have taken up
the way of the staff. Fighters are the next likely to join the ranks,
followed by rogues and clerics. Druids occasionally study the
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+2
Staff Utility
+2
+3
+3
+3
Limb Block
+3
+3
+3
+3
Ki Strike 1/day
+3
+4
+4
+4
Flurry of Blows
+4
+4
+4
+4
+5
+5
+5
+5
Ki Strike 2/day
+6
+5
+5
+5
Evasion
+6
+6
+6
+6
Sweep
+7
+6
+6
+6
Ki Strike 3/day
10
+8
+7
+7
+7
Empower Staff
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex) Climb (Str) Craft (Int) Escape Artist (Dex) Hide
(Dex) Jump (Str) Listen (Wis) Move Silently (Dex) Sense Motive
(Wis) Spot (Wis) Swim (Str) Tumble (Dex)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armour Proficiency: Kobukans gain no new
proficiency, but they retain any proficiencies acquired from other
classes.
Empower Staff: The pinnacle of Kobukan power, the Kobukan
may infuse his staff with some of his own mystic power. By
meditating with his staff for ten rounds, he can empower his staff
for 12 hours. The empowered staff gains a +2 magical enhancement
bonus and either the Shock, Frost, or Flaming ability as chosen by
the Kobukan. Once made, this cannot be changed until empowered
again. Magical weapons may be empowered, and they gain a
stacking bonus to magical enchantment and the elemental ability.
The Kobukan may only use this ability once per day. It is a
supernatural ability.
Enhanced Deflect Arrows: The Kobukan had gained the skill and
speed with his staff to be able to use it to deflect ranged weapons
targeting him. Rather than one arrow as per the Deflect Arrows feat,
he may attempt to deflect one arrow per attack he is allowed. Thus,
a Kobukan that has three attacks per round may attempt to deflect
three ranged attacks per round. This does not prevent the Kobukan
Flurry of Blows: The Kobukan of this level gains the ability to use
a flurry of blows attack with a quarterstaff just as a monk can with
unarmed strikes and monk weapons. This flurry is with just one
end of the quarterstaff (which is a double weapon). Attacking
using it as double weapon incurs the additional penalties for fighting
with two weapons. This is an extraordinary ability.
Ki Strike: The Kobukan may make an attack at +4 to hit, and +1
per Kobukan level to damage. This attack may be used a limited
number of times per day. If the attack misses, the ki strike is
expended. This is a supernatural ability.
Limb Block: When using the Expertise feat, a Kobukan gains a
special ability. By blocking his opponents limbs rather than
weapons, the Kobukan may inflict damage upon his opponent. If an
opponent attacks a Kobukan who is using Expertise and misses, he
must make a Fortitude save (DC 10 + Kobukans Level) or suffer
damage. The foe suffers 20 AC damage (if positive). For example, a
hobgoblin with an AC of 16 attacks a monk 8/kobukan 3 who is
using Expertise to fight defensively. The hobgoblin misses his
attack and must make Fortitude save (DC 13) or suffer 4 hit points
of damage (20 AC of 16). Opponents with an AC of 20 or better are
too well protected to be damaged. This is an extraordinary ability.
Staff Utility: The Kobukan is trained to use his staff to aid in his
endeavours. When able to use his staff to aid him, a Kobukan gains
a +4 circumstance bonus to all Balance, Jump, and Tumble checks.
This bonus is granted due to training to use the staff for balance,
pole vaulting, and pivot points. A Kobukan cannot attack on any
round that he uses his staff for this bonus. In addition, the Kobukan
may attack with staves using his unarmed attack bonus rather than
armed attack bonus. This is an extraordinary ability.
Sweep: By dropping to a crouch and swinging his quarterstaff in an
arc, the Kobukan may attempt a trip attack against every opponent
in 180 degrees either in front or behind him. He suffers a 1 penalty
to hit for each opponent in his arc. He can make one attack of
opportunity against each foe tripped up to his dexterity bonus
(similar to the Combat Reflexes feat). The Kobukan can only
attempt to sweep opponents that he would normally be able to make
a trip attack against. This is a full round action. This is an
extraordinary ability.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+1
Scent
+2
+3
Ki Strike +1
+3
Natural Armour +1
+4
+5
+6
+6
10
+7
Requirements
Class Features
Hit Dice: D8
Restriction
An initiate who ceases to be lawful retains her abilities, but may not
advance further in levels in this prestige class.
Class Skills
Bear Shape: The Kuma can shape (as polymorph self) once per
bear shown per day.
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intuit
Direction (Wis), Jump (Str), Knowledge Nature (Int), Listen (Wis),
Move Silently (Dex), Spot (Wis), Tumble (Dex), Wilderness Lore
(Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points 4 + Int modifier.
adventuring party.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
+0
+2
+0
+2
+1
+3
+0
+3
+2
+3
+1
+3
+3
+4
+1
+4
+3
+4
+1
+4
+4
+5
+2
+5
Slam touch
+5
+5
+2
+5
Diamond body
+6
+6
+2
+6
+6
+6
+3
+6
10
+7
+7
+3
+7
3
Ki healing
2
3
Requirements
Restriction
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Balance (Dex), Concentration (Con), Diplomacy
(Cha), Escape Artist (Dex), Heal (Wis), Knowledge (arcana) (Int),
Knowledge (history) (Int), Knowledge (religion) (Int), Move
Silently (Dex), Spellcraft (Int), Tumble (Dex)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points/Level: 4 + Int modifier
Class Features
Unless otherwise noted, the adepts abilities (except spellcasting)
are subject to the arcane spell failure chance from wearing armour
and/or using a shield. Some of the following abilities reproduce
feats found in the martial arts feats list (click here to see the list).
number of hit points up to her Wisdom bonus times her class level
per day. This can be spread among multiple uses.
Using Ki Healing is a standard action that provokes attacks of
opportunity. Its use is not subject to the arcane spell failure chance
from wearing armour or a shield.
New Spell Level: At 5th level, and again at 10th, the adept gains the
ability to cast spells of one level higher than he was previously able
to cast. Initially she can cast 0 spells of this level, but bonus spells
(such as from a high ability score or her adept bonus spells) can
increase this number.
Slam Touch (Su): At 6th level, the adept gains the ability to hurl
her opponents away from her using her ki. This ability requires that
an opponent she has chosen to receive her AC bonus from the
Dodge feat attacks her and misses. She can then make an immediate
improved trip attack against that opponent. The attempt counts
against her allowed attacks of opportunity per round. If she
succeeds in the trip attempt and then hits with her unarmed strike,
her opponent is knocked back up to 20 feet + 10 feet x the adepts
Wisdom modifier in addition to taking unarmed damage. If its
progress is interrupted by a solid object, for example by striking a
wall, it takes 1d6 points of damage for every full 10 feet of knock
back remaining. The adept can choose the direction in which her
opponent is thrown. The opponent is prone at the end of the round.
Creatures up to one size larger than the adept can be successfully
thrown in this way. Only one slam touch can be attempted per
round, and only up to three times per day.
*OA: This ability subsumes the use of the Defensive Throw feat.
Diamond Body (Su): At 7th level, the adept can control her
metabolism to the extent that she becomes immune to all poisons.
Paralysing Touch (Su): At 10th level, the adept can paralyse a
humanoid opponent by projecting the force of her ki through her
hands. She can make one paralysing attack per day, and she must
announce her intent before making her attack roll. The attack must
be made as an unarmed strike, and creatures immune to critical hits
cannot be affected. If the monk hits, the target takes no damage but
must make a Fortitude save (DC 10 + the monks prestige class
level + her Wisdom modifier) or be paralysed for 1d4+1 rounds.
If the adept announces a Paralysing Blow and misses her attack, it
still uses up the ability for that day.
*OA: This ability is identical to the Freezing the Lifeblood feat
from the Oriental Adventures sourcebook, except for the limit on
uses per day.
Restriction
A monk who ceases to be lawful retains her Class Features, but may
not advance further in levels as a monk.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Special: Must pass the entrance tests of the Order of the Fist.
Hit Dice: d8
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+2
+2
+0
+3
+3
Acrobatics (+10)
+3
+1
+3
+3
Ki strike +1
+4
+1
+4
+4
Blinding strike
+5
+1
+4
+4
Flying leap
+6
+2
+5
+5
+7
+2
+5
+5
+8
+2
+6
+6
Ki strike +2
+9
+3
+6
+6
Lightning attack
10
+10
+3
+7
+7
Quivering palm
Class Features
Unless otherwise noted, the monks abilities are subject to the
arcane spell failure chance from wearing armour and/or using a
shield. Some of the abilities below reproduce feats from the martial
arts feats list (click here to see the list). A monk who is using a
weapon in one hand can mix armed and unarmed attacks as she
desires. She can also deal her unarmed damage as either normal or
subdual, as she desires. By default it does normal, but there is no
penalty for converting between the two.
The monk gains the martial artists Wisdom bonus to AC, if she
doesnt have this ability already. Similarly, she gains a bonus to AC
according to her level, using the martial artist progression (click
here to see the martial artist class description).
Weapons and Armour: The monk is proficient in the use of simple
weapons and exotic monk weapons (kama, nunchaku and
siangham). She does not have proficiency in any type of armour or
shield.
Blinding Strike (Su): At 4th level, the monk gains the benefits of
the Blinding Strike feat, if she doesnt have it already. She does not
have to meet the usual prerequisites for the feat. The save DC is 10
+ the monks prestige class level + her Wisdom modifier. If she
already has this feat, she uses the higher of the two save DCs.
Flying Leap (Su): At 5th level, the monks ki allows her to leap
huge distances with seeming ease. Her jumping distances when
making a Flying Leap are doubled. This ability can be used up to
three times per day.
Monk [Pelor]
Description
As the darkness is growing in the lands all around the grand temple
of Daspain the archbishop has allowed a new breed of defender for
Pelor. They are known as the Monks of Pelor. They fight evil as the
light of their mighty God shines into their hearts making their blows
strike true.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+2
+2
+3
+3
+3
Defender of Pelor
+3
+3
+3
+3
Reach of Pelor
+4
+4
+4
+4
+5
+4
+4
+4
Lay on Hands
+6
+5
+5
+5
+7
+5
+5
+5
+8
+6
+6
+6
+9
+6
+6
+6
10
+10
+7
+7
+7
Resist Flame
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Restriction
A monk who ceases to be lawful retains her Class Features, but may
not advance further in levels as a monk.
Class Features
All of the following are Class Features of the monk of Pelor prestige
class.
Weapons and Armour: The monk is not permitted to use either
weapons or armour and shields; they are the embodiment of the
gods higher enlightenment. They also use the Monks corresponding
unarmed attack chart found on page 38. When using the chart use
the corresponding numbers in relation to the characters total level.
enemy, a lucky dodge and the point of impact levels a large bolder
sending fragments of small dagger like bits across the cavern.
Out of the now ruined temple walks a man. He swore not to use his
powers for destruction.
Crouched now with a small slice across his right cheek the enemy
finally speaks,
And the last towers come falling down, a brief smile forms on his
lips. Now with clenched fists he heads towards his next and maybe
final mission, to face the killer of his master.
Over a year later the final battle is at hand. Found deep in the
underdark was the place of hiding for him.
A hand flows, pulling back the fabric of space and time. With the
concentration of a god he leads this point of sheer will towards his
Table
Level
Attack
Bonus
UA Bonus
Fort Save
Ref Save
Will
Save
Special
1st
+1
+2
+0
+2
2nd
+2
+3
+0
+3
3rd
+1
+3
+3
+1
+3
4th
+2
+4
+4
+1
+4
5th
+3
+4
+4
+1
+1
Burst 1/day
Requirements
Class skills
The Prestige class skills (and the key ability for each skill) are:
Class: Monk
Channel (EX): For every round spent channeling inner energy add
a +1 damage to far punch, a +2 damage to far strike, or +1d8
damage to burst. Also the same rules of concentrating apply here as
do for far punch and burst. You may only channel a number of
rounds equal to your sacred fist level+ Con bonus.
Burst (EX): As a full round action all inner power can be pulled
together to unleash an explosion of energy 5' by 100'. Anything in
its path is bombarded with 10d8 points of force damage, Ref for
half. The attack comes at the end of the round and the rules of
concentration apply as do for far punch and channel.
Notes
The abilities of the Sacred fist allow you to make unarmed attacks
and only unarmed attacks at a distance. This also includes almost
anything you can do on an unarmed attack trip, disarm, stunning
fist, however this does not allow you to make a bull rush or make
touch spells at a distance, no grappling either. If the action normally
provokes an attack of opportunity against the opponent this negates
it. And all automatic actions (i.e. if you try to trip and fail your
opponent automatically gets to try to trip you) are negated.
Before studying the Shaolin Fist, any monk must be able to tumble
to his best ability and must know how to perform acts in front of
audiences. Shaolin Fist requires that the monk show off his skills
any opportunity he gets without necessarily getting into a fight.
Although Shaolin Fist is unarmed combat, the monk can "perform"
with any weapon.
Any student of the Shaolin Fist who loses his ability to advance in
monk levels also loses the ability to advance in Shaolin Fist levels,
but he retains all the abilities.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Unarmed
Bonus
+1
+1
+1
+0
+2
+2
+1
+1
+1
+4
+4
+2
+2
+2
+5
+4
+3
+2
+2
+6
+5
+3
+3
Ki Combat Reflexes +2
+3
+7
+5
+4
+3
+3
+8
+6
+4
+4
+4
+9
+6
+5
+4
Thunder Fist3/day/level
+4
10
+10
+7
+5
+5
+5
Requirements
Restriction
A monk who ceases to be lawful retains her Class Features, but may
not advance further in levels as a monk.
Class: Monk
Feats: Lightning Fists, Improved Disarm, Weapon Focus (Unarmed
Strike), Combat Reflexes
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Hit Dice: D8
Class Features
Unarmed Damage Bonus: This is a bonus to add to your monks
damage dice, and it also represents the ability to hit creatures with
damage reduction.
Thunder Fist: Use this as a standard attack action. The Shaolin Fist
obtains the ki energy required for this attack vocally, it is not
possible to make this attack quietly. This is a double fisted attack to
the chest of the victim sending vibrations throughout the body and
making a low frequency thunderous sound.
Table
Size
Effects
Tiny/Small
Medium
You roll the attack dice normally after announcing the attack, using
the appropriate attack die. If successful, you kick your opponent for
every attack you have left in that round, each does normal damage.
(ex. A level 10 Monk / Level 7 Shaolin Fist has 5 unarmed attacks
(+14/+11/+8/+5/+2). When starting the Shadow Kick Attack, he
rolls the first attack die at +14, if he hits, all subsequent attacks are
automatic hits and he does 5x(d10+3) damage) This attack is a
supernatural ability.
Large and
up
If you roll a critical hit while using the Thunder Fist, the multiplier
on the damage is increased by +1 and distance thrown is doubled
(ex. Critical Hit on a medium creature would deal Unarmed
Damage x3 and throw the creature 10 feet per Shaolin Fist level)
Improved Lightning Fists: This improves the Shaolin Fist's
Lightning Fists feat, reducing the penalty by +1 at level 2, +2 at
level 5 and +3 at level 8.
Ki Disarm: The Shaolin Fist can add his Dex and Wis bonus to his
disarm mock attack roll instead of the strength bonus. His opponent
Description
The Silent Fist Clan are a group of assassins who use theyre hands
as deadly weapons. They sometimes kill for wealth, but many sell
themselves out to the highest bidder as mercenaries. They are well
known and feared, for they have three ways to kill a person,
instantly! They always where black, and have a very stylish
appearance to them, for cold-blooded killers that is! Theyre main
base of operations can be place according to your campaign. They
have one main base and one small base in every large town.
Their master (leader) is Razorfist, a 10 Monk/10 Silent Fist. You can
give your own skills and feats to Razorfist, according to your own
game.
Table
Level
Attack
UA
Fort
Ref
Will
Monk
AC
Special
Spells
Bonus
Save
Save
Save
Speed
+0
+0
+2
+0
+0
+1 lvl
+0
+1
+1
+3
+0
+0
+1 lvl
+0
Piercing
Fist
Ambidexterity
and
+2
+2
+3
+1
+1
+1 lvl
+0
+3
+3
+4
+1
+1
+1 lvl
+0
+3
+3
+4
+1
+1
+1 lvl
+1
Quick Death
+4
+4
+5
+2
+2
+1 lvl
+1
+5
+5
+5
+2
+2
+1 lvl
+1
Quivering Palm
+6
+5
+6
+2
+2
+1 lvl
+1
+6
+5
+6
+3
+3
+1 lvl
+1
None
10
+7
+5
+7
+3
+3
+1 lvl
+2
Requirements:
Class Features
Monk Speed: Add this bonus to that of the monk level to determine
the characters unarmoured speed.
Special: Most kill a person and bring his/her head to the Main Base
of Operations and spend one week training there.
Restrictions
Must be a member of the clan, joining which is extremely difficult,
with any loss of clan status resulting in loss of the prestige class. In
addition it is very unlikely that a Monastic order would accept the
rejected clan member.
The clan is alignment specific and a change in attitude is noticed
quickly, so if the character moves away from Lawful Evil the
character lose all class abilities and is ejected from the Clan.
If you where armour you lose all class abilities.
Class Skills
Balance, Intimidate, Climb, Diplomacy, Escape Artist, Hide, Jump,
Move Silently, Listen, Spot, Innuendo, Tumble, Disguise, Open
Locks, and Bluff
Skill Points: 4 + Int Mod.
Death Knell: This is identical to the level 2 cleric spell. He can cast
it 1/day. (This is in addition to his other spells)
Two-Weapon Fighting: This is identical to the feat of the same
name.
Shadow Control: This is a large set of abilities that shows of the
Silent Fists minor talent at manipulating shadow.
At 4th level he/she gains the blind-fight feat and Control Shadow
1/day. Control Shadow is identical to the spell in the Psionics
Handbook. (Here is the info: Casting Time: 1 action, Range:
Medium, Duration: Concentration, up to 1 min/level. No Saving
throw or PR. You control a target shadow of a person or object like
a puppet. The shadow can be up to 100 sq. ft. You can make the
shadow move from its source, as long as it stays on a wall or flat
surface and remains in range. This is cast in addition to the other
spells the Silent Fist has.)
Spells: Beginning at 1st level, a Silent Fist gains the ability to cast a
small number of arcane spells. To cast a spell the Silent Fist must
have an int score of 10 + the spells level. Bonus spells are based on
int and saving throws are as follows: DC 10 + spells level + Int
Mod. When a Silent Fist has 0 spells of any level, like 0 first level
spells at level 1, he only gets bonus spells for that level. A silent Fist
prepares and casts spells just as a wizard does.
Spells:
Quick Death: The Silent Fist can now perform Coup de Grace
attacks as standard attacking actions. Any enemy attempting an
attack of opportunity on the Silent Fist as a result of the Coup de
Grass, must roll a fort save (DC 10 + Silent Fist level + Cha mod)
or be too sickened by the horror of the attack and automatically miss
the attack of opportunity. This effects Coup de Grace attack only,
not all attacks of opportunity.
1st level
3rd level
2nd level
4th level
Morde Messenger
Description
The concept behind this prestige class is that Death is just not a bad
guy. He has schedules to meet and a big responsibility in making
sure that this and that soul gets to where they are supposed to be. In
fact, he has quite a workload, what with people always trying to
resurrect others, animate others, bother his in-transit souls by trying
to talk with them. And then there are the stubborn souls themselves:
ghosts, revenants, haunts and the like that just don't want to accept
the reality of it all, and seek to escape his grasp. And who could
forget the free-willed undead as well... It's no wonder that people
only seem to see his grumpy side. He also has people praying to him
to take this person or that person's life... which is all very
distracting! So one day, he got fed up and decided that he was going
to go out and recruit his own followers: intelligent and wise people
to help bring the souls to him to be judged so that the other gods
would get off his back. After all, they got quite irate when the souls
of their own followers didn't make it to their planes on time. Death
sent forth an Avatar of a dashingly handsome young man to seek out
those with compassion and understanding beyond their years. And
to be fair, he did not seek to claim those people who dedicated their
lives to other gods. In fact, priests from other patrons and those who
understand the nature of the Morde Messengers welcome them into
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+1
+1
+1
2nd
+2
+2
+1
+2
3rd
+3
+2
+2
+3
Invisibility to Undead
4th
+3
+3
+2
+4
5th
+3/+1
+4
+3
+5
6th
+3/+2
+4
+3
+6
7th
+4/+2
+5
+4
+6
8th
+4/+3
+6
+4
+7
Morde Touch
9th
+5/+3
+6
+5
+8
Morde Immunity
+5/+4
+7
+5
+9
Requirements
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis),
and Ride (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + INT modifier
Class Features
Grafted on the palms of every Messenger is a blackened skull
formed from two scythes: this is the symbol of Death. All undead
instinctively recognise the symbol of the Messengers, and will
attack or flee from the Messenger. Messengers are always
recognised by the undead.
All Morde Messengers have the ability to break enchantments that
prevent souls from progressing into the afterlife, like Trap the Soul
and Magic Jar. The attempt is made at 10+the Messenger Level +
the Wisdom modifier versus the DC of the spell placed on the
creature/container.
Following a successful Knowledge-Funeral Rites roll (which is
based on the availability of information about the culture in
question), a Messenger is able to bless and release the soul of any
creature to the satisfaction of that followers patron deity. If the
Messenger is unaware of the patron deity of the deceased person,
this ability is not possible.
Weapon and Armour Proficiencies: Scythe and long-sword, no
further armour proficiencies.
Morde Turning: by touching the palm of her hand to an individual
undead, she can force the undead to make a save vs. Turning. The
Messengers Turning Base is the usual for a priest of her level, plus
her Messenger level. If the undead makes the save, the undead takes
1d6 points of damage per Messenger level. If the undead fails the
save, it is instantly turned to dust. This touch attack can be delivered
as an open-palm bash, and the bash damage stacks with the Morde
Turning damage.
Detect Undead: as the spell, 3/day
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Speed
Special
Spell
+0
+0
+2
+0
30
+1
+0
+3
+0
40
+2
+1
+3
+1
40
+3
+1
+4
+1
40
+3
+1
+4
+1
45
+4
+2
+5
+2
45
Opportunist
+5
+2
+5
+2
45
+6
+2
+6
+2
50
+6
+3
+6
+3
50
10
+7
+3
+7
+3
50
Requirements
Class Features
Hit Dice: D6
Alignment: Neutral or Evil
Special: Move Silently: 8 ranks Hide: 8 ranks Disguise: 3 ranks
Bluff: 5 ranks Gather Information: 4 ranks
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script
(Int, exclusive skill), Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha),
Intuit Direction (Wis), Jump (Str), Knowledge (Arcane) (Int), Listen
(Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex),
Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis),
Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha,
exclusive skill), and Use Rope (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
3rd level
2nd level
4th level
Improved invisibility,
Polymorph Self, Poison,
Shadow Conjuring, Stoneskin,
Type
Cost
Damage
Critical
Range
Increment
Weight
19-20/x2
10
Type
Blowgun
Small Exotic
10gp
Darts
Tiny Simple
1cp
Garrotte Wire
Tiny Exotic
Ninja-to
Small Martial
35gp
1d8
19-20/x2
S/P
No-Dachi
Large Exotic
600
2d8
19-20/x3
Nage Teppo
Tiny Exotic
50gp
1d12
19-20/x3
10
Sai
Small Exotic
10gp
1d6
X2
10
B/P
Wrist Razors
Small Exotic
20gp
1d6
19-20/x2
--
S/P
1d10/rnd*
Ninja
Description
Combine the martial artist, the stealthy assassin, and the wily rouge
and you add up to the ninja. Master thieves skilled in infiltration, a
ninjas greatest work isnt noticed until the light of day comes to
reveal their presence. But even if a guard were skilled enough to
spot a ninja in action, theyre no easy prey, for ninjas train in
combat almost as much as espionage.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Skill
Bonus*
Special
+0
+0
+2
+0
+1
+1
+0
+3
+0
+1
+2
+1
+3
+0
+2
+3
+1
+4
+1
+2
+3
+1
+4
+1
+3
+4
+2
+5
+2
+3
+5
+2
+5
+2
+4
+6
+2
+6
+2
+4
+6
+3
+6
+3
+5
Slippery Mind
10
+7
+3
+7
+3
+5
Requirements
Alignment: Any but Lawful Good
Skills: Hide: 10 ranks, Move Silently: 10 ranks
Feats: Track, Alertness, Improved Unarmed Strike (or equivalent),
Exotic Weapon Proficiency: Shuriken
Hit Dice: d6
Class Skills
Class Features
The Prestige class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape
Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex),
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+2
Martial Axe
+2
+3
+0
+3
Unvanquishable (1/day)
+3
+3
+1
+3
+4
+4
+1
+4
Presence of Azharadian
+5
+4
+1
+4
Valorous Axe
+6
+5
+2
+5
Unvanquishable (2/day)
+7
+5
+2
+5
+8
+6
+2
+6
Virtuous Axe
+9
+6
+3
+6
Unvanquishable (3/day)
10
+10
+7
+3
+7
1-4
Glaive Martial
5-7
Glaive Valorous
8-10
Glaive Virtuous
Glaive Level
Title
Requirements:
Base Attack Bonus: +6
Language: Old Oeridian
Skills: Ride (2 Ranks), Knowledge Religion (4 Ranks)
Class Skills
Diplomacy (Cha), Etiquette (Cha), Heal (Wis), Knowledge
(religion) (Int), Knowledge (history) (Int), Knowledge (war) (Int),
Ride (Dex), Jump (Str)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armour Proficiency: The Glaive is proficient in the
use of all simple and martial weapons and all armour (heavy,
medium, and light) and shields.
Martial Axe (Ex) A Glaive acts as a +1 enchantment for damage
reduction purposes. The Glaive must already have the Weapon
Focus feat with that weapon. The axe abilities that will follow will
be used with that chosen weapon.
Unvanquishable (Ex) Through inner strength and faith in
Heironeous the Glaives of Azharadian can bring themselves to excel
in combat and fight beyond their normal abilities.
Pankraton Master
Come let us fight like real men, with just our hands...
Description
Pankraton Masters are those warriors who have mastered the
physically demanding martial art of Pankraton (all-powerful). In
unarmed combat, the Pankraton Master is devastating, outside of
that arena he remains a competent warrior. The Pankraton Master
lives and dies for (and by) his reputation. He must be ready to fight
an opponent at a moments notice. A Pankraton Master can expect
to be called upon to demonstrate his prowess in any community that
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
2nd
+2
+3
+0
+0
3rd
+3
+3
+1
+1
Exhaust Opponent
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
6th
+6
+5
+2
+2
7th
+7
+5
+2
+2
8th
+8
+6
+2
+2
9th
+9
+6
+3
+3
10th
+10
+7
+3
+3
Divine Combatant
Requirements
To qualify to become a Pankraton Master, a character must fulfil the
following criteria.
Base Attack: +5
Skills: Intimidate: 5 ranks Jump: 4 ranks Tumble: 4 ranks
The Pankraton Masters class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Heal (Wis), Intimidate (Cha),
Jump (Str), Knowledge (any Athletic/sporting related) (Int),
Perform (Cha), Ride (Dex), Sense Motive (Wis), Swim (Str) and
Tumble (Dex) Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the Pankraton Master
prestige class. Weapon and Armor Proficiency: Pankraton Masters
gain no additional proficiency in any weapon or armor.
Bonus Feat: At 1st, 5th, and 9th level, the Pankraton Master receives
a bonus feat chosen from the following list:
Ambidexterity, Close Quarters Fighting, Combat Reflexes, Dodge
(Mobility, Spring Attack), Expertise (Improved Trip, Knock-Down),
Fists of Iron, Great Fortitude, Improved Critical (Pankraton),
Improved Initiative, Iron Will, Lightning Reflexes (Prone Attack),
Power Attack (Cleave, Improved Bull Rush, Power Lunge, Great
Cleave), Run, Stunning Fist, Toughness, Weapon Finesse
(Pankraton), Weapon Specialization (Pankraton).
Damage Reduction (Ex): The Pankraton Master has toughened his
body and will to such an extent that he can shrug off some blow
entirely. The Pankraton Master gains damage reduction as listed on
the table below. This damage reduction is increased by one (1)
against subdual damage. If the Pankraton Master already has
damage reduction as an ability, this adds to their existing damage
reduction.
Heavy armor saps the Pankaton Masters confidence in himself and
lowers the effectiveness of this ability, reduce the Pankraton
Masters damage reduction by one (1) if he is wearing medium
armor or a chain shirt and by two (2) if he is wearing heavy armor,
in both cases to a minimum of 0.
Heavy Hands (Ex): At this point, the Pankraton Masters blows fall
with remarkable force. When striking to subdue, the Pankraton
Master adds a +1 circumstance bonus to all damage inflicted with
unarmed strikes and grapples. Further, the Pankration Master
receives a +1 circumstance bonus with unarmed attacks on any
living creature of size large or smaller without armor or a natural
armor of +4 or less. Improved Grapple (Ex): By this stage, the
Pankraton Master has become a master of basic wresting
Fighters, rogues, and bards make the most common pirates however
many sorcerers and wizards may chose the life of a pirate for the
money to fund their research. Barbarians, monks, clerics and druids
seldom become pirates.
NPC pirates are usually captains of their own ships, crewed by
standard warriors, or occasionally a pirate ship will have a crack
boarding party of pirates. These are the ships that gain the feared
reputation that pirates are well known for.
Table
Level
Attack
Bonus
Fort
Save
Will
Save
Ref
Save
Special
1st
+0
+0
+2
+0
Bonus Feat
2nd
+1
+0
+3
+0
3rd
+2
+1
+3
+1
Bonus Language
+3
+1
+4
+1
5th
+3
+1
+4
+1
Bonus Feat
6th
+4
+2
+5
+2
Acrobatic Attack
7th
+5
+2
+5
+2
8th
+6
+2
+6
+2
Command a Ship
9th
+6
+3
+6
+3
Bonus Feat
10th
+7
+3
+7
+3
Secret Lore
Requirements
To qualify to be a pirate, a character must fulfil the following
criteria.
Base Attack Bonus: + 4
Skills: Profession (Sailor): 4 ranks, Balance: 4 ranks Use Rope: 4
ranks
Feats: Dodge, Mobility
Special: In addition a pirate usually has to pass an initiation such as
defeating a member of the crew in a one on one fight. Privateers
may have to be accepted by a good kingdom such as Caerbreddyn
Hit Dice: d8.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Chr), Climb (Str), Craft (Int), Intuit Direction
(Wis), Jump (Str), Profession (Wis), Swim (Str), Tumble (Dex), Use
Rope (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each Level: 4 + Int modifier.
Class Features
Weapon and Armour Proficiency: A pirates weapon training
focuses on weapons suitable for shipboard combat. Pirates are
proficient with the crossbow (hand, light, or heavy), dagger (any
type), rapier, cutlass (treat as short sword), sap, shortbow, (normal
or composite), and short sword. Pirates are proficient with light
armour and shields. Note that armour check penalties for armour
heavier than leather apply to the skills Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble and
that carrying heavy gear imposes a check penalty on Swim checks.
Bonus Feats: At 1st level, the pirate gets a bonus feat. The pirate
also gains an additional bonus feat every 4 pirate levels after 1st
(5th, and 9th). These bonus feats must be drawn from the following
list: Ambidexterity, Blind Fight, Combat Reflexes, Martial Weapon
Proficiency*, Exotic Weapon Proficiency*, Improved Initiative,
Point Blank Shot (Far Shot, Precise Shot, Rapid Shot), Quick Draw,
Two Weapon Fighting (Improved Two Weapon Fighting), Weapon
Finesse*, Weapon Focus*.
Some of the bonus feats available to a pirate cannot be acquired
until the pirate has gained one or more prerequisite feats; these feats
are listed parenthetically after the prerequisite feat. A pirate can
select feats marked with an asterisk (*) more than once but it must
be for a different weapon each time. A pirate must meet all
prerequisites for a feat including ability score and base attack
bonus minimums.
See Chapter 5:Feats in the Players Handbook for descriptions of
feats and their prerequisites.
Uncanny Dodge: Starting at 2nd level, the pirate gains the
extraordinary ability to react to danger before their senses would
normally allow them to even be aware of it. At 2nd level and above
they retains their dexterity bonus to AC (if any) regardless of being
caught flat-footed or struck by an invisible attacker. (They still lose
their Dexterity bonus to AC if immobilised.)
At 7th level, the pirate can no longer be flanked, since they can
react to opponents on opposite sides of him as easily as they can
react to a single attacker. This defence denies rogues the ability to
use flank attacks to sneak attack the pirate. The exception to this
defence is that a rogue of at least four levels higher than the pirate
can flank them (and thus sneak attack them).
Bonus Language: At 3rd level, the pirate gains a free language due
to their extensive travels. The language must be chosen from ones
along the Southern coast of Talanu or one spoken by a fellow
crewman (doesnt need to be another pirate.)
Evasion: At 4th level, a pirate gains evasion. If exposed to any
effect that normally allows a character to attempt a Reflex saving
throw for half damage (such as fireball), they takes no damage with
a successful saving throw. Evasion can only be used if the pirate is
wearing light armour or no armour. It is an extraordinary ability.
Enhanced Mobility: At 4th level, a pirate gains enhanced mobility.
When not wearing any armour, the pirate gains an additional +2
dodge bonus to AC against attacks of opportunity caused when they
move out of or within a threatened area.
Acrobatic Attack: At 6th level, if the pirate attacks by jumping at
least 5 ft. into their opponent, jumping down at least 5 ft. onto their
opponent, or swinging on a rope or similar object into their
opponent, they gain a +2 circumstance bonus to attack and damage
rolls. This is an extraordinary ability.
Command a Ship: At 8th level, the pirate has gained enough of a
reputation to be offered a ship of their own (if they havent gained
one already). The ship will either be one under a powerful pirate
lord or have recently lost a captain and want the best for their leader.
In the case of privateers the ship is one of the kings best pirate
hunting vessels.
Secret Lore: In their far-flung travels pirates hear and sea many
things that others would like to know. The pirate gains knowledge
of either a royal shipwreck, the location of buried treasure hidden by
another pirate (perhaps a rival or a superior), the location of an
uncharted island only they and others in their crew know of, or
some other secret the DM desires at the players discretion.
to trust these souls, and even the mightiest oak will lend its shelter
to assist a Master Ranger.
Although they have lost touch with society, this does not make them
less dangerous, in fact it probably makes them more so. Striking
like a coiled snake with their swords, or taking down an enemy
from safe distance before it gets the chance to cause harm; these
abilities are bestowed upon the Master Ranger. What makes this
worse is the Master Rangers unwavering commitment to track their
foe, until the danger has been dealt with. Often resulting in more
then a few deaths of unlucky goblin parties, or those who seek to
cause forests harm. The reputation in which Master Rangers receive
as the greatest survivalists ever is well founded; anyone who is able
to survive with just their wits and weapons alone is a worthy
companion to seek for a party.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+0
+0
Ranger Spells, Trackless Step Range Increase +5ft/level Lose Favoured Enemies
+2
+3
+0
+0
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements:
Class Features
Class Skills
The Master Rangers class skills, (and the key ability for each skill)
are exactly the same as the Ranger found in the Players Handbook.
See Core Rule Book I for details of skills.
belong to. Nature Sense for a Master Ranger is similar to that of the
druids.
Greater Two-Weapon Fighting: The Master Ranger gains the
Greater Two-Weapon Fighting Feat found in the Masters of the Wild
resource book. Using anything more then light armour causes the
Master Ranger to lose this ability until suitable armour is worn.
Enhanced Tracker: The Master Ranger can focus on the tracks
their prey, and determine location that the creature is heading to.
The Master Ranger gains a +5 competency bonus for tracking
purposes; this is added to their Wilderness Lore Bonus.
Cha 2/-4: The Master Ranger takes a further step away from
society, finding that talking is a waste of precious time, unless all
involved have something worthwhile to say. The stoic-ness of the
Master Ranger is almost legendary, and at 6th level receives a 2 to
Cha. This increases to a 4 Cha penalty at 9th level.
Hawkeye: At 7th level the Master Ranger gets to cast Hawkeye
once per day per every 3 levels of Master Ranger to enhance their
maximum bow range. Thus at 7th level a Master Ranger can cast
Hawkeye 2 times per day. See Masters of the Wild for description of
Hawkeye spell.
Absolute Dexterity: The Master Ranger no longer suffers penalties
to their primary and off hand. A Master Ranger using two medium
weapons receives a 2 to their attack modifier.
Wilder Bonus: Constant time in the wild increases the strength, and
endurance of the Master Ranger. For purposes pertaining to heavy
action, the Master Ranger is considered to have the Endurance Feat
from the Players Handbook. Also, the Master Ranger has learnt
how to hide from Natures deadliest foes by using Nature herself. In
natural settings the Master Ranger gains a +5 competency check for
hiding and moving silently in wilderness settings. Note: This does
not include dungeons, or even frontier towns.
Ranger [Stalker]
Description
Not all rangers get lost in the woods some choose to use their skills
in towns and cities, protecting the people of their home against the
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
+2
+0
+3
+0
+3
+1
+3
+1
+4
+1
+4
+1
+5
+1
+4
+1
+6
+2
+5
+2
+7
+2
+5
+2
+8
+2
+6
+2
+9
+3
+6
+3
10
+10
+3
+7
+3
Requirements
Class Skills
The Stalkers class skills (and the key ability for each skill) are
Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information
(Int), Hide (Dex), Intimidate (Cha), Innuendo (Cha), Listen (Wis),
Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis),
Wilderness Lore (Wis), Urban Lore (Wis).
Additional Skill Points per level: (6 + Int. Mod.)
Class Features
Weapon and Armour Proficiency: Stalkers become proficient only
with weapons they can easily conceal. Their weapon proficiencies
are limited to blowgun, dagger, dart, knife, short sword, staff, sling,
garrote, rapier (sword-cane) and stiletto. Stalkers are proficient
with light armour but not with shields. Note that armour check
penalties for armour heavier than leather apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and
Tumble.
Interrogation: The Stalker gains this ability at 1st level, allowing
her to acquire special knowledge about the individual she is
interrogating. By succeeding at a Sense Motive check against a DC
Sneak Attack: The Stalker is quiet and deadly in combat. She uses
the Sneak Attack just like the Rogue ability, her bonus starting at a
+1d6 at 4th level, increasing to +2d6 at 7th level, and +3d6 at 10th
level. These bonuses stack with those of the Rogue and other
classes offering the Sneak Attack ability.
Methodical Investigation: The Stalker is very patient and exacting
about her work, and at 2nd level is assumed to have taken 10 on all
Search and Gather Information checks whenever she is called upon
to make them. The assumption later increases to taking 20 at 6th
level.
Nondescript Manner: The Stalker is adept at being among those
who are unaware of her presence. By 4th level she has learned to
blend so well into crowds of people that she may still use the Hide
skill while being observed, so long as she within 10 feet of a
sufficient group of people as determined by the DM. Her drabness
and unremarkable appearance has gotten to such a point that by 8th
level, she can add a +10 to Disguise checks whenever she is called
upon to make them.
Photographic Memory: A Stalker listens to every word spoken in a
crowded tavern, watches every person she encounters, and scans her
eyes over every aspect of a crime scene shes examined. Such
attention to detail has trained the Stalkers mind to record such
information as if she were taking a photograph, giving her an
unparalleled memory. The Stalker receives a bonus equal to her
level which she adds to Intelligence checks made when attempting
to recall details about anything shes seen or heard since achieving
each level, at a DC based on the amount of time in the past that the
Stalker wishes to recall. The DC starts at a base of 10 for within the
past 24 hours, and increases by 5 for the past week, 10 for the past
month, 20 for the past 6 months, and 25 for the past year. If the roll
fails, the memory is too vague to be of any use to the Stalker. If the
roll succeeds, the DM tells the Stalker what she wishes to
remember. This ability can be used once per day.
dependent on the land in which they operate. (Some lands have few
sorcerers and wizards or discourage them from staying or
developing by placing many restrictions on them.) Guild thieves
excel at working with others, intimidating common folk,
administering punitive beatings, and acquiring important contacts.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+0
2nd
+1
+0
+3
+0
3rd
+2
+1
+3
+1
4th
+3
+1
+4
+1
5th
+1
+1
+4
+1
Requirements
Class Features
All the following are Class Features of the guild thief prestige class.
Class Skills
Bonus Feat: A guild thief gains a feat from the following list:
Alertness, Blind-Fight, Cosmopolitan, Education, Exotic Weapon
Proficiency (hand crossbow), - Leadership, Lightning Reflexes,
Track, Skill Focus (any guild thief class skill), Still Spell, Street
Smart, Weapon Finesse, Weapon Focus.
The Prestige class skills (and the key ability for each skill) are:
Appraise (Int), Bluff (Cha), Climb (Sts), Craft (Int), Diplomacy
(Cha), Disable Device (Den), Forgery (Int), Innuendo (Wis),
Intimidate (Cha), Jump (Sts), Knowledge (local), Listen (Wis),
Move Silently (Den), Open Lock (Den), Pick Pocket (Den),
Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and
Use Rope (Den).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level, 6 + Int modifier.
Rogue Scholar
Description
The Rogue Scholar prestige class is what one may call a master
acquirer of knowledge. His life is dedicated to the pursuit of
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
+0
+0
+1
+2
+1
+0
+1
+3
+1
+0
+2
+3
Lore, Knowledge
+2
+0
+2
+4
+2
+1
+3
+4
+3
+1
+3
+5
+3
+1
+4
+5
+4
+2
+4
+6
+4
+2
+5
+6
10
+5
+2
+5
+7
Requirements:
Trap Sense: Based on the ideas of how you have seen people
protect their valuable possessions and your understanding of
security you gain an intuition about where traps may be set. +1 save
vs. traps per level up to +5
Hit Die: d6
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Appraise (Int), Concentration (Con), Decipher Script
(Int), Gather Information (Cha), Knowledge (Int), Speak Languages
(Int), Spellcraft (Int), Use Magical Device (Int), Balance (Dex),
Bluff (Cha), Hide (Dex), Listen (Wis), Search (Int), Spot (Wis),
Move Silently (Dex), Climb (Str), Disguise (Cha), Escape Artist
(Dex), Open Locks (Dex), Scry (Int)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level 8 + Int Modifier.
Class Features
Level 0
Level 3
Clairaudience/Clairvoyance,
Tongues, Illusory Script, Major
Image, Invisibility Sphere
Level 1
Level 4
Level 2
Detect Thoughts, Locate
Objects, See Invisibility,
Continual Flame, Invisibility,
Minor Image, Misdirection
Ronin
Description
A Ronin is a warrior who was once a Samurai in the service of a
warlord. The warlord has since died in a manner that has stripped
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
2nd
+2
+3
+3
+0
3rd
+3
+3
+3
+1
4th
+4
+4
+4
+1
5th
+5
+4
+4
+1
6th
+6
+5
+5
+2
7th
+7
+5
+5
+2
High Initiative
8th
+8
+6
+6
+2
9th
+9
+6
+6
+3
10th
+10
+7
+7
+3
Requirements
Without Honour: With the death of the samurais lord, his honour
also died. Regardless of their alignment, Ronin no longer feel
compelled to follow the martial code they once did, and many
change to a chaotic alignment.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str), Intimidate (Cha), Jump (Str), Ride (Dex), and Spot
(Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Class Features
Weapons and Armour: Ronin are proficient with all simple and
martial weapons, with all types of armour, and with shields.
Scout
Description
The Scout is an invaluable tool for the party, able to feel danger.
However, they arent too skilled with weapons, and cant wear
heavy armour. Scouts always find their way ahead of the group,
leading parties into dungeons and enemy territory for whatever
reason. They are made leaders.
Rogues, monks, and bardic scouts are the most associated to this
prestige class, being well respected members of any party of
Table
Level
Attack
Fort
Ref
Will
Special
Save
Save
Save
+0
+0
+2
+0
+1
+0
+3
+0
+2
+1
+3
+1
+1 AC
+3
+1
+4
+1
Sense Hostility
+3
+1
+4
+1
+4
+2
+5
+2
Leadership +4
+5
+2
+5
+2
+2 AC
+6
+2
+6
+2
Supernatural Disarm
+6
+3
+6
+3
Know Danger
10
+7
+3
+7
+3
Requirements
To qualify to become a scout, a character must fulfil all the
following criteria.
Skills: Hide: 2 ranks, Intuit Direction: 4 ranks, Listen: 4 ranks,
Spot: 8 ranks.
Feats: Expertise, Improved Disarm.
Hit Dice: d6.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex*), Bluff (cha), Climb (Str*), Concentration (Con),
Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
Escape Artist (Dex*), Gather Information (Cha), Hide (Dex*),
Innuendo (Wis), Intuit Direction (Wis), Knowledge (any) (Int),
Listen (Wis), Move Silently (Dex*), Perform (Cha), Profession
(Wis), Read Lips (Int), Scry (Int), Search (Int), Sense Motive (Wis),
Spot (Wis), Swim (Str), Tumble (Dex*), and Use Magic Device
(Cha). * Characters armour check penalty, if any, also applies
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Navigate: The scout can tell how a passage bends from around the
corner and without any sources of light or sound. This is a
supernatural ability, treat it as though her visual range for purposes
of mapping out the area always extend to this range. The scout
can make a sense roll applying her level as a positive modifier to
spot unsafe ground (meaning that if she were to step on it would
suddenly be dangerous. she doesnt sense if another character would
be in danger). This ability can be used to find the way out of a maze,
to find a safe passage through a set of traps, etc.
This ability begins with a range of 10 feet radius, reaching 20 feet at
5th level, 30 feet at 10th level, 40 feet at 14th level, and finally, 50
feet at 18th level.
Armour Class bonuses: At level 3, and by each four more levels,
the scout receives a natural armour class bonus because of her
extraordinary senses. There may be cases where these bonuses are
nullified (see Feel Danger above).
Sense Hostility: At level 4, the ability to feel danger becomes much
easier to the scout. She can sense when danger, hostility, anger,
rage, or jealousy or other dangerous (determined by the DM)
emotions are within about 20 feet away. She can then point it out to
the group and they can plan a surprise. Keep in mind that this ability
is not infallible. Two dwarves in a heated argument appear to be just
as dangerous as two dwarves with weapons at the ready, prepared to
attack the characters.
Class Features
All of the following are Class Features of the scout prestige class.
Weapons and Armour: A scouts weapon training is very limited,
since he likes much more to play teamwork than lone combat.
Scouts are masters of combat strategy, and when they are not
shouting commands for their party friends alongside of the combat,
they will prefer to disarm their opponents rather than risk being
injured on battle. Scouts are proficient with all simple weapons.
Scouts may wear light armour, though they avoid the use of helmets
(that prejudice their keen senses) and shields greater than a buckler.
+2 Spot.
Scouts naturally have a +2 bonus to any spot checks they make.
Feel Danger: The scout almost always has a bad feeling when
something bad is about to happen (at this level, she can only
recognises imminent danger, such as assassin ambushes or really
powerful monsters willing to kill them). It is treated as a
supernatural ability, though some spells or outsiders may pass
unnoticed by her (up to the DM).
bonus applies to attack rolls, saving throws, and skill checks. This
bonus is increased to +2 at 15th level and +3 at 20th level.
protect the city from her enemies. Entry into the First Light is based
upon reaching certain levels of athletic ability.
The First Light are the army of the City of Sarbreenar. Due to the
dangers faced by the city, training is hard but useful to helping
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Rank
1st
+1
+2
+0
+0
nd
+2
+3
+0
3rd
+3
+3
4th
+4
5th
th
Special Abilities:
Bonus Feat
+0
st
Trooper 1 Class
+1
+1
+4
+1
+1
+5
+4
+1
+1
Sergeant
+6
+5
+2
+2
Sergeant at Arms
7th
+7
+5
+2
+2
8th
+8
+6
+2
+2
9th
+9
+6
+3
+3
10th
+10
+7
+3
+3
Requirements
Class Features:
Bonus Feat Must be taken from one of the feats listed under the
Fighters Bonus Feats.
Class Skills:
Climb, Craft, Diplomacy, Handle Animal, Jump, Ride, Sense
Motive, Spot, Swim.
Skill points = Int + 2 a level
Magic Weapon, Create Food and Water, Bulls Strength, Aid, Magic
Vestments, Greater Magic Weapon, Sending, Stoneskin, Righteous
Might, Greater Scrying, Shield of Law
helping protect the city from criminals. Entry into the Honest
Watchers is based upon reaching a certain level of ability in skills
useful as a watcher.
The Honest Watchers are the Watch of the City of Sarbreenar. Due
to the dangers faced by the city, training is hard but useful to
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Rank
1st
+0
+2
+0
+2
nd
+1
+3
+0
+3
Special Abilities:
Bonus Feat
st
nd
Patrolman 1 Class
rd
+2
+3
+1
+3
Constable 2 Class
4th
+3
+4
+1
+4
th
+3
+4
+1
+4
Deputy Marshal
6th
+4
+5
+2
+5
Marshal
7th
+5
+5
+2
+5
Sheriff
8th
+6
+6
+2
+6
9th
+6
+6
+3
+6
10th
+7
+7
+3
+7
High Constable
1/day,
Requirements
Class Features:
Bonus Feat Must be taken from one of the feats listed under the
Fighters Bonus Feats.
Class Skills:
Climb, Craft, Diplomacy, Heal, Jump, Listen, Ride, Search, Sense
Motive, Spot, Swim.
Skill points = Int + 2 a level
Sarbreenar Sentinels
Description
The Sentinels are the Scouts and Rangers of the City of Sarbreenar.
Due to the dangers faced by the city, training is hard but useful to
helping protect the city from outside threats. Entry into the Sentinels
is based upon reaching a certain level of ability in skills useful as a
Woodsman.
Table
Level
Base
Fort
Ref
Will
Rank
Special Abilities:
nd
Attack
Save
Save
Save
+1
+2
+0
+0
+2
+3
+0
+0
Seeker 1 Class
rd
+3
+3
+1
+1
Scout 2 Class
Barkskin
1/day
4th
+4
+4
+1
+1
th
+5
+4
+1
+1
Patrol Leader
th
+6
+5
+2
+2
Master Scout
7th
+7
+5
+2
+2
Principle Scout
8th
+8
+6
+2
+2
+9
+3
+6
+3
Evasion
10
+10
+3
+7
+3
High Warden
nd
Track
1/day,
Magic
Weapon
Requirements
Class Features:
Bonus Feat Must be taken from one of the feats listed under the
Fighters Bonus Feats.
Woodsman As the characters rises up through the organisation,
they gain bonuses toward using Hide, Intuit Direction, Move
Silently, Search, Spot, and Wilderness Lore. So at 2nd level, they get
+1 on using those skills, it becomes +2 at 4 th level, and so on till +5
at 10th level.
Class Skills:
Shadow
Description
There comes a time in a fight between good and evil when evil must
be dispatched as quickly as possible but preparing for a full fledged
war will not only cost valuable time but also result in the loss of
countless innocent lives. That is when the forces of good call upon
the shadows. Shadows execute evil tyrants quickly and cleanly ... or
die trying. Something between Assassins and Bounty Hunters,
shadows make the wrong things right. They fulfil a special notch in
society with their special skills and devotion to their code. Unlike
assassins who kill anyone for money, shadows only kill to further
the cause of good and their deity. They never hurt a good soul
knowingly and never charge any money for their services. Rogues,
of course, make excellent shadows followed by Fighters and
Rangers who also make good candidates. Other classes are rarely
seen as a shadow. An NPC shadow is likely to be an assassin trying
to execute an important person who is seen as a threat by the
hierarchy of his deitys temple.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
0
+0
+2
+2
+0
2nd
+1
+3
+3
+0
Weapon Focus
3rd
+2
+3
+3
+1
4th
+3
+4
+4
+1
5th
+3
+4
+4
+1
SA +3d6
6th
+4
+5
+5
+2
Improved Evasion
7th
+5
+5
+5
+2
SA +4d6
8th
+6
+6
+6
+2
9th
+6
+6
+6
+3
10th
+7
+7
+7
+3
SA +5d6
Requirements:
Base Attack Bonus: +4
Skills: Hide 9 Ranks, Move Silently 9 Ranks
Alignment: Any Good
Feats: Improved Initiative, Quickdraw, Iron will
Special: Evasion, Uncanny Dodge, Must worship a good deity
Hit Dice: d 6
Restriction
Shadows who no longer qualify for the prestige class or who are not
good aligned anymore lose all special abilities of the class. Those
who ever knowingly harm someone who is good and didnt attack
them first lose all abilities until they go to a cleric of their deity and
get atoned.
Weapon Focus: The Shadow gains a free Weapon Focus feat at 2nd
level. This represents the Shadow's need to be distinct and build his
reputation. The weapon chosen must be a Martial or Exotic Weapon
that the character chose as his signature weapon.
Unarmed Attack: The character gains the unarmed attack feat at
1st level. This represents the shadows intense training in martial
combat.
Stunning Fist: The shadow gains the Stunning fist feat at 3rd level.
This allows the shadow to make an unarmed attack and if it hits, the
target must make a fortitude save DC 10 + shadows wisdom
modifier + half the shadows level or be stunned for one round. The
shadow can only do this once per day for every four levels he has
achieved.
Improved Evasion: Similar to Evasion except if the character fails
his save he only takes half damage. A successful save results in no
damage.
Spells: Shadows can also cast spells. Like sorcerers, these spells
come from within, however, their spell list is very limited. Shadows
start out knowing 4 0th level and 2 1st level spells of their choice
from their spell list. From thereon every time they gain a level they
may pick 2 new spells but they must be chosen from the list below.
Shadows may not learn new spells by borrowing someone elses
spell book or scroll. A shadow must have wisdom of 10 + level of
the spell to cast the spell and the DC for these spells is 10 + level of
the spell + shadows wisdom modifier. Shadows get bonus spells for
a high wisdom.
Spell List
0th level
3rd level
All
1st level
4th level
Class skills
The Prestige class skills (and the key ability for each skill) are:
Class Features
Weapon and armour proficiency: All rogue weapons and one
extra martial or exotic weapon proficiency (shadows choice). This
weapon is a signature weapon and must be picked when this
prestige class is chosen and can never change. Shadows are
proficient in all light armour and no shields.
Sneak Attack: Any time a person would be denied their Dex bonus
to AC, a shadow may add an extra +1d6 points of damage to his
attack. This bonus goes up by an extra +1d6 for every two levels
that a shadow achieves after 1st.
Shadowblade
2nd level
Invisibility, mirror image, alter
self
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+1
+1
+1
+2
+1
+1
+2
Shadow Strike +1 2
+3
+1
+2
+2
Drawing of Shadows 2
+4
+2
+2
+3
Shadow Strike +2 3
+5
+2
+3
+3
+6
+2
+3
+4
Shadow Strike +3 4
+7
+3
+4
+4
Cloak of Shadows 4
+8
+3
+4
+5
Shadow Strike +4 5
+9
+3
+5
+5
10
+10
+4
+5
+6
Shadow Strike +5 6
Class Skills
Requirements
Classes: 2 levels of Dedicated Hero
Base Attack Bonus: +2
Feats: Awareness, 1 Archaic Weapon Feat
Hit Dice: d8
Class Features
Weapon Focus The Shadowblade receives the Weapon Focus feat
for an Archaic Weapon.
Mark of Shadow The character is now of shadow, which means
that their action affect memories like a shadow creature.
Unfortunately, the character is no longer recognizable as themselves
(except to those with Awareness, including dwellers of shadow). To
his family and loved ones, he has disappeared without a trace.
This has the unfortunate side effect of isolating the person from
people and society. While they may get to know people again, it will
be as a different person in their eyes. Whats more, the barriers to
attempting to establish a new identity are daunting, which tends to
Shadow Adept
Description
Most shadow adepts are sorcerers or wizards, and they gain the
greatest power from this path. However, any spellcaster can tap the
Shadow Weave, and a few bards, druids, and rangers have been
known to make this choice: Among clerics, only the followers of
Shar are common in the ranks of the shadow adepts
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Existing
Spells
1st
+0
+0
+0
+2
Shadow feats
+1
2nd
+1
+0
+0
+3
+1
3rd
+1
+1
+1
+3
Spell power +1
+1
4th
+2
+1
+1
+4
Shield of shadows
+1
5th
+2
+1
+1
+4
+1
6th
+3
+2
+2
+5
Spell power +2
+1
7th
+3
+2
+2
+5
+1
8th
+4
+2
+2
+6
+1
9th
+4
+3
+3
+6
Spell power +3
+1
10th
+5
+3
+3
+7
Shadow double
+1
Class
Requirements
Class Features
All the following are Class Features of the shadow adept prestige
class.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide
(Dex), Knowledge (all skills taken individually) (Int), Profession
(Wis), Scry ant), Spellcraft (Int).
See Chapter 4: Skills in the Players Handbook for skill
descriptions.
Skill Points at Each Level: 2 + Int modifier:
Shadow Double: Once per day, a shadow adept can use a standard
action to create a double of themselves woven from shadow stuff.
The double has the ability scores, base AC, hit points, saves, and
attack bonuses as its creator, but no equipment. (Any apparent
clothing or equipment is non-functional.) The double can attack the
creators enemies if given a weapon or items (since it can use
anything its creator can) or function as the target of a project image
spell, duplicating the creators actions and acting as the origin of the
creators spells when it is within a direct line of sight: Mentally
commanding the double is a free action. Using it as the originator of
a spell counts as an action for the creator and the double: Causing
the creator or the double to leave the plane they share dismisses the
double.
The shield of shadows lasts 1 round per caster level per day and
need not be used all at once. Creating or dismissing the shield of
shadows is a standard action: At 8th level, the shield also grants
The double lasts 1 round per caster level. The death of the double
does not affect the shadow adept or vice versa. The double still lasts
to the end of its duration if its creator dies.
Shadow Eye
Description
Shadow Eyes prefers to be unseen but see "everything of interest".
Because they are very curious and suspicious, it will be just
"everything" They often works alone, but don't make habit of this.
In solo, they first do some reconnaissance, then one silent and
unseen but perfectly accurate move, of which the victim often not
knows until it's too late...
They aren't just thieves or mages, they are the something in
between, combining the abilities of both for one goal - to be unseen
and unheard of but get the stuff they seek, be it knowledge or item.
They somehow reminds of bards or spell filchers, but are different.
They're not bards, since they do everything in opposing way - they
hide and crawl where bards sings and marsh. And they're not spell
filchers, too, since their magic isn't inborn and their abilities are
result of hard work, and they work only for themselves, not for
guild or any other abstract.
Main task carried by them in party is to scan the suspicious places
before all the party comes unknowingly in danger without warning.
They lurks in shadows, and shadows favour them but not without
price. With time Shadow Eyes becomes less and less "real" and
more "shadowy". This gives them some bonuses at some cost.
They're becomes unremarkable, somewhat "transparent", and uncharismatic.
They're stealthy, and skilful; they're magic, and intuitive...
They're eyes in darkness and ears on the wall...
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Cha
penalty
AC
Special
+0
+0
+2
+2
-0
+0
+1
+0
+3
+3
-1
+0
Shadowform 1/day
+1
+1
+3
+3
-1
+0
+2
+1
+4
+4
-1
+1
+2
+1
+4
+4
-2
+1
+3
+2
+5
+5
-2
+1
+3
+2
+5
+5
-2
+1
+4/+0*
+2
+6
+6
-3
+2
Wraithform 1/day
+4/+0*
+3
+6
+6
-3
+2
10
+5/+1*
+3
+7
+7
-3
+2
Smart arrow
* - additional attacks are only with ranged weapon. Don't forget that
there is some rounding when calculating attack bonus for
Requirements
Spells: Must be able to cast 1st level arcane spells.
Skills: Spot 4, Search 4, Listen 4, Hide 2, Move silently 2, Climb
skills 2.
Alignment: Any non-Lawful alignment.
Hit Points: d4
Class skills
Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (distraction and
feints only, no penalty) (Cha), Climb (Str/Dex), Concentration**
(Con/Wis), Decipher script (Int), Disable device (Int), Heal**
(Wis/Int), Hide (Dex), Innuendo** (Wis/Int), Jump** (Str/Dex),
Knowledge (Int), Listen (Wis), Move silently (Dex), Open lock**
(Dex/Int), Read lips (Int), Scry (Int), Search (Int), Sense motive**
(Wis/Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex),
Use rope (Dex).
** - for these skills at DM's option Shadow Eye is allowed to
choose base ability from two listed.
Shadow Eyes gains a 6 skill points per level, plus their Int modifier.
Class Features
Weapon and Armour proficiencies: Shadow Eyes are proficient
with light melee weapon like rapier, shortsword and dagger, and
with all types of Bows, X-Bows. Shadow Eyes never wear any
armour which implies spell casting or skill usage penalty. Instead,
due to their half-shadow nature, they gain an evasion AC bonus of
+1 per 4 levels and their opponents suffer have a miss chance of 3%
per Shadow Eye's level (5% for ranged attacks).
Super Vision: From first level Shadow Eye gains a low-light vision
(or range bonus if he already had have low-light vision, such as
elves, or darkvision as dwarves) of +20 feet per level, to a
maximum of 120. At fourth level it becomes a true darkvision
(including base low-light vision, if any).
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
2nd
+2
+3
+0
+0
Shielded Overrun
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
Bonus Feat
6th
+6
+5
+2
+2
7th
+7
+5
+2
+2
Bonus Feat
8th
+8
+6
+2
+2
9th
+9
+6
+3
+3
Bonus Feat
10th
+10
+7
+3
+3
Inspire Allies
Requirements
Class Features
Race: Orc.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb(Str), Craft(Int), Handle Animal(Cha), Knowledge(Warfare)
(Int), Heal(Wis), Jump(Str), Ride(Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Slaighre Maighdeann
Description
Slaighre Maighdeann: Sword Maidens of Maeve has always had her
devoted priests and priestess - they would follow the normal path of
a priest for the first portion of their career, and then they would
embark on a path that corresponded to their favoured domain. A
devotee of Luck and Trickery advance as a new Rogue would, all
while increasing their Cleric spell levels; and a devotee of
Protection and War advance as a new Fighter, all while increasing
their Cleric spell levels.
This was the way of things for many ages that is until
Caitlin of Darenford chose a new path.
Caitlin was a devotee of Maeve. She began her career as a priest,
but soon began to develop her warrior and bardic skills. While still
worshipping Maeve, Caitlin had a great desire to become one of the
powerful and glorious Fiana. She was a graceful fighter, but she had
greater beauty than she had toughness and spell-casting ability. She
could not pass the Fiana's tests.
Fleeing back to her village of Darenford in defeat, she prayed to
Maeve to give her the strength and ability to become one of those
fabled warriors. Maeve could not grant this desire, but she did offer
the next best thing - she offered Caitlin the chance to develop the
gifts she did posses.
Maeve taught Caitlin how to wield Maeve's favoured greatsword,
with greater balance and grace, and how to use her allure and voice
to aid her battle. When Caitlin had mastered this, she became a
Slaighre. Maeve sent her throughout Talanu, finding more followers
of a like mind, and training them in the same manner.
Table
Level
Title
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells
1
Sword
+1
+0
+2
+0
Weapon Specialisation
Feather
+2
+1
+2
+0
Improved Balance
Talon
+3
+1
+3
+1
Raven
+4
+2
+3
+1
Warsong
Siren
+5
+2
+4
+1
Seductive Defence
Statistics: Charisma 20
Base Attack Bonus: +6
Skills: Balance: 8 ranks, Bluff: 4 ranks
Feats: Combat Reflexes, Improved Unarmed Strike, Monkey Grip
(Greatsword), Weapon Focus (Greatsword).
Hit Dice: d8
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Handle
Animal, Intimidate, Jump, Performance, Profession, Ride, Spot,
Swim, Tumble.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Class Features
Weapon & Armour Proficiency: None.
Weapon Specialisation: As the Fighter Feat - for greatsword only.
This represents the Swords further bond with Maeve's chosen
weapon.
Improved Balance: +2 skill focus to balance skill. Sword is
considered to never be off balance (and as such, opponents do not
get +2 to hit them), and they may make their full movement while
balancing, only making one balance check per round. This is an
extraordinary ability.
Improved Monkey Grip: The Sword does not have a -2 penalty to
weapons she has Monkey Grip for. The Sword may also use a
similar weapon of one size category larger in two-hands (i.e. a
Huge-sized, greatsword). This is an extraordinary ability.
MAIGHDEANN
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Bard Songs
1st
+0 (+1)
+0
+0
+2
Bonus Feat
2nd
+0 (+1)
+0
+1
+2
Alter Self
3rd
+1 (+2)
+1
+1
+3
4th
+1 (+2)
+1
+1
+3
Intoxicate
5th
+2 (+3)
+1
+2
+4
Geas; Persuasion
Requirements
Class Skills
Sex: Female
The Prestige class skills (and the key ability for each skill) are:
Statistics: Charisma: 22
Skills: Bluff: 15 ranks Diplomacy: 5 ranks Disguise: 5 ranks
Intimidate: 5 ranks Performance: 10 ranks
Hit Dice: d6
Class Features
Weapon & Armour Proficiency: None
Bardic Knowledge Check: If the Maiden already has the Bardic
knowledge special ability, then she may add the number in
parentheses to her check.
Bonus Feat: The Maiden may choose an extra feat from the
following list of feats (to be chosen from the "Song and Silence"
guidebook). These feats will all be geared towards persuasion.
Alter Self: As per the spell, except duration lasts until caster ends
the spell. Can be used at will. This is a spell-like ability.
Leadership: The Maiden gets the Leadership feat for free.
Intoxicate: One time per day/ per Maiden Level, the character can
use her stunning beauty to drain opponents' strength a number of
Spiral Dancer
Description
Koroth roared his annoyance as his blade was again turned aside by
the spinning, leaping little runt. The plan had been simple, Koroth
and his "boys" (a rag-tag group of mismatched orcs, goblins and
kobolds numbering no more than a handful, which nonetheless the
ogre thought of as his army) waited for the lone figure to draw near.
Boggo let loose with his shortbow, then Gimpy and Waggle ran in
with the net. In seconds the victim (which Koroth always referred to
as "special customer") would be helpless while he and his boys
made off with some well earned cash. At least that's how it was
supposed to go.
Boggo let loose alright, just not with an arrow. The victim heard the
noise and turned in time to see the two goblins running from the
bushes unravelling a net as they ran. Then it happened. The victim
started some sort of spinning, whirling dance type thing { sort of
like the high summer stomp Koroth's brothers used to do when they
danced on the seasonal halfling, but a lot more graceful and a lot
quicker } there was a flash of sunlight off metal and the whispering
ring of swords being drawn. The goblins never knew what killed
them. Then chaos erupted as the whirling figure was among the rest
of the band. Screams sounded, gurgles rattled and now it was just
Koroth, all on his own again. No, it was worse, bleeding from
several bad wounds he had yet to land a decent blow on the pointy
ear. Koroth cursed loudly as another ragged cut appeared on his
arm. Worse yet again, all that keeping track of those swirling blades
was giving him one seriously mean headache
The Spiral Dancers are students of a school of fighting that teaches
the advantages of mobility in combat. By performing a string of
steps in quick and varied succession the dancer builds momentum
allowing him to parry blows, hit harder and faster and confuse the
opponent. Against multiple opponents, the dance allows them to
cause chaos as they slip and leap between and around opponents,
never striking where expected and never moving in a predictable
path.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+0
+1
+0
+3
+0
+2
+1
+3
+1
+3
+1
+4
+1
+3
+1
+4
+1
+4
+2
+5
+2
+5
+2
+5
+2
+6
+2
+6
+2
+6
+3
+6
+3
10
+7
+3
+7
+3
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance, Bluff, Concentration, Jump, Perform, Sense Motive,
Tumble
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill points per Level: 3 + Int mod.
Class features
Armour and Weapon Proficiencies: Spiral dancers gain no
additional proficiency with armour or weapons.
Momentum: Starting at 1st level, the dancer may add 1 to their
initiative total each round during melee (must be in melee, the
dancer cannot sit back and speed up before entering combat) as the
dance evolves with the combat situation and the actions become
more instinctive. The maximum that may be added each round is 1
and the maximum total that may be added is 1+ level in dancer
class. (e.g. 2 points may be added at first level, but spread out over 2
rounds). This initiative modifier is a reflection of the dance's
influence on the character's fighting strategy and thus is always
available.
Dance: The dancer performs a whirling dance that moves him
across the battlefield and combines footwork and weapon style to
confuse opponents. The dance steps act to increase the dancers
agility and reaction times. To perform the dance, the dancer must
succeed in a perform check (DC=20). If the roll fails, the dancer
cannot begin the dance that round but may try again later (the dance
attempt is not used up for the day until a successful check has been
made). If successful the dancer receives a +2 bonus to AC and +4 to
dexterity. A dancer can maintain a dance for a number of rounds
equal to his constitution modifier + class level. After that many
rounds, a second dance check must be made (DC= 25 + 1 for each
check made so far, including initial one). If this succeeds, the dance
may continue for another round following which a check must be
made the start of each new round. The dance can be ended
voluntarily at any time.
Special: If the dancer takes damage from a physical attack, he must
make a check at the beginning of the next round to continue dancing
(DC= 15 + 1 per 2 points of damage). Ranks (but not modifiers) in
concentration skill are taken from the damage taken before the DC
modifier is calculated.
Once the dance ends, the character is fatigued for 10 minutes for
each round over his normal duration (con mod + class level) that the
dance continued. This fatigue period is shortened by 10 minutes for
each 5 minutes of rest the dancer takes. A dancer cannot dance when
fatigued, exhausted, or wearing medium or heavier armour. He also
cannot dance if encumbered.
While dancing, the dancer can only use melee attacks, any other
action ends the dance without a check and the attempt is considered
over for the day. (other actions include, drinking a potion, changing
weapons - see below - getting stuff from backpack, picking up an
object etc.)
Stormtrooper of Isis
Description
The official background of the Stormtroopers of Isis tells the tale
that Lady Isis was so impressed by the creativity and faith of
Darkstar that she charged him with creating an organisation to
spread the faith and defend the helpless and crush evil wherever it
may be found.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Bonus
Spell
+1
+2
+0
+0
+1
+2
+3
+0
+0
Feat from the Fighter list, Reduce arcane spell casting failure
+3
+3
+1
+1
+4
+4
+1
+1
+5
+4
+1
+1
+6
+5
+2
+2
+7
+5
+2
+2
+8
+6
+2
+2
+9
+6
+3
+3
10
+10
+7
+3
+3
Requirements
+1
Reduce arcane spell casting failure
+1
Feat from the Fighter list, Reduce arcane spell casting failure
+1
Reduce arcane spell casting failure
+1
Feat from the Fighter list, Reduce arcane spell casting failure
Special: Must know or be able to prepare arcane spells of 2nd level
or higher, and a proven devotee to Isis
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Race: Human
Skills: Knowledge (Religion) 5 ranks
Feats: Two MetaMagic Feats
Class Features
Armour and Weapon Proficiencies: All simple and martial
weapons, proficiency with all light, medium and heavy armour,
proficiency with shields
Spells: At prestige class level one, the character gains the ability to
cast two more spells per day. These are permanent additions to any
spells per day the character can already cast. Only one of these can
be added to the highest level spells per day in a given class.
Swiftwind
Description
Swiftwind are an overt and flashy, but highly exclusive society of
adventure seekers, with members from all walks of life and
professions. The need for speed, extreme nimbleness, and a bit of a
restless nature are the only common traits that all members share.
Swiftwind are a more visible cousin to The Hidden, operating from
a different arm of the secret organisation within the Imperial
Legion. Potential members are screened to exclude those of an evil
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special
Spells
Class
1st
+0
+0
+2
+2
+1
2nd
+1
+0
+2
+2
+1
3rd
+1
+1
+3
+3
+1
4th
+2
+1
+3
+3
+1
5th
+2
+1
+4
+4
+1
6th
+3
+2
+4
+4
+1
7th
+3
+2
+5
+5
+4 Initiative; Haste2/day
+1
8th
+4
+2
+5
+5
Airwalk3/day
+1
9th
+4
+3
+6
+6
+1
10th
+5
+3
+6
+6
+1
of
Requirements
(like Saves and Special Abilities) follow the chart below. The
default base class used is Sorcerer/Wizard.
Hit Dice: d4
Alignment: No Evil
Class Skills
Race: Any
Statistics: Dexterity: 18+
Skills: Jump: 10 ranks Tumble: 10 ranks
Feats: Improved Initiative, Lightning Reflexes, and Quickdraw.
Spellcasting: Ability to cast 1st level Arcane spells.
Special A Swiftwind chooses one of their existing classes to act as a
base class for the Prestige Class. For instance if a Swiftwind
chooses Wizard as its base class, they would get the Skills, Skill
Points, Hit Die, Base Attack Bonus, and Spell Level of Wizard of
equal level. They only get these abilities of the class... all others
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge
(Arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and
Spellcraft (Int).
See Chapter 4: Skills in the Players Handbook for skill
descriptions. Skill Points at Each Level: 2+ Int modifier.
Haste (Sp): As per the 3rd level spell. This increases to 2/day at 7th
level.
Base Move (Ex): Starting at 1st level, the Swiftwinds Base Move
increases by 10. It increases an additional 10 each, at both 6th and
10th level.
Feather fall (Sp): As per the 1st level spell.
Bonus Feat: Beginning at 2nd level and then every four levels after
that, a Swiftwind receives a bonus feat. The bonus feat must be
taken from the following list: Combat Reflexes, Dodge, Mobility,
Quicken Spell, Rapid Reload, Rapid Shot, Run, Run-by Attack,
Shot on the Run, Spring Attack, Two-weapon Fighting, Whirlwind
Attack. The Swiftwind must meet the normal prerequisites of the
chosen feat.
Swordsman of Yad'ael
Description
Nar Mimbar, the oldest and largest city in the Dol Kalzarn region, is
home to a myriad of cultural, social, and magical achievements that
are unable to be found in lesser cities. The Yad'ael Duelling School,
one of two such schools in Nar Mimbar, is one of these
achievements. Yad'ael founded the school in KY 114, after a famed
dispute with the head of the other major duelling school, If'aran, in
regards to training styles. If'aran believed that the thin blade, a hard
to master cousin of the rapier, was by far the superior weapon for
any swordsman to use. Yad'ael disagreed, believing that the time
spent in learning to use the thin blade, would be better utilised in
other techniques. Yad'ael's style was met with a measure of criticism
at first until he had proven, through a series of duels with If'aran's
best students, that it was the equal of If'aran's style.
Within three years Yad'ael had acquired the funding and support to
found his own, rival school within the bounds of Nar Mimbar.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Abilities:
+1
+0
+2
+0
Swordsman's Defence
+2
+0
+3
+1
Weapon Mastery
+3
+1
+3
+1
Sixth Sense
+4
+1
+4
+1
Whirlwind Defence
+5
+1
+4
+1
Improved Reactions
+6
+2
+5
+2
+7
+2
+5
+2
Fleet Footed
+8
+2
+6
+2
Precise Strike
+9
+3
+6
+3
Evasion
10
+10
+3
+7
+3
Restrictions
Fight with honour: A Swordsman of Yad'ael may not take undo
advantage over an opponent in single combat. This is not due to a
sense of fair play or chivalry as much as a sense of professional
pride and honour. His reputation is at stake! Therefore, he will not
take a two weapon advantage over an opponent armed with a single
weapon, use poison, flaming oil or a shield. Such tricks and
protections are beneath him.
Weapon selection: The Swordsman of Yad'ael must use weapons
that *can* be wielded in one hand in order to gain many of the
Swordsman's special abilities. This means the weapon can be used
two-handedly but has to be light enough to be used in one. The
Swordsman could use his special abilities with a bastard sword
provided he had the exotic weapon feat and therefore capable to use
it in one hand.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disguise(Cha),
Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Jump
(Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Class Features
All of the following are Class Features of the Swordsman of Yad'ael
prestige class.
The Hunt
All the world is a very narrow bridge
From the Manual of Fate, as recorded by Fatima
Description
Carefully the Candidate is studied from afar. Placid pools are stared
within until they reveal the Candidate and her actions to those who
are to present the Test. There is an ancient tale where ones heart,
still beating and cloaked with dripping blood, is weighed upon a
scale against a feather. If it is found to be heavier then a feather, and
thus unworthy and too full of evil, the soul being tested never gets
to enter the Ever Lasting Paradise. If the scales are balanced or
tipped in the hearts favour, Eternal Death is avoided. The Candidate
is tested in this fashion, always compared to a feather, always on the
border between death and success.
Secret tests and puzzles are laid carefully within the path of the
Candidate. If there is the hint of failure, any hesitation not gainful to
Those who created the Hunt, I have never met. All I know is that
many of the tasks set before me in the last three years have been
carefully manipulated into my way as a part of the testing. I at first
suspected that it was a secret branch of the Hidden, but now my
suspicions run far a field of that. I have trained with the Hidden, I
have run with Whit and we have both excelled in our lessons as they
have been presented to us. I have seen the Swiftwind in their eyeblurring glory. Nothing within or of either of them even
approximates the Hunt.
I do not know how I caught their notice, those who guide the Hunt. I
know that they snared me within their Dream, and presented me the
Choice. I could not let countless innocent lives end, after I had
struggled through the claustrophobic darkness to banish Arawn and
foil an even older, more hideous pact. Even if that meant taking the
life of gentle Sanantha, handsome Malakon, brave Thea, and all of
my other friends who have now become my brothers and sisters, but
in the Dream were my vilest enemies. It was the smallest of
consolations that I have never held a lover in my arms; to have to
have slain him also might have persuaded me to stay within the
Ever Paradise. I cannot write more of those deeds, their memories
are still fresh within my consciousness and too easy to call up. My
lessons are not during the daytime or the night; I am trained during
the Dream, taught things that I never suspected I was or would ever
be capable of accomplishing. Taught the complex matrixes of the
Construct, and how to guide the Else to channel within my blade
and unbind the essential forces that once held the Construct
together. Instructed by deeply cowled Necromancers in robes white
as bleached bones how the Undead cling tenuously to existence, and
how to use the Else to sever those almost tangible bonds. Guided by
faceless strangers on how to strike the most devastating of blows
upon twisted aberrations, formless oozes and fiendish denizens of
far away planes. Some training locales still are fresh within my
mind, their twisted hideous nature suited to support the creates that
laired within them.
I have been told and shown that when a Hunt is called, it will be
done so by the Dream. The name, face, mannerisms, and current
location of the vile fiend I am to Hunt is to be revealed to me. There
is, of course, a general mandate to use my training in furthering the
Light. Those things that normally consider themselves safe, beyond
the meagre abilities of an Assassin, will be disabused. To all others I
am a nameless face, always changing shape and direction, a member
of the crowd or an ally. To my mentors I am a Hunter; deep within
my soul I finally know who I am.
Table
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+0
+1
+0
+3
+0
Informed Strike
+2
+1
+3
+1
+3
+1
+4
+1
+3
+1
+4
+1
+4
+2
+5
+2
+5
+2
+5
+2
+6
+2
+6
+2
+6
+3
+6
+3
10
+7
+3
+7
+3
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable
Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int),
Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate
(Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Anatomy)
(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform
(Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int,
exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim
(Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and
Use Rope (Dex)
See chapter 4: Skills in the Players Handbook for skill descriptions.
Skill Points at each Level: 6 + Int modifier.
Special: A member of the Hunt must put one skill point per level
into their Knowledge (Anatomy) skill, or they lose their benefits.
Class Features
Weapons and Armour: The Hunt are proficient with the crossbow
(hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow
(normal and composite), and short sword. The Hunt are proficient
with light armour but not with shields. Note that armour check
penalties for armour heavier than leather apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and
Tumble and that carrying heavy gear imposes a check penalty on
Swim checks.
Thri-Kreen Slayer
Description
wielding the weapons of the Elven people and those of the dread
insect-men.
Save
Ref
Save
Will
Save
Power
Points
+0
+2
+3
2
+35+ (not including
+0
Base
Power+1
Points/ Day:
bonus+3points)
+5
Skills:
Wilderness
Lore 4+3Ranks Listen
3
+2
+1 4 Ranks Spot
+3 4 Ranks+5
Feats:
Ambidexterity,
Two-Weapon
4
+3
+4
+1 Fighting,+4Exotic Weapon
+5
Proficiency (Any One Thri-Kreen Weapon)
5
+3
+4
+1
+4
+7
Special: Must Own Masterwork Scale Mail made from the
6
+4
+5
+2
+5
+7
exoskeleton
of a Thri-Kreen
7 Dice: d8+5
Hit
+5
+2
+5
+7
+6
+2
+6
+9
+2
+6
+9
+6
Class
9
+6Skills
+6
The
class skills (and
ability for each
10 Prestige+7
+7 the key +3
+7 skill) are:+9
Concentration (Con), Intimidate (Cha), Knowledge (Psionics) (Int),
Knowledge (Kreen) (Int), Listen (Wis), Search (Int), Spot (Wis),
Wilderness Lore (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Class Features
Table
Level
Attack
Fort
Ref
Will
Special Abilities
+0
+0
+2
+0
Intuition
+1
+0
+3
+0
+2
+1
+3
+1
Daring Rescue
+3
+1
+4
+1
+3
+1
+4
+1
+4
+2
+5
+2
+5
+2
+5
+2
Improved Evasion
+6
+2
+6
+2
+6
+3
+6
+3
Daredevils Gamble
10
+7
+3
+7
+3
Requirements
Alignment: Any non-lawful.
Race: Any.
Base Attack: +4
Skills: Open Lock: 6 ranks, Disable Device: 6 ranks, Move Silently:
4 ranks, Search: 4 ranks.
Feats: Skill Focus: Disable Device, Alertness.
Hit Dice: 1D6
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable
Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide
(Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int),
Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
Weapon and Armour Proficiency: A Troubleshooter is efficient
with all simple weapons, light armours, but not shields. Note that
armour check penalties for armour heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pocket, and Tumble. Also, Swim checks suffer a 1 penalty for
every 5 pounds of armour, equipment, or loot carried.
Intuition: A Troubleshooter who merely passes within 10 feet of a
secret passage or trap is entitled to a Search check to notice it as if
she were actively looking for the door or trap. The Troubleshooter
has seen so many traps and secret passages in his career that
detecting such subtleties has become second nature to him.
Detect Secret Doors: This spell-like ability is as per the spell,
Detect Secret Doors. The number of uses per day is indicated upon
the level progression chart.
Detect Traps: Upon activation of this spell-like ability, the
Troubleshooter becomes aware of traps within the room he is in. He
automatically knows which direction the trap is in and how the trap
is triggered. This takes a full-round action in which the
Troubleshooter simply surveys the room. The number of uses per
day is indicated upon the level progression chart.
Daring Rescue: This extraordinary ability allows the
Troubleshooter to save his friends at the expense of his own safety.
If at any time a trap is triggered by anyone but the Troubleshooter,
and he is within touching distance of the victim, he may make a
Reflex save versus the DC of the trap. If successful, the
Troubleshooter manages to pull the victim from safety, but takes the
full effects of the trap instead.
Luck of the Devil: With this extraordinary ability, the
Troubleshooter is entitled to re-roll any check that involves Reflex,
Disable Device, or Open Lock. The Troubleshooter must accept the
consequences of this roll, for not all luck is good. The
Troubleshooter may use this ability once per day.
Underworld Scourge
Description
The Underworld Scourge is a prestige class dedicated to those
seeking to build an illegal empire often under the very noses of
town guards and officials. The Underworld Scourge specialises in
gathering information of an embarrassing nature as well as
dedicating themselves to the seedier side of city and large town life.
An Underworld Scourge slowly builds an extensive list of contacts,
gossips and underlings that through a web of deceit, lies and favours
seeks to control large tracts of the underground in cities and their
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+2
2nd
+2
+0
+3
+3
Territorial Alertness
3rd
+2
+0
+3
+3
4th
+3
+1
+4
+4
Resist Poison
5th
+3
+1
+4
+4
6th
+4
+2
+5
+5
7th
+5
+2
+5
+5
8th
+6
+2
+6
+6
Lightning Reflexes
9th
+6
+3
+6
+6
Rival / Enemy
10th
+7
+3
+7
+7
Requirements:
Class Features
Hit Die: D6
Class Skills:
Intelligence: 16+
The Prestige class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script
(Int, exclusive skill), Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha),
3rd level
Non-detection, misdirection,
illusory script.
2nd level
4th Level
Valkyrie
Description
One part rogue, one part barbarian, the valkyries are proud warrior
women skilled in mounted combat. They often band together to raid
civilised lands, riding out of the shadows to rain death upon their
foes. Valkyries are renowned for their terrifying war cries and
ferocious combat style.
All valkyries were barbarians at some point in their lives. Those
women with a background as rogues as well are often attracted to
the valkyrie lifestyle. The occasional bard or druid will join the
ranks as well, benefiting from higher hit points and improved
combat skill. The rare sorcerer can be found among them, but
wizards are almost unheard of. Humans and half-orcs are the most
numerous valkyries.
Most valkyries avoid the trappings of civilisation, living a nomad
lifestyle with her horse and her sisters. They occasionally interact
with barbarian tribes for trade and to find mates. Some valkyries
have been known to adopt the female children who survive
barbarian raids and raise them as their own. Valkyries can work well
with barbarians, but the usually male dominated barbarian lifestyle
can lead to conflicts. Bands of valkyries are often on friendly terms
if not allies with local druids and elves
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+0
+2
+0
Mounted Combat +1
+2
+0
+3
+0
Yell 1/day
+3
+1
+3
+1
Mounted Archery +1
+4
+1
+4
+1
+5
+1
+4
+1
+6
+2
+5
+2
+7
+2
+5
+2
Mounted Archery +2
+8
+2
+6
+2
Battle Cry 2/day, Damage Reduction 2/-, Furious Attack 3/day, Warcry 1/day,
Yell 3/day
+9
+3
+6
+3
Mounted Combat +3
10
+10
+3
+7
+3
Battle Cry: At this level, the valkyrie gains the ability to emit a
battle cry. This has the effect of a scare spell cast as if the character
were a sorcerer of the character's level. This is a supernatural ability.
Attack Bonus: +6
Furious Attack: The valkyrie may take a full attack action and
deliver one devastating blow. The attack roll gains a +1 bonus for
each valkyrie class level and if successful inflicts triple damage. If,
by chance, a critical hit is scored on the Furious Attack, it inflicts
quadruple rather than triple damage. This is an extraordinary ability.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Climb (Str) , Craft (Int) , Handle Animal (Cha) , Intimidate (Cha) ,
Intuit Direction (Wis) , Jump (Str) , Ride (Dex) , Spot (Wis) , Swim
(Str) , Tumble (Dex) , Wilderness Lore (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Class Features
Weapon and Armour Proficiency: Valkyries are proficient with all
simple and martial weapons, light and medium armour types, and
shields.
Yell: The valkyrie may spend a partial action and yell, affecting one
target within 20 feet as if she cast cause fear (cast at the valkyrie's
character level). At 2nd level, this can be done once per day. The
valkyrie gains an addition yell at level 5 and level 8. This is an
extraordinary ability.
Warlord
Description
The Warlord is skilled in both magical and military arts, making
him an extremely formidable opponent. The Warlord considers a
trained body as important as a trained mind, and prides himself on
keeping his combat skills as sharp as his magical talents.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+1
+1
+1
+2
+1
+1
+1
+3
+2
+1
+1
+4
+2
+2
+1
+5
+3
+2
+2
+6
+3
+2
+2
+7
+4
+3
+2
+8
+4
+3
+2
+9
+5
+3
+3
10
+10
+5
+4
+3
Destroyer; Strategy +3
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Class Features
Destroyer: The Warlord can annul the spell casting ability of any
spell caster for 1 hour if that spell caster is within sight. The spell
caster must make a will save vs. 16+the Warlords level.
Warlord of Tempus
Description
Many fear the fierce and Powerful, Magical, Tempus Warlord. In the
eyes of Tempus you are only granted the Tempus Warlord status if
you are worthy of it by proving yourself in battle situations and your
faith in Tempus. The mighty must prevail in most battles, as are the
words of Tempus himself. They favour their weapon of the deity so
much, that they lose interest of all other weapons therefore losing
their proficiency in it too. Every morning they train for about an
hour to retain their mastery in the weapon. They also fight only in
light armour, as they believe medium and heavy armour impedes
their 2 weapon fighting style and movement. It is also is against
their code to use any armour heavier than light armour and will
remain that way even after levelling up another class. They are
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Class Spells
1st
+1
+2
+0
+0
+1
2nd
+2
+3
+0
+0
Tempus Adept +1
+1
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
Tempus Adept +2
+1
5th
+5
+4
+1
+1
+1
6th
+6
+5
+2
+2
Tempus Adept +3
+1
7th
+7
+5
+2
+2
8th
+8
+6
+2
+2
9th
+9
+6
+3
+3
10th
+10
+7
+3
+3
+1
+1
Tempus Adept +4
+1
+1
Might of Tempus
+1
Class Skills
Restrictions
The Prestige class skills (and the key ability for each skill) are:
Code
It is a violation against their code to use any Ranged weapon
(Crossbows, slings etc.), or any melee weapons other than Tempus
Wrath. Tempus Warlords using any weapon other that Tempus
Wrath must make an act of Atonement, as the spell Atonement in
the Players Handbook. That is why a Tempus Warlord always caries
extra normal Battleaxes with them.
Normally Tempus Warlords gather followers for great battles to
come in the future. They construct a castle with a big Cathedral
inside it in the name of Tempus, to spread his word and gather more
Tempus followers. A Tempus Warlord likes to go out adventuring to
uphold his prestige and spread the word of Tempus. He prefers to
adventure with adventurers who are Tempus followers, but does
accept other deity followers in the hope to change their beliefs to the
mighty Tempus. Tempus Warlords respect other Orders with the
same type of purpose as theirs. Taking into account the issues of
alignments and opposing alignments. It has happened that at least
once in their Warlord careers, that a Tempus Warlord crosses paths
with another Tempus Warlord. If they are opposing each other, in
the eyes of Tempus may the best man win. Once the best Warlord
wins the battle, he is entitled to his belongings and his weapons as a
gift of valour. These items and weapons may be kept, or can be
returned back to your High Temple, which will be returned back to
Tempus in Limbo.
Class Features
Weapons and Armour: Tempus Warlords are only proficient and
restricted to the Battleaxe (Tempus Wrath), and only Light Armours
and Shields
Spells Per Day: Add +1 Level of Previous class. A Tempus Warlord
adds his level to the previous level to determine the effective Caster
Level and Spells per day
Turn or Rebuke Undead (Su.): Upon reaching the class of a
Tempus Warlord, your turning\rebuking abilities count as only the
previous class if it was available. (E.g. Cleric 10\ Tempus Warlord 2
turns or rebukes as a 10th level Cleric.
Bonus Feats: At 5th level the Tempus Warlord gets a Bonus Feat
which must be drawn from the Fighters list.
Tempus Battleaxes: Your deity magically transforms your
Battleaxes, to Tempus Battleaxes, retaining its old magical abilities.
Statistics of Tempus Battleaxe are as below:
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Tempus Battleaxe -
1d8
19-20/x3
5 lb.
Slashing
Wilderness Scout
Description
Ever the ears and eyes of the expedition or army she scans ahead
for. The Wilderness Scout is a remarkably talented individual who
must brave the dangers of a vanguard position. Only her keen senses
can warn her and those she protects from potential danger, both
natural - as in dangerous terrain, and tactical - as in hostile forces.
The need for stealth and minimal encumbrance preclude a lack of
protective armour, so this class relies upon not being seen by those
that are a potential threat. Driven by a love of the outdoors, the
unknown and the need for challenge, the Wilderness Scout finds
them in abundance serving the rigorous demands made of her. These
may even include functioning as an intermediary spokesperson
between two armies where a herald or page is unavailable. From
day to day, rapid, tireless reconnaissance and wary intuition guide
the Wilderness Scout in her role. These are not only her strengths,
but also her trademark qualities.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+0
+1
+0
+3
+0
+2
+1
+3
+1
+3
+1
+4
+1
Sense Danger
+3
+1
+4
+1
Expeditious Route
+4
+2
+5
+2
Sense Danger +2
+5
+2
+5
+2
Enhance Ambush
+6
+2
+6
+2
Sense Danger +4
+6
+3
+6
+3
10
+7
+3
+7
+3
Sense Danger +8
Requirements
To qualify to become a Wilderness Scout, a character must fulfil all
of the following criteria
Skills: Hide: 5 ranks. Intuit Direction: 5 ranks. Listen: 5 ranks.
Spot: 8 ranks.
Feats: Alertness, Endurance.
Hit Dice: d6.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Balance(Dex), Climb(Str), Craft(Int), Diplomacy(Cha), Escape
Artist(Dex), Hide(Dex), Intuit Direction(Wis), Jump(Str),
Knowledge(Evaluate Enemy Forces)(Int), Knowledge(Hearth Lore)
(Int), Knowledge(Regional Topography)(Int), Listen(Wis), Move
Silently(Dex), Search(Int), Spot(Wis), Swim(Str), Tumble(Dex),
and Wilderness Lore(Wis).
Class Features
All of the following are Class Features of the Wilderness Scout
prestige class.
Weapons and Armour: Wilderness Scouts are proficient with all
simple weapons, and light armour. They do not use shields. Note
that Armour check penalties for Armour heavier than leather apply
to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a 1
penalty for every 5 pounds of armour and equipment carried.
Still Watcher: When in cover (i.e. shadow, building, or brush, etc.)
the Wilderness Scout may add her Wis bonus to her Hide check if
she remains perfectly still. Only add if a positive bonus; no
detrimental effects for a negative Wis modifier.
Coded Signals: The Wilderness Scout is able to communicate with
her main group by way of imitation bird calls, or other animal
harmless effects such as Magic Mouth would not trigger it, for
example.
Expeditious Route: The Wilderness Scouts expert use of the terrain
allows her to take the shortest possible route between two locations.
Short cuts effectively reduce distances and therefore travel times.
Increase the overall distance travelled by 1d20% across trackless
terrain for each full day of outdoor travel (8 hours or more) (see
PHB pg. 143 Overland Movement).
Enhance Ambush: If an ambush in preparation is supervised by the
Wilderness Scout, she may give the rest of the group a circumstance
bonus equal to her Spot skill bonus towards the eventual Hide
check. The group must not change position during that time for the
bonus to apply.
Endure Hustle: A Wilderness Scout can sustain travel beyond the
normal walking pace for longer periods of time. Often speed is
essential, and the distances to traverse are great. Wilderness Scouts
take only half the normal effects of subdual damage associated with
the Hustle movement rate after the first hour (see PHB pg. 143), if
they succeed with a Con check (DC 15 + # of current hours at
Hustle pace). She gets +4 to this roll due to her Endurance.
Wilderness Lore: The Wilderness Scout acquire this skill as per the
listed description in the PHB. If the Wilderness Scout already
possesses this skill, she gets a +2 bonus instead.
Wu-Jen
Description
The Wu-Jen is the sorcerer of the clan. These tattooed spellcasters
provide magical support for the samurai while also being trained as
samurai themselves, though at a slower rate than their warrior
brethren. Wu-Jen, like other samurai, must adhere to the Code of
Bushido, the Way of the Warrior.
Table
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Class Spell
+0
+2
+2
+1
+0
+3
+3
+1
+1
+3
+3
Blades of Fury
+1
+1
+4
+4
Supreme Cleave
+1
+1
+4
+4
Supreme Mobility
+1
+2
+5
+5
Blades of Death
+1
+2
+5
+5
Ki Attack
+1
+2
+6
+6
Ki Magic 2/day
+1
+3
+6
+6
+1
10
+3
+7
+7
Master of Dragons
+1
Requirements
Base Attack Bonus: +6
Hit Dice: D6
Feats: Cleave, Combat Casting, Improved Initiative, Weapon Focus
(katana)
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Class Features
All of the following are Class Features of the weapon master
prestige class.
Weapons and Armour: Wu-Jen are proficient in the use of all
simple weapons plus the katana (bastard sword), Wakizashi
(shortsword), daikyu (longbow), kama, lajatang, nunchaku, sai,
shuriken, and siangham. They are proficient in the use of light and
medium armour (remember that these armours interfere with
spellcasting) and they are not proficient with shields. Note that
armour check penalties for armour heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pocket, and Tumble.
Code of Bushido: See the Sword and Fist supplement pg. 30.
Tumble Bonus: At 1st level, the Wu-Jen gains a +2 competence
bonus to his Tumble checks.
Meditation: Wu-Jen can meditate to focus their minds and rest their
bodies. 1 hour of uninterrupted meditation equals 2 hours of sleep.
While meditating the Wu-Jen is oblivious to hunger, thirst, heat and
cold. He is still conscious and aware, so he suffers no surprise
penalties.
Tattoos: Wu-Jen can create magical tattoos on themselves and
others. Each tattoo functions once and then disappears. Tattoos can
be made permanent but this is rarely done because of the cost to the
Wu-Jen. Only spells of 0th- 4th level can be placed in/on a tattoo. A
character can only have a total number of tattoos equal to 8 + Con
Modifier. Tattoos must be "tapped" or touched and willed to go off.
Tattoos that are permanent have a special usage cost. Each one cost
1+ spell level in HP to activate each time it is used and the duration
is equal to the spell as cast by the tattooer. All rules governing
psionic tattoos also govern arcane tattoos. See Psionic Handbook for
more details.
Great Cleave: The Wu-Jen gains this feat for free and 2nd level.
Ki Initiative: Sometimes decisive action must be taken. The WuJen must act quickly. Once a day for every two levels as a Wu-Jen,
the Wu-Jen can boost his initiative by +3 for 1 round.
Blades of Fury: When a Wu-Jen delays his attack until after he is
attacked in a round, he takes advantage of the opening and gains a
+2 to attack and damage rolls against that opponent.
Supreme Cleave: The Wu-Jen can take a 5 foot step before making
a Cleave or Great Cleave attack.
Supreme Mobility: The Wu-Jen gains +6 dodge bonus versus
attacks of opportunity from moving into an opponent's threat range.
This ability supersedes Mobility, but it does not stack.
Blades of Death: When fighting with the katana using both hands,
the Wu-Jen gains double his Str bonus to damage instead of 1.5
times.
Ki Attack: By focusing his ki, the Wu-Jen's weapon becomes able
to hit creatures with damage reduction as if his sword were magical.
The bonus for the sword is equal to the Wu-Jen's Wis Modifier. This
does not add to the attack or damage bonuses.
Ki Magic: Three times a day, the Wu-Jen can cast a spell as if the
spell were affected by the Maximise Spell feat but with none of the
penalties or restrictions applied to spells by this feat.
Superior Spell Penetration: The Wu-Jen gains a +4 bonus to caster
level checks against spell resistance. This ability supersedes the
Spell Penetration Feat.
Master of Dragons: This is the ultimate ability granted by the WuJen prestige class. At any given time, there are ten Master of
Dragons in the world. Each Master corresponds to one of the five
good dragons or one of the five evil dragons. The Dragon Gods
Bahamut and Tiamat choose who becomes a Master of Dragons.
There is no other way to attain this title. (In other words it is up to
the DM) Rumour has it that there is a Master of Dragons that serves
as a Chosen One for each of the Dragon Gods. One would be the
Master of Metallic Dragons, the other is the Master of Chromatic
Dragons. Their half-dragon templates are based on Bahamut and
Tiamat themselves. These are only rumours. None of the Masters
has every confirmed or denied the rumours.
The Master of Dragons has the following Abilities: All benefits
of the Half-Dragon template, with the following exceptions: The
Master can choose whether or not he looks like a half-dragon and
can shift between his natural form and the half-dragon form at will.
The Master can fly even if he does not have wings due to his size.
All HD are rerolled to apply the increased hit dice of the halfdragon template.
The Master of Dragons gains a dragon companion of their type
equal to their number of HD. This companion can provide aid and
advice to the Master but is not expected to follow the Masters every
command. They are friends, not master and slave.
Example: Jong Li is a Fighter 2/Sorceror 8/Wu-Jen 10. He is lawful
good and has become a Master of Gold Dragons. He takes the halfdragon template as a master of dragons with all of the benefits of
being half gold dragon. His companion is a 20 HD gold dragon.