Tuesday, March 20, 2018

Campaign Design - Base Classes: Pit Fighter

Pit Fighter
(adapted from Cityworks)

Orcs live by a code of brutal honor in which one's worth is measured by the victories one has won in combat. Though these matches must be "fair" in the sense that one must fight against one with both facing each other, beyond that, almost anything goes. The only thing that is important for validating orcish honor, in the end, is defeating one's adversary. The pit fighter is the ultimate expression of orcish pride, reliant upon dirty tricks and canny moves they learned in their duels of honor to overcome their enemies. In battle, they are devious, crafty opponents, as they apply the tricks they master against their foes.

Pit fighters learn to channel their anger into their fighting. Like barbarians, they can explode into a whirling storm of rage to batter their enemies and overwhelm them with brute force. They often engage in unarmed combat - though the orcs love fighting, they realize that if every battle for dominance were to the death, they would quickly become extinct. While a pit fighter is no match for a monk with unarmed combat, they can easily overwhelm most others in a fist fight.

Orcs favor impressive displays of martial prowess, and as a result the pit fighter's weapons training focuses on showmanship. Strange, rare weapons such as the spiked chain or kukri are popular among pit fighters, who are masters of exotic weaponry. This leads the strange situation of a pit fighter being unable to properly wield a longsword, but easily handling a bladed flail.

Strength improves a pit fighter's abilities in close combat. Constitution and Dexterity are equally important: the pit fighter's rage ability is governed by his Constitution, while his reliance on light armor makes a high Dexterity useful.
Race: Orc-Blooded (Black Orc, Brown Orc, Common Orc, Gray Orc, or White Orc).
Alignment: Any.
Hit Die: d10.
Luck Die: d4.

Class Skills
  • Skill List: The pit fighter's class skills (and the key ability for each skill) are Climb (Str), Craft: Any 9Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), and Perform: Any (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 2 + Intelligence modifier.

Class Features
All of the following are class features of the pit fighter:
  • Base Attack Bonus: Good. A pit fighter gains +1 base attack bonus per class level.

  • Fortitude Base Save Bonus: Good. A pit fighter gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Good. A pit fighter gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Will Base Save Bonus: Poor. A pit fighter gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Pit fighters are proficient with all simple weapons and with light armor and all shields. In addition, a pit fighter gains proficiency with two exotic weapons of his choice at 1st level. At every fourth level, the pit fighter gains proficiency with an additional exotic weapon.

  • Pit Fighter
    Unarmed Damage
    Level
    Small
    Medium
    1 - 3
    1d3
    1d4
    4 - 7
    1d4
    1d6
    8 - 11
    1d6
    1d8
    12 - 16
    1d8
    1d10
    17 - 20
    1d10
    1d12
    Expert Pugilist (Ex): The pit fighter is skilled in unarmed combat. While he lacks the monk's finesse and training, he has learned to use tooth and nail to overcome his foes. He gains the Improved Unarmed Strike feat at 1st level. In addition, the pit fighter inflicts more damage with his unarmed attacks as he gains in level. When grappling, the pit fighter uses this improved unarmed damage.

    The pit fighter is an expert at using improvised unarmed attacks in battle. Whether armed with a one- or two-handed weapon, he can shift his grip and deliver a quick punch of kick to the enemy. When using the full-attack action, the pit fighter can take a -2 penalty fo all his attacks in exchange for an additional unarmed strike at his best base attack bonus. The pit fighter may also use this option when fighting unarmed. The pit fighter may use a kick with this attack, allowing him to use this ability even while carrying weapons or shields in both hands.

  • Rage (Ex): A pit fighter can fly into a rage a certain number of times per day. In a rage, a pit fighter temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the pit fighter’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, a pit fighter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A pit fighter may prematurely end his rage. At the end of the rage, the pit fighter loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

    A pit fighter can fly into a rage only once per encounter. At 2nd level he can use his rage ability once per day. At 5th level and every five levels thereafter, he can use it one additional time per day (to a maximum of five times per day at 20th level). Entering a rage takes no time itself, but a pit fighter can do it only during his action, not in response to someone else’s action.

  • Low Cunning (Ex): Starting at 3rd level, the pit fighter gains the ability to draw upon his unorthodox fighting style to use a set of unique strategems to deceive his enemies and improve his fighting ability. At 3rd level, he gains the Combat Expertise feat even if he does not meet the prerequisites for it.

    At 6th level, the pit fighter gains a +1 dodge bonus to Armor Class as long as he wears no armor, light armor, or medium armor. This bonus increases to +2 at 12th level, and +3 at 18th level.


    At 15th level, the pit fighter gains the ability to take better advantage of the critical hits he inflicts upon opponents. When he scores a critical hit, the pit fighter may opt to gain one of the effects listed here in place of dealing additional damage. This ability functions even against creatures with solid, material bodies that are not normally subject to critical hits. Oozes, incorporeal creatures, and similar creatures are still immune to this ability.

    • Crippling Strike: The target suffers the pit fighter's Strength modifier in temporary damage to the pit fighter's choice of Strength, Dexterity, or Constitution.

    • Knockback: The pit fighter slams his opponent backward by (1d4 x 5 feet) The pit fighter chooses the opponent's final location, though he cannot force his enemy to make an illegal move.

    • Power Blow: The pit fighter's opponent is knocked prone.

  • Uncanny Dodge (Ex): At 7th level, a pit fighter retains his Dexterity bonus to Armor Class (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Armor Class if immobilized. If a pit fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

  • Improved Uncanny Dodge (Ex): At 11th level, the pit fighter cannot be flanked. This defense denies a rogue the ability to sneak attack the pit fighter by flanking him, unless the attacker has at least four more rogue levels than the target has pit fighter levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Pit Fighter
LevelSpecial
1st
Exotic Weapon Proficiencies, Expert Pugilist
2nd
Rage (once per day)
3rd
Low Cunning (Combat Expertise)
4th
Exotic Weapon Proficiency
5th
Rage (twice per day)
6th
Low Cunning (+1 dodge)
7th
Uncanny Dodge
8th
Exotic Weapon Proficiency
9th
-
10th
Rage (three times per day)
11th
Improved Uncanny Dodge
12th
Exotic Weapon Proficiency, Low Cunning (+2 dodge)
13th
-
14th
-
15th
Low Cunning (Critical Action), Rage (four times per day)
16th
Exotic Weapon Proficiency
17th
-
18th
Low Cunning (dodge +3)
19th
-
20th
Exotic Weapon Proficiency, Rage (five times per day)

Home     Base Classes

Sunday, March 18, 2018

Campaign Design - Bloodlines: Dæmon-Blooded

Dæmon-Blooded

A character with a dæmonic bloodline has one or more ancestors of daemonic origin. The most common source of such a bloodline is a mezzodæmon, but any dæmon capable of taking humanoid form (and even some who cannot) might be responsible for for the character's unusual traits. Though very rare, some dæmon-blooded individuals claim to actually be descended from one of the Lords of Hell, most often Ishi or Vaßatar, but very rarely someone will assert they are a descendant of Lyßa.

Characters with a dæmonic bloodline may bear some minor characteristic reminiscent of such an ancestor such as a very subtle dark aura that surrounds them, a faint smell of burning ash, or a love of duplicity.

Dæmonic Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Move Silently checks
2nd
-+2 on Move Silently checksImproved Initiative
3rd
--Strength +1
4th
+2 on Move Silently checksImproved InitiativeAcid resistance 5 (Ex)
5th
--Dæmon affinity +21
6th
-Strength +1Invisibility, once per day (Sp)
7th
--+2 on Hide checks
8th
Improved InitiativeAcid resistance 5 (Ex)Electricity resistance 5 (Ex)
9th
--Charisma +1
10th
-Dæmon affinity +21+2 on saves vs. poison (Ex)
11th
--Dæmon affinity +41
12th
Strength +1Smite good, once per day (Su)2Cold resistance 5 (Ex)
13th
--+2 on Bluff checks
14th
-+2 on Hide checksSpell Focus or Weapon Focus2
15th
--Intelligence +1
16th
Acid resistance 5 (Ex)Electricity resistance 5 (Ex)Fire resistance 5 (Ex)
17th
--Dæmon affinity +61
18th
-Charisma +1+1 to natural armor
19th
--+2 on Sense Motive checks
20th
Dæmon affinity +21+2 on saves vs. poison (Ex)Damage reduction 5/good
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with dæmons.
2 You can select Spell Focus for the Enchantment, Illusion, Necromancy, or Transmutation schools, or Weapon Focus with any weapon, including Weapon Focus (Ranged Spell) or Weapon Focus (Touch Spell).

Favored Class: Dæmon-Blooded individuals can replace their racial favored class with the Unholy Warrior class.

Exclusive Class: Dæmon-Blooded individuals can replace their racial exclusive class with the Hexblade class.

Special: A Dæmon-Blooded character may never take levels in the Paladin class.

Home     Three Worlds     Bloodlines

Saturday, March 17, 2018

Campaign Design - Base Classes: Hexblade

Hexblade
(adapted from Complete Warrior)

The physical prowess of those descended from fiends is well-known, but they also have a remarkable affinity for magic that befuddles, confuses, or curses their foes. Those who have fiendish blood in their veins can tap into these aspects of their heritage via the hexblade class. Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to those opponents unused to such a foe.

A hexblade balances talents in combat and arcane spellcasting. At lower levels, the hexblade relies upon melee ability augmented by his special power to curse enemies. As he gains experience, he becomes capable of casting a limited number of spells while his curse ability becomes more potent and he gains the ability to warp the normal laws of probability. He can also draw upon the service of a familiar to further augment his abilities.

Like their fiendish forebears, hexblades tend to be selfish and often cruel, though it is by no means limited to evil characters. Still, even the friendliest hexblade is at best neutral. Like the sorcerer, the power of the hexblade often displays itself at an early age, frequently in the form of unexplained accidents or other incidents of bad luck experienced by those around the budding hexblade. Hexblades share a unique bond. Though two hexblades who meet in a tavern won't necessarily strike up a lasting friendship, it is rare for two hexblades to oppose one another unless great personal gain is on the line.
Race: Fiend-Blooded (Daemon-Blooded, Demon-Blooded, or Devil-Blooded).
Alignment: Any nongood.
Hit Die: d10.
Luck Die: d3.

Class Skills
  • Skill List: The hexblade's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft: Any (Int), Diplomacy )Cha), Intimidate (Cha), Knowledge: Arcana (Int), Profession: Any (Wis), Ride (Dex), and Spellcraft (Int) .
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the hexblade:
  • Base Attack Bonus: Good. A hexblade gains +1 base attack bonus per class level.

  • Fortitude Base Save Bonus: Poor. A hexblade gains +13 base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Poor. A hexblade gains +13 base Reflex save bonus per class level.

  • Will Base Save Bonus: Good. A hexblade gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, as well as light armor but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

  • Spells: Beginning at 4th level, a hexblades gains to ability to cast arcane spells, which are drawn from the hexblade spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Charisma 10 for 0th-level spells, Charisma 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade's spell is 10 + spell level + the hexblade's Charisma modifier.

    Like other spellcasters, a hexblade can cast only a certain number of spells per day. His base daily spell allotment is given on the Hexblade table below. In addition, he receives bonus spells per day if he has a high Charisma score. When the Hexblade table indicates that the hexblade gets 0 spells per day for a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

    Through 3rd level, a hexblade has no caster level. At 4th level and highers, his caster level is one-half his hexblade level.

  • Spells Known: The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on the Spells Known table below. Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows.

    Upon reaching 12th level, and at every third hexblade level after that, a hexblade can choose to learn a new spell in place of one they already know. In effect, they lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the hexblade can cast. A hexblade can only swap a single spell at any given level and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.

  • Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 [enal;ty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful will save (DC 10 + ½ the hexblade's class level + the hexblade's Charisma modifier) negates the effect.

    At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse fr 24 hours.

    Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.

  • Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum of +1) on saving throws against spells and spell-like effects.

  • Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great withpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

  • Arcane Ally: Beginning at 4th level, a hexblade can obtain an ally due to his affinity for the arcane. A hexblade must choose between the following two options. One the choice is made, it cannot be changed thereafter.

    • Dark Companion: The hexblade creates an illusory companion resembling a panther or other large predator, spun from the darkness of the night. Doing so takes 24 hours and uses up magical materials that cost 100 shillings. Once created, the dark companions stands with the hexblade in battle, hindering his enemies' defenses.

      An enemy adjacent to the hexblade's dark companion suffers a -2 penalty to its saves and its armor Class. The dark ally's movement is equal to the hexblade's, including all modes of movement the hexblade possesses, and it acts during the hexblade's turn each round. The dark companion follows the hexblade's commands perfectly - in effect, it is merely an extension of his will.

      The dark companon has no real substance, and thus cannot attack or otherwise affect creatures or objects. if occupies a 5-foot space. Even though any creature can enter a dark companion's 5-foot space without restriction, it must occupy its own space to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your dark companion is treated like a spell whose level is equal to ¼ your hexblade level. If it is dispelled, it automatically reforms at your side 24 hours later.

      A dark companion cannot create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from you at the start of your turn, or if you ever lose line of effect to it, it instantly reappears adjacent to you.

    • Familiar: The hexblade gains a familiar. Treat a hexblade as a sorcerer of three levels lower than his hexblade class level for the purpose of determining the familiar's powers and abilities.

      A character with more than one class that grants a familiar may only have one familiar at a time, but their applicable class levels stack for the purpose of determining the familiar's powers and abilities.

  • Bonus Feat: At 5th level and every five levels thereafter, a hexblade gains a bonus feat which must be selected from the following list: Combat Casting, Greater Spell Focus (Enchantment, Necromancy, or Transmutation only), Greater Spell Penetration, Spell Focus (Enchantment, Necromancy, or Transmutation only), Spell Penetration.

  • Greater Hexblade's Curse (Su): When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by the target of the hexblade's curse becomes -4 instead of -2.

  • Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).

    At 16th level and higher, a hexblade can use his aura of unlick twice per day. A 20th level hexblade can activate this aura three times per day.

  • Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of he hexblade's curse becomes -6 instead of -4.

Hexblade

Level
Special
1st
2nd
3rd
4th
1st
Hexblade's Curse (once per day)
-
-
-
-
2nd
Arcane Resistance
-
-
-
-
3rd
Mettle
-
-
-
-
4th
Arcane Ally
0
-
-
-
5th
Bonus Feat, Hexblade's Curse (twice per day)
0
-
-
-
6th
-
1
-
-
-
7th
Greater Hexblade's Curse
1
-
-
-
8th
-
1
0
-
-
9th
Hexblade's Curse (three times per day)
1
0
-
-
10th
Bonus Feat
1
1
-
-
11th
-
1
1
0
-
12th
Aura of Unluck (once per day)
1
1
1
-
13th
Hexblade's Curse (four times per day)
1
1
1
-
14th
-
2
1
1
0
15th
Bonus Feat
2
1
1
1
16th
Aura of Unluck (twice per day)
2
2
1
1
17th
Hexblade's Curse (five times per day)
2
2
2
1
18th
-
3
2
2
1
19th
Dire Hexblade's Curse
3
3
3
2
20th
Aura of Unluck (three times per day), Bonus Feat
3
3
3
3

Spells Known
Level1st2nd3rd4th
1st
-
-
-
-
2nd
-
-
-
-
3rd
-
-
-
-
4th
2*
-
-
-
5th
2
-
-
-
6th
3
-
-
-
7th
3
-
-
-
8th
4
2*
-
-
9th
4
2
-
-
10th
4
3
-
-
11th
4
3
2*
-
12th
4
4
3
-
13th
4
4
3
-
14th
4
4
4
2*
15th
4
4
4
3
16th
4
4
4
3
17th
5
4
4
4
18th
5
5
4
4
19th
5
5
5
4
20th
5
5
5
5
*If the hexblade has a high enough Charisma to gain bonus spells of this level

Home     Base Classes

Campaign Design - Bloodlines: Minotaur-Blooded

Minotaur-Blooded
(adapted from Unearthed Arcana)

Many minotaurs inhabit the lands of Ranska, Saksa, and Kreikka in the service of the Hallitsijainen lords Herranoita, Miersurmata, Susiherra, and Verijuoma, providing the hard hitting cadres of shock troops for their armies and the muscle to enforce their masters' edicts. In these countries, unions between minotaurs and other races are not uncommon, and in fact many families seek out such matches for their children in the hopes of advancing their social and financial status. The children that result often have a savage look, with thick hair and sometimes even tiny stubs of horns.

Outside of these three nations, very few choose to willingly associate with minotaurs and as a result those with this bloodline are almost never found. That said, there are many horrid fireside tales that tell of the fate of innocents carried away from their homes by marauding minotaurs - and the rare individual displaying a minotaur bloodline proves the truth of such stories.

The minotaur bloodline only provides a minor bloodline.

Minotaur Bloodline Traits

Character Level
Minor
4th
+2 on Search checks
8th
Skill Augmentation (Listen and Spot)
12th
Strength +1
16th
+1 to natural armor
20th
Minotaur affinity +21
2 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with minotaurs.

Exclusive Class: Minotaur-blooded individuals can replace their racial exclusive class with the Weapon Master class.

Home     Three Worlds     Bloodlines

Tuesday, March 13, 2018

Campaign Design - Prestige Class: Warknight of the High Council

Warknight of the High Council (adapted from the Forgotten Realms Campaign Setting)

If the Wardens are the eyes, ears, and sometimes mouth of the High Council, the Warknights are the mailed fist of the Alliance. Though the High Council directly maintains only a small fighting force, the ranks of its armies are well-trained, well-disciplined, and well-led by the cadre of Warknights sworn to the Council's service.

Warknights develop uncanny skills related to coordinating and leading soldiers. Most are fighters or scouts, but a few clerics, druids, and rogues have been known to join their ranks. Sorcerers and wizards seeking to serve the Council tend to join the War Wizards, the Alliance's elite brigade of fighting spellcasters, while barbarians are too undisciplined to enter this career.

In general, warknights of the High Council are responsible for leading the forces of the Alliance. They often serve as special liaisons to the forces of the individual Freeholds, frequently taking command of detachments of such troops in the field. A character's level in this class is irrelevant to his rank on the organization, although higher-ranked warknights tend to be of higher level. It is not necessary to have this prestige class to serve in the warknights, but most high-ranking officers do.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a warknight of the High Council, one must meet the following criteria:
  • Alignment: Any non-evil and non-chaotic.
  • Base Attack Bonus: +4.
  • Skills: Diplomacy or Intimidate 1+ ranks, Listen 2+ ranks, Ride 2+ ranks, Spot 2+ ranks.
  • Feats: Leadership, Mounted Combat.
  • Special: Must pass an initiation test and swear an oath of allegiance to the High Council, an oath that is enforced by their fellow warknights.
Class Skills
  • The warknight of the High Council's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the warknight of the High Council prestige class.
  • Base Attack Bonus: Good. A warknight of the High Council gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A warknight of the High Council gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A warknight of the High Council gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A warknight of the High Council gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Warknights of the High Council are proficient with all simple weapons, light armor, medium armor, and all shields (except tower shields).

  • Rallying Cry (Su): The warknight can utter a powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by +5 feet until the warknight's next action. Traditionally, the rallying cry is used when a formation of soldiers is about the charge. This mind-affecting ability may be used up to three times per day.

  • Heroic Shield (Ex): A warknight can use the aid another action (see the Player's Handbook, page 154) to give an ally a +4 circumstance bonus to Armor Class rather than the normal +2 bonus.

  • Inspire Courage (Su): A warknight can make an inspirational speech, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the warknight speak for a full round. The effect lasts for as long as the ally hears the warknight speak and for 5 rounds thereafter. While speaking, the warknight can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

  • Fear (Su): Once per day, a warknight can evoke a fear effect (DC 15 + the warknight's Charisma modifier) that is identical to the spell of the same name. The warknight's allies are immune to this effect.

  • Oath of Wrath (Su): Once per day, a warknight can select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the warknight gains a +2 morale bonus on melee attack rolls, weapon damage rolls, saves, and skill checks made against the challenged target. The effect is negated immediately if the warknight makes an attack or casts a spell targeted at any creature except the challenged opponent (attacks of opportunity do not count) or if the warknight uses a full-round action to move away from the challenged opponent.

  • Final Stand (Su): Once per day, the warknight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the warknight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the warknight's class level + his Charisma modifier and lasts for an equal number of rounds.
Warknight of the High Council
Level
Special
1stRallying Cry, Heroic Shield
2ndInspire Courage (once per day)
3rdFear
4thOath of Wrath, Inspire Courage (twice per day)
5thFinal Stand

Home     Prestige Classes

Friday, March 9, 2018

Campaign Design - Prestige Class: Warden Stalker

Warden Stalker (adapted from the Player's Guide to Rangers and Rogues)

Many have heard of the Wardens of the High Council - those noble warriors who brave the wilderness and even enemy encampments in order to keep the people of the Freeholds and their allies safe and well-informed. the heroic adventures of these admirable souls are an inspiration and comfort to the common Freeholder as well as a thorn in the side of the enemies of the Freeholds. What the common freeholder does not know, however, is that even wardens have their limits; there are some forms of intelligence gathering to which these hardy warriors are simply ill-equipped to pursue. Fortunately, the High Council is not without resources. If a task requires the highest level of subterfuge, and presents the maximum level of danger, the High Council relies upon the warden stalkers. Such a well-kept secret that even some wardens do not know they exist, the warden stalkers are the agents of the High Council who infiltrate the courts, armies, and urban regions of the Freeholds' enemies. Insinuating themselves into the highest positions and most dangerous surroundings, the warden stalker is a master of disguise, deception, and discovering even the most closely guarded secrets. At need, a warden stalker may also act as a burglar, or in the most desperate of cases, an assassin.

Hit Die: d8.
Luck Die: d6.

Requirements
To become a warden stalker, one must meet the following criteria:
  • Alignment: Any non-evil.
  • Base Reflex Save: +4.
  • Skills: Bluff 5+ ranks, Disguise 5+ ranks, Gather Information 7+ ranks, Search 5+ ranks.
  • Feats: Run, Track.
  • Ability: Uncanny Dodge.
  • Special: Must pass an initiation test and swear an oath of allegiance to the High Council, an oath that is enforced by their fellow wardens.
Class Skills
  • The warden stalker's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft: Any (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump(Str), Listen (Wis), Move Silvently (dex), Open Lock (Dex), Perform: Any (Cha), Profession: Any (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Tumble (Dex), Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 6 + Intelligence modifier.
Class Features
All of the following are class features of the warden stalker prestige class.
  • Base Attack Bonus: Average. A warden stalker gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A warden stalker gains +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A warden stalker gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A warden stalker gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Warden stalkers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Warden stalkers are proficient with light armor, but not with shields.

  • Spells: Beginning at 2nd level, a warden stalker gains the ability to cast a small number of divine spells. To cast a spell, he must have a Wisdom score of at least 10 + the spell's level, so a warden stalker with a Wisdom score of 10 or lower cannot cast these spells. This prestige class' bonus spell are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the stalker's Wisdom modifier. Warden stalkers cast spells from the Warden Spell List. The character has access to any spell on this list and may freely choose which spell to prepare as in the case of a druid.

  • Read Faces (Ex): The warden stalker must interact on a daily and casual basis with some of his most dangerous enemies. It is vital, therefore, fir him to always know what these enemies are thinking. Warden stalkers are trained to be nearly telepathic, simply by reading the facial expressions and mannerisms of those around them. All Sense Motive DCs are halved for the warden stalker. In addition, twice per day, the warden stalker may attempt to discern the surface thoughts of a single individual by rolling a Sense Motive check with the target's Intelligence score as the DC. This ability is similar to the Knowledge domain spell detect thoughts, but it differs in the following ways:

    Read Faces can only be used on humanoids and can only target on individual at a time. Like the detect thoughts spell, it takes three rounds of concentration to actually discern surface thoughts; the first two rounds are spent attuning oneself to the target. The first round reveals information similar to an ordinary successful Sense Motive check. The second gives the warden stalker a fairly clear idea of the target's most common habitual emotions (such as irritation, nervousness, or contentment). The third round grants access to surface thoughts, but in the form of emotions and ideas rather than in sentences or pictures. If a warden stalker is interrupted during this time, he may make an opposed Concentration skill check against the target's Bluff skill check to continue the reading. If he fails to keep his concentration, he gains no further information and has used up a read faces attempt for the day. After three rounds, the warden stalker can learn no more from this ability.

  • Blend In (Ex): Warden stalkers are masters at pretending to be things they are not. At 2nd level, with a successful Bluff or Disguise check (base DC 15, with the die roll modified as indicated on the table below), the warden stalker is able to fully adopt the accents and mannerisms of whatever sort of person he is pretending to be.

    In addition, a warden stalker may use his ranks in Speak Language as if they were an ordinary skill (Intelligence based; and the character is considered to have one rank per language known), in order to make himself understood in a language he does not speak well, to adopt local dialects of a language he already knows, or to attempt to get a basic understanding of a language being spoken.

    Adopted Identity
    Modifier
    Is from a specific profession in which the character has no ranks
    -2
    Is from a different but similar culture
    -2
    Is from a vastly different culture
    -5
    Is that of a specific, real person
    -10
    Must fool people from the same culture as the assumed identity
    -3
    Must fool people of a vastly different culture than the assumed identity
    +3
    Must fool an extremely isolated and close-knit culture
    double modifier (positive or negative)

  • Sneak Attack (Ex): If a warden stalker can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The warden stalker's attack deals extra damage any time her target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and it increases by +1d6 at 5th level, and an additional +1d6 at 8th level. Should the warden stalker score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a warden stalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A warden stalker can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The warden stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A warden stalker cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    If the warden stalker gets a sneak attack bonus from another source, the bonuses to damage stack.

  • Bonus Feat: At 3rd level, a warden stalker may select a bonus feat from the following list: Brawny, Charming, Clever, Learned, Quick, and Sturdy. The character must meet all prerequisites for the chosen feat.

  • True Lies (Ex): Warden stalkers are adept lying to maintain their false identities. They have been trained so extensively in this area that all Bluff DCs arehalved for them. In addition, even spells dealing with lies and truth, such as the 2nd level cleric spell zone of truth, are easier for the warden stalker to circumvent. If any enchantment or divination spells attempt to force a warden stalker to betray his cause or steal dangerous information from his mind, the warden stalker has a greater protection against these things than most other people. If the spell does not provide a saving throw, the warden stalker gains a Will save to negate the effects. If there is a saving, as is the case with zone of truth, the warden stalker may roll a second save any time the first save fails. This effect is similar to the rogue special ability slippery mind.

  • Lightning Reflexes: At 4th level, a warden stalker gains the Lightning Reflexes feat as a bonus feat.

  • Iron Will: At 5th level, a warden stalker gains the Iron Will feat as a bonus feat.

  • Great Fortitude: At 6th level, a warden stalker gains the Great Fortitude feat as a bonus feat.

  • Toughness (Ex): At 7th level, a warden stalker gains the Toughness feat as a bonus feat.

  • Perfect Disguise (Ex): The warden stalker is extremely adept at disguise. At 8th level, once per day, the warden stalker may create a disguise that is almost impossible to see through (gaining a +15 to Disguise checks). Though it is completely non-magical (and requires props and preparation like any ordinary disguise), it is actually more effective than most magical disguises, such as alter self or even polymorph. When the warden stalker has very limited access to props and makeup or insufficient time for preparation, he may still use this ability, but only gains a +7 bonus to Disguise skill checks.

  • Undeceivable (Ex): At 9th level, the warden stalker is nearly impossible to deceive, even by magical means. Attempts to use the Bluff skill against the warden stalker automatically fail unless the character attempting the bluff is both of highers level than the warden stalker and has more ranks in Bluff than the warden stalker has in Sense Motive.

    Additionally, all illusions and any enchantments that try to convince the warden stalker of something that is not true are easier for the warden stalker to resist. If such spells do not have a saving throw, the warden stalker receives a Will saving throw anyway to negate the magical effects. If they do have a saving throw and the warden stalker fails his roll, he may reroll the save once more, one round later.

  • Natural Healing (Su): A 10th level warden stalker has an exceptionally quick recovery time. He recovers twice his character level in hit points each night, and temporary ability damage is also recovered at twice the normal rate (i.e. 4 points per day of complete bed rest). In addition, one point of temporary ability damage is recovered each day even if the warden stalker is active.
Warden Stalker
Spells
Level
Special
1st
2nd
3rd
4th
1stRead Faces
-
-
-
-
2ndBlend In, Sneak Attack +1d6
-
-
-
-
3rdBonus Feat, True Lies
1
-
-
-
4thLightning Reflexes
1
0
-
-
5thIron Will, Sneak Attack +2d6
1
1
-
-
6th
Great Fortitude
1
1
0
-
7thToughness
1
1
1
-
8thPerfect Disguise, Sneak Attack +3d6
1
1
1
0
9thUndeceivable
2
1
1
1
10thNatural Healing
2
2
1
1

Home     Prestige Classes

Thursday, March 8, 2018

Campaign Design - Prestige Class: Warden Arcanist

Warden Arcanist (adapted from the Player's Guide to Rangers and Rogues)

The scouts, warriors, and rogues who make up the bulk of the Wardens of the High Council are justly celebrated as heroes in many parts of the Freeholds. Less well known are the arcane spellcasters who have also joined the organization, and whose magical abilities have contributed to its victories.

Warden arcanists are relatively rare within the organization as a whole. At the same time, arcanists have proven themselves to be invaluable assets when facing certain enemies, especially those who possess spellcasting abilities of their own.

The warden arcanists are in many ways very much like their non-magical counterparts in the Wardens of the High Council. They receive training in wilderness survival and combat. They are expected to move quickly and be able to endure the hardships of outdoor living. The remainder of their skills emphasize their spellcasting abilities, honing their magical prowess to complement their warden training. Like all other wardens, arcanists learn the ways of their enemies in great detail and in combat, that knowledge can be used with great effect. Whereas an ordinary warden would learn the weaknesses of an enemy to better strike with sword and bow, warden arcanists learn to use their spells more effectively - dealing greater damage and making their spells harder to resist.

Despite their relatively small numbers, warden arcanists are more likely to operate farther from the Freeholds than are ordinary wardens. The most significant reason for this is that arcanists are often well-suited to take on solitary missions that demand extensive travel. Such magic wielders seek out ancient lore and explore ruins of the past - all in the name of the High Council's goals. During these travels, some function as ambassadors for the organization, as well as recruiters of other arcanists.

Hit Die: d6.
Luck Die: d2.

Requirements
To become a warden arcanist, one must meet the following criteria:
  • Alignment: Any non-evil.
  • Skills: Spellcraft 7+ ranks.
  • Feats: Endurance, Track.
  • Spellcasting: Must be able to cast 2nd-level arcane spells.
  • Special Ability: Favored Enemy.
  • Special: Must pass an initiation test and swear an oath of allegiance to the High Council, an oath that is enforced by their fellow wardens.
Class Skills
  • The warden arcanist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft: Any (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge: Arcana (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession: Any (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the warden arcanist prestige class.
  • Base Attack Bonus: Average. A warden arcanist gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A warden arcanist gains +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A warden arcanist gains +13 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A warden arcanist gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: A warden arcanist gains proficiency with all simple and martial weapons. A warden arcanist gains no new proficiency with any armor or shields. Armor of any type interferes with the warden arcanist's arcane gestures, which can cause his spells to fail (if those spells have somatic components).

  • Spells per Day: When a new warden arcanist level is gained, the character gains new spells per day as if he has also gained a level in an arcane spellcasting class he also have levels in. He does not, however, gain any other benefit a character of that arcane spellcasting class would have gained (metamagic or item creation feats, and so on). This essentially means that he adds the level of warden arcanist to the level some other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

    If a character has more than one arcane spellcasting class, he must decide to which class he adds each level of warden arcanist for purposes of determining spells per day when he adds the new level. Levels in this class do stack for the purposes of familiar advancement.

  • Warden Spells: Warden arcanists add the spells on the Warden Spell List to their arcane caster spell lists. When the warden arcanist gains new spells, at least one of his new spells at each applicable level must be chosen from this list.

  • Favored Enemy Focus (Ex): At 1st level, the warden arcanist may add +2 to the DC for all saving throws against spells he casts against creatures belonging to any of his favored enemies. The bonus increases to +3 at 5th level, and +4 at 9th level.

  • Favored Enemy Damage (Ex): At 2nd level, the warden arcanist may add +1 damage per die to all damage-dealing spells he casts against a creature belonging to any of his favored enemies. Thus, a fireball cast against a favored enemy deals 1d6+1 points of damage per caster level (up to the usual maximum dictated by the spell description). The bonus per die increases to +2 at 6st level, and +3 at 10st level.

  • Sprint (Ex): At 3rd level, a warden arcanist may take the charge action to move three times his normal speed.

  • Tireless (Ex): At 3rd level, a warden arcanist learns to endure the hardships and constant travel associated with their training and lifestyle. The DC for their Constitution checks doesn't suffer the normal circumstance penalty when warden scouts run for a number of rounds greater than the Constitution score

  • Favored Enemy: At 4th level, a warden arcanist has served the Council long enough to learn the ways of the Council's most prominent enemies. The warden scout may select a favored enemy from among those given on the Warden Favored Enemies table, or another type of favored enemy approved by the DM. The warden arcanist gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 8th level, the warden arcanist may select an additional favored enemy from those given on the table. In addition, at such time, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the warden arcanist chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the warden arcanist’s bonuses do not stack; he simply uses whichever bonus is higher. This bonus stacks with any similar bonus a warden arcanist may have if he has ranger levels.

    Warden Favored Enemies
    AberrationMagical beast
    AnimalMonstrous Humanoid
    ConstructOoze
    DragonOutsider (air)
    ElementalOutsider (chaotic)
    FeyOutsider (earth)
    GiantOutsider (evil)
    Humanoid (alvari)Outsider (fire)
    Humanoid (aquatic)Outsider (good)
    Humanoid (dwarf)Outsider (lawful)
    Humanoid (goblinoid)Outsider (native)
    Humanoid (gnome)Outsider (water)
    Humanoid (halfling)Plant
    Humanoid (human)Undead
    Humanoid (orc)Vermin
    Humanoid (reptilian)

  • Great Fortitude: At 7th level, a warden arcanist gains the Great Fortitude feat as a bonus feat.
Warden Arcanist
Level
Special
Spells per Day
1stFavored Enemy Focus +2, Warden Spells+1 arcane spellcasting level
2ndFavored Enemy Damage +1+1 arcane spellcasting level
3rdSprint, Tireless+1 arcane spellcasting level
4thFavored Enemy+1 arcane spellcasting level
5thFavored Enemy Focus +3+1 arcane spellcasting level
6thFavored Enemy Damage +2+1 arcane spellcasting level
7thGreat Fortitude+1 arcane spellcasting level
8thFavored Enemy+1 arcane spellcasting level
9thFavored Enemy Focus +4+1 arcane spellcasting level
10thFavored Enemy Damage +3+1 arcane spellcasting level

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