Showing posts with label Prestige Classes. Show all posts
Showing posts with label Prestige Classes. Show all posts

Sunday, January 12, 2025

Campaign Design - Prestige Class: Bound Spellcaster

Bound Spellcaster (from the Demon Hunter's Handbook)

The bound spellcaster are wizards and sorcerer who oppose demons by turning their own power against them. The bound spellcaster absorbs the strength and corrupt essence of a lower planar outsider, gaining incredible physical and spiritual might, but sacrificing their soul in the process.

Hit Die: d4.
Luck Die: d2.

Requirements
To become a bound spellcaster, one must meet the following criteria:
  • Skills: Knowledge: the Planes 10+ ranks, Spellcraft 10+ ranks.
  • Feats: Spell Focus (Conjuration) and Spell Penetration.
  • Base Will Save: +5.
  • Spellcasting: Able to cast 4th-level arcane spells including dimensional anchor, lesser planar binding, and magic circle against evil.
  • Alignment: Any nonevil.
  • Special: Must destroy a dæmon, demon, or devil in single combat using nothing but spells and magic items you have personally created.
Class Skills
  • The bound spellcaster's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (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 each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the bound spellcaster prestige class.
  • Base Attack Bonus: Poor. A bound spellcaster gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A bound spellcaster gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A bound spellcaster gains +1⁄3 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A bound spellcaster gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Bound spellcasters gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

  • Spells: A bound spellcaster continues training in spellcasting to supplement their study of dæmons, demons and devils. When an odd numbered bound spellcaster level is gained (1st, 3rd, 5th, 7th, and 9th) and also at 10th level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane 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 (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting.

    If a character had more than one arcane spellcasting class that granted access to arcane spells before she became an bound spellcaster, she must decide to which class she adds each odd-numbered level of bound spellcaster for the purpose of determining spells per day and spells known.

  • Assume Demon Flesh (Ex): In an effort to gain both understanding of and power over fiends of all sorts, the bound spellcaster summons the essence of a powerful dæmon, demon, or devil and through a blasphemous ritual of the darkest sort, strips its spirits flesh and binds it to its own. In so doing, he gains the strength that only the pure, corrupt essence of the beasts of the lower planes can bring, but also dooms his soul to a slow, relentless spiral down into darkness and squalor.

    To perform this ritual, the bound spellcaster must summon and bind a lower planar being of at least half his own caster level in Hit Dice. To do this, he must prepare a magic circle against evil, summon the creature with some variation of the planar binding spell, and then imprison it with a dimensional anchor. Assuming this is done correctly, the caster can attempt to force the bound outsider to merge with his own body, and subsume its spirit into his own. Since this is not a standard service the demon can be bound to, the bound spellcaster must force the issue using a charisma check as per the lesser planar binding spell; the check cannot be modified by promises of reward, as no demon would ever willingly risk having its spirit effectively destroyed. even for the few scant centuries a mortal spellcaster might be expected to live. Instead, the bound spellcaster can increase his chances of successfully binding the outsider by collecting items of personal value to it, such as a sacrificial knife used by a cultist who worshiped it, or by seeking out and discovering its true name. The bonus received depends upon the importance of items used; a sacrificial knife might be worth +1 to the check, while knowledge of the outsider's true name would grant a +6 bonus. The total bonus to the caster's check can never rise above +6. Should the caster fail to compel the demon, he can try again, as per the rules for lesser planar binding spell, gaining the same bonuses, if applicable, from the artifacts he possesses.

    Assuming the bound spellcaster is successful in compelling the outsider, then it is immediately destroyed, its spirit flesh torn from its bones and absorbed into the caster. The caster is immediately and irrevocably transformed, his body taking on vestigial signs of demonic taint; he sprouts short horns, his tongue forks, his teeth extend slightly, he exudes the slight stench of brimstone and burning flesh, and a light dusting of dark scales erupts from his body.

    At this point, the bound spellcaster begins to transform into a half-fiend, gaining some of the powers of the template. At 1st level, he gains the following:

    • +1 bonus to natural armor class.

    • He gains the spell-like abilities of a half-fiend with Hit Dice equal to his caster level (these abilities improve as the bound spellcaster increases in level).

    • Darkvision to 30 feet.

    • +2 to saves against poison.

    • Acid resistance 5, cold resistance 5, electricity resistance 5, and fire resistance 5.

    • +2 Strength, +2 Dexterity, and +2 Intelligence.

  • Soiled Purity (Ex): When a bound spellcaster devours the spirit flesh of a demon, its corruption permanently stains his soul, leading him one step closer to the path of evil and the ways of an evil outsider. His alignment shifts one step towards evil.

  • Demonic Ally (Ex): As the bound spellcaster is transformed by his dealings with the lower planes, so too is the familiar that serves him. When the character takes on his 1st level as a bound spellcaster, his familiar gains the fiendish template. The template is applied as normal save that the fiendish familiar gains the ability to smite evil once per day rather than good. In addition, the familiar gains the ability to speak any and all lower planar languages. The bound spellcaster may add his bound spellcaster levels to the levels of other arcane classes that grant a familiar for the purpose of determining his familiar's abilities.

    The transformation the familiar undergoes is more that spiritual, as his outside visage shifts and morphs to a more demonic form. The familiar develops crimson scales or smooth skin covered in small, grotesque boils. His eyes blaze with cold fire, and steam rises from his paws whenever they make contact with the mortal plane. When the familiar gains the ability to speak, his voice becomes a low hiss, reverberating and echoing with a dozen unnatural tones. Not matter its size, the familiar takes on a hulking appearance, more massive and imposing than any natural animal of its type.

  • Shatter Corruption's Strength (Ex): Beginning at 2nd level, the bound spellcaster's spiritual connection to evil outsiders allows him the ability to overcome their supernatural resistance to mortal spells. He gains a +1 profane bonus to his caster checks to pierce the spell resistance of evil outsiders, and adds a +1 profane bonus to the spell save DCs of all spells cast against evil outsiders.

    At 5thth level, the bound spellcaster's profane bonuses to both piercing spell resistance and the DCs of his spell increase to +2, and at 8th level, they increase to +3.

  • Up the Darkling Path (Ex): At 3rd level, the bound spellcaster's spirit soaks up more of the evil outsider's corrupt power, further transforming the character's body and soul. He gains the following new abilities from the half-fiend template:

    • He gains a claw and bite attack, as per the description of the half-fiend template.

    • He gains the ability to perform a spell smite. One per day, he can add a bonus equal to his caster level to the damage inflicted by any spell. This bonus applied only to spell cast against evil outsiders.

    • He gains damage reduction 5/+1.

    • He gains +2 Constitution and +2 Charisma

  • Darkened Spirit (Ex): When the bound spellcaster reaches 4th level, the slumbering spirit of the evil outsider within him stirs, poisoning his eternal soul. The bound spellcaster's alignment shifts one step on the law-chaos axis towards the alignment of the evil outsider he bound. If the bound spellcaster's alignment is already the same as the outsider's then nothing happens.

  • Improved Binding (Ex): The bound spellcaster understands how to bind and control summoned evil outsiders. Beginning at 6th level, he gains a bonus equal to his bound spellcaster class level to all Charisma checks made to compel evil outsiders to perform a service, as per the lesser planar binding spell. In addition, he can draw a diagram to make his magic circle against evil more secure (as per the spell description) in only one round, and need not make a Spellcraft check when doing so.

  • Fury of Hell (Ex): By 7th level, the bound spellcaster's spirit has almost fully consumed the demon bound within he body. He gains the following abilities from the half-fiend template, which stack with those he already possesses:

    • His claw and bite attacks are considered magic weapons.

    • He gains immunity to poison.

    • He gains bat wings, allowing him to fly at his base speed with average maneuverability.

    • He gains spell resistance equal to 10 plus is caster level.

    • His darkvision increases to 60 feet.

    • His damage reduction increases to 10/+1.

  • Blackened Soul (Ex): At 8th level, the bound spellcaster has become thoroughly corrupted by the evil outsider's will. His alignment shifts one more step towards evil. An evil bound spellcaster does not necessarily abandon his role as a demon hunter, but he becomes infinitely more cruel in his methods.

  • Dark Ascendance (Ex): At 10th level, the bound spellcaster's spirit shreds the defenses of the evil outsider within him, and he undergoes a dark apotheosis. He gains all the following attributes from the half-fiend template, and is now a full half-fiend:

    • His type changes to outsider, though he does not recalculate his Hit Dice, Base Attack Bonus, or Base Saves. He is considered a native outsider.

    • His resistance to acid, cold, electricity, and fire all increase to 10.

    • His total caster level is now equal to his bound spellcaster level plus his previous arcane caster levels, but only for the purpose of determining his spell resistance, his ability to spell smite, and his access to the half-fiend's spell-like abilities.

    • He gains an additional +2 Strength, +2 Dexterity, and +2 Intelligence.

Bound Spellcaster
LevelSpecialSpells per Day
1stAssume Demon Flesh, Soiled Purity, Demonic Ally+1 level of existing arcane spellcating class
2ndShatter Corruption's Strength +1-
3rdUp the Darkling Path+1 level of existing arcane spellcasting class
4thDarkened Spirit-
5thShatter Corrpution's Path +2+1 level of existing arcane spellcasting class
6thImproved Binding-
7thFury of Hell+1 level of existing arcane spellcasting class
8thShatter Corruption's Strength +3-
9thBlackened Soul+1 level of existing arcane spellcasting class
10thDark Ascendance+1 level of existing arcane spellcasting class

Home     Prestige Classes

Saturday, September 28, 2024

Campaign Design - Prestige Classes: Prestige Paladin of Freedom

Paladin of Freedom (adapted from Unearthed Arcana)

After training in the arts of combat and the mysteries of the divine, the prestige paladin of freedom is anointed as a holy warrior dedicated to the protection of chaos and goodness. Most prestige paladins of freedom are clerics, favored souls, fighter/clerics, or fighter/favored souls though rare cleric/barbarians or favored soul/barbarians might pursue this path as well. Prestige paladins are usually dedicated to a chaotic good deity - Caire, Brid, and Þunor are most common. Many are lone wanderers, opposing tyranny and oppression while walking the earth. Compared to the standard paladin, the prestige paladin of freedom gives up a small amount of combat prowess in exchange for a larger spell list and a higher top end of his spell casting powers. Also, his class features aren't quite as powerful as the standard paladin's as a result of his reduced paladin class level.

In the Freeholds, the paladin of freedom class represents the basic holy warrior devoted (usually) to Caire, Brid, and Þunor, although some venerate Aíne, Syfa, or Yng. While many chaotically aligned orders and sects have their own unique training emphasizing those attributes most important to the veneration of their patron celestial, virtually all train paladins of freedom. Some groups emphasize training paladins more than others, and many see the initial training for paladin status as merely a starting point for the real indoctrination in the ways of that particular order. Although it would theoretically possible for followers of Eiur or Woda to train as paladins of freedom, such individuals would be exceptionally rare, in part because of Eiur's somewhat pacifistic creed being at odds with the idea of holy warriors devoted to her service.

Although the standard rules allow for “ecumenical” paladins devoted to no particular deity, but instead representing the power of good, I require that paladins follow a particular celestial. Most paladins of freedom are not members of one of the many holy orders of warrior-knights, preferring to walk their own individualistic path.

Hit Die: d10.
Luck Die: d4.

Requirements
To qualify to become a prestige paladin of freedom, a character must fulfill all the following criteria.
  • Alignment: Chaotic Good.
  • Base Attack Bonus: +4.
  • Skills: Knowledge: Religion 2+ ranks, Knowledge: Nobility and Royalty 2+ ranks, Ride 4+ ranks.
  • Feats: Mounted Combat.
  • Spell casting: Ability to cast protection from evil as a divine spell.
Class Skills
  • Skill List: The prestige paladin's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge: Nobility and Royalty) (Int), Knowledge: Religion (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
  • 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 the following are class features of the prestige paladin of freedom class.
  • Base Attack Bonus: Good. A prestige paladin of freedom gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A prestige paladin of freedom gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A prestige paladin of freedom gains a +1⁄3 base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A prestige paladin of freedom gains a +1⁄3 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Paladins of freedom are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

    • Option - Smiting Arrow: A paladin of freedom can choose to give up their proficiency with heavy armor and shields in exchange for the ability to smite evil with ranged attacks at up to 30 feet. Once made, this choice may not be changed thereafter.

  • Spells per Day: A prestige paladin of freedom's training focuses on divine spell casting. At every odd numbered level reached, the prestige paladin of freedom gains new spells per day as if he had also gained a level in whatever divine spell casting class he belonged to before he added the prestige class.

  • Spells: The prestige paladin of freedom adds some spells to his class spell list for any one divine spell casting class he belonged to before he added the prestige class. Regardless of his original divine spell casting class, he adds the following spells to his list of available spells for that class. He still needs to prepare (and, if appropriate, learn) these additional spells to cast them, and for all other purposes he is treated exactly as a caster of the appropriate level in his original divine spell casting class with respect to what spells are on his class spell list.

    • 1st Level: Alternate silvered weapon, blaze of light, bless weapon, clear mind, deafening clang, divine sacrifice, find temple, gaze of truth, golden barding, holy spurs, know greatest enemy, lesser one mind, lionheart, moment of clarity, protection from law, rhino's rush, second wind, sense heretic, silverbeard, sticky saddle, strategic charge, swift bless weapon, traveler’s mount, warning shout.
    • 2nd Level: Angelskin, aura of glory, call mount, holy mount, loyal vassal, one mind, steed of the seas, strength of stone, zeal.
    • 3rd Level: Blessing of Bahamut, diamondsteel, find the gap, forceward, greater one mind, heal mount, magic circle against law, mind bond, regal procession, remove curse, righteous fury, smite heretic, word of binding.
    • 4th Level: Dispel law, door to great evil, draconic might, favor of the martyr, freedom of movement, glory to the martyr, holy sword, righteous sword, sacred haven, seek eternal rest, spiritual chariot, winged mount.

    In addition, a paladin of freedom can never prepare or cast any of the following spells: death ward, discern lies, dispel chaos, magic circle against chaos, or protection from chaos.

  • Divine Sight: At 1st level, the paladin of freedom gains the power to see evil or law. The paladin must choose one of these two options, and once made, this choice may not be changed thereafter.

    • Detect Evil (Sp): At will, a paladin with this ability can use detect evil, as the spell.

    • Detect Law (Sp): At will, a paladin with this ability can use detect law, as the spell.

  • Vengeance of Freedom: At 1st level, a paladin of freedom is granted power to aid her crusade against evil. The paladin of freedom must choose one of the following two options. Once made, this choice may not be changed thereafter.

    • Hunter of Fiends (Ex): A paladin of freedom with this ability gains outsider (evil) as a favored enemy. The paladin gains a bonus equal to half their divine caster level (minimum 1) 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. In addition, the paladin gains Track as a bonus feat and the paladin may treat Survival and Knowledge: the Planes as class skills.

    • Smite Evil (Su): Once per day, a paladin of freedom with this ability may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of four times per day at 15th level.

  • Turn Undead (Su): A paladin of freedom gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of a level equal to her paladin of freedom levels. For the purpose of determining her ability to turn undead, a prestige paladin's class levels stack with her levels from all his other classes from which she has gained the ability to turn undead. For instance, a 4th-level fighter/1st-level cleric/2nd-level prestige paladin of freedom would turn undead as a 3rd-level cleric.

    A paladin with cleric levels who has selected one of the alternative abilities to replace their turn undead ability does not stack their cleric and paladin of freedom levels to turn undead. Instead, their paladin levels stack with their cleric levels for determining the effectiveness of their alternative ability. In addition, any paladin that does not already have the turn undead ability (such as a paladin who was a favored soul before becoming a paladin) may select one of the alternative abilities appropriate to their divine patron in place of the ability to turn undead.

  • Divine Grace (Su): At 2nd level, a paladin of freedom gains a bonus equal to her Charisma bonus (if any) on all saving throws.

  • Lay on Hands (Su): Beginning at 2nd level, a paladin of freedom with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her (paladin level + 3) × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

  • Divine Gift: Upon reaching 2nd level, a paladin of freedom gains one of the three divine gifts listed below. Once the choice is made, it cannot be changed thereafter.

    • Charging Smite (Su): If a paladin with this ability smites evil as part of a charge attack, they deal an extra 2 points of damage per divine caster level to any evil creature they strike (in addition to the normal bonus damage dealt by a smite). If the charge attack misses, the smite ability is not considered used.

    • Special Mount (Sp): A paladin with this ability can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.

    • Weapon of Arborea: A paladin with this ability gains a weapon forged by a celestial. The weapon must be the divine patron's favored weapon. The crafter requires that the paladin name the weapon. The paladin can summon the weapon to her hand or return it to its resting place in the forges of Heaven as a free action, and you can call it to your hand even if it is not in its resting place (such as if you have been disarmed). The paladin may call this weapon a number of times per day eqaul to 1 + her Wisdom modifier (minimum of once per day). Whatever its kind, the weapon is of intricate and unearthly beauty, although the paladin is bound by oath never to sell the weapon or give it to another creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 2nd level. When the wielder becomes a 5th level paladin, it becomes a +2 weapon, when she becomes a 10th level paladin, the weapon becomes a +2 holy weapon, and when she becomes a 15th level paladin, the weapon becomes a +2 anarchic holy weapon. It overcomes damage reduction as if it were good aligned and cure spells and other healing magic repair damage to is as if it were a living creature. The paladin may expend money and experience points to enhance the weapon as if she had the Craft Magic arms and Armor feat (on top of what the weapon is through this ability). If the weapon is ever destroyed, a different celestial weaponsmith crafts the paladin of freedom a new weapon, presenting it to her a year and a day after the previous weapon was destroyed.

  • Divine Resolve (Su): At 3rd level, the paladin of freedom becomes immune to compulsion effects (magical or otherwise). This ability functions while the paladin is conscious, but not if she is unconscious or dead.

  • Activate Aura (Su): At 3rd level, a paladin gains an aura. The aura extends from the paladin in a radius equal to 5 feet per point of Charisma bonus (with a minimum of 5 feet), and affects the paladin and all allies within the area. Activating an aura is a free action, and a paladin can only have one aura active at one time. The aura lasts for 1 round per paladin level. At 3rd level a paladin may activate their aura one time per day, but gains the ability to activate his aura more often as he progresses in level. The paladin gains a second aura at 9rd level, and a third aura at 14rd level. Some auras mimic spells of the same name: These auras' effects do not stack with the spells' effects.

    • Aura of Banishment: Only evil outsiders can feel this aura and suffer from its effects. No evil outsider with fewer Hit Dice than the paladin's character level can be summoned into this area, nor can such creatures use summonings or teleporting effects. In addition, this aura grants the paladin of freedom a +2 bonus on bluff checks against evil outsiders.

    • Aura of Might: The paladin of freedom and all her allies gain a +1 sacred bonus to damage rolls for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Devotion: The paladin of freedom and her allies receive a +1 deflection bonus to Armor Class for every 3 of her paladin levels, to a maximum of +5 at level 15.

    • Aura of Healing: The paladin of freedom and her allies gain fast healing 1 for the duration of the aura. Paladins devoted to Eiur must select this aura with the selection they gain at 3rd level.

    • Aura of Retribution: Whenever a creature deals damage with a melee attack to the paladin or one of her allies, it takes 2d4 points of holy damage +1 point per the paladin of freedom's Charisma bonus (if any). The base damage increases to 3d4 at 10th level and 4d4 at 15th level.

    • Aura of Resolve: When the aura of resolve is activated, each ally within the aura of the paladin paladin of freedom gains a +4 morale bonus on saving throws against compulsion effects.

    • Aura of Resistance: The paladin and her allies gain spell resistance equal to 5 + her paladin of freedom class level.

    • Aura of Sanctity: When the aura of sanctity is activated, the paladin of freedom must choose one of the following effects: fear effects (including possession), death effects, or petrification. While the aura is in effect the paladin is immune to the chosen effect and allies within the area of the aura gain a +4 bonus on saves against the chosen effect.

    • Aura of Wisdom: The paladin of freedom and her allies each regain one prepared spell or spell slot of a level equal to the highest level spell that the paladin can cast.

  • Divine Benison: At 3rd level, a paladin of freedom gains one of the following two abilities. Once this choice is made, it may not be changed thereafter.

    • Angel's Sight (Ex): A paladin of freedom with this ability gains darkvision with a range of 60 feet and low-light vision. If the paladin already has one of these senses, they gain no additional bonus from this ability.

    • Divine Health (Ex): A paladin of freedom with this ability gains immunity to all diseases, including supernatural and magical diseases.

  • Remove Disease (Sp): At 4th level, a paladin of freedom can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every four levels after 4th (twice per week at 8th and three times at 12th).

  • Crusader Strike (Ex): At 5th level, a paladin with the smite evil ability can string together multiple smite evil strikes. Each smite evil strike beyond the first deals additional damage equal to her Charisma bonus (if any) for each previous smite evil strike against that creature.

  • Weapon of Justice: At 7th level, a paladin gains Weapon Focus and Weapon Specialization with her divine patron's favored weapon, if she does not already have those feats.

  • Code of Conduct: A paladin must be of chaotic good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she oppose tyranny and oppression, seek to liberate slaves whenever possible, help those in need (provided they do not use the help for evil or lawful ends), and punish those who harm or threaten innocents.

  • Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.
Prestige Paladin

LevelSpecialSpells per Day
1stDivine sight, holy vengeance, turn undead+1 level of existing divine spell casting class
2ndDivine grace, lay on hands, divine gift-
3rdActivate aura once per day, divine resolve, divine benison+1 level of existing divine spell casting class
4thRemove disease once per week-
5thCrusader strike+1 level of existing divine spell casting class
6th--
7thWeapon of justice+1 level of existing divine spell casting class
8thRemove disease twice per week-
9thActivate aura twice per day, second aura+1 level of existing divine spell casting class
10th--
11th-+1 level of existing divine spell casting class
12thRemove disease three times per week-
13th-+1 level of existing divine spell casting class
14thActivate aura three times per day, third aura-
15th-+1 level of existing divine spell casting class

The Paladin of Freedom's Mount
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s Hit Dice, base attack bonus, saves, skill points, and feats).

Paladin LevelBonus Hit DiceNatural Armor AdjustmentStrength Adj.IntelligenceSpecial
2nd-4th+2+4+16Empathic link, improved evasion, share spells, share saving throws
5th-7th+4+6+27Improved speed
8th-10th+6+8+38Command creatures of its kind
11th-15th+8+10+49Spell resistance
  • Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.
  • Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adjustment: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.
  • Strength Adjustment: Add this figure to the mount's Strength score.
  • Intelligence: The mount's Intelligence score.
  • Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Empathic Link (Su): The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.
  • Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
  • Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
  • Improved Speed (Ex): The mount’s speed increases by +10 feet.
  • Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Charisma modifier) to negate the effect.
  • Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 8. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Ex-Paladins of Freedom: A paladin of freedom who ceases to be chaotic good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Home     Prestige Classes

Wednesday, September 29, 2021

Campaign Design - Prestige Class: Incantatrix

Incantatrix (from the Player's Guide to Færûn)

The incantatrixes are the practitioners of metamagic in the Three Worlds, studying spells that affect other spells and having a fondness for magic that thwarts extraplanar beings.

Hit Die: d4.
Luck Die: d2.

Requirements
To become an incantatrix, one must meet the following criteria:
  • Skills: Concentration 4+ ranks, Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks.
  • Feats: Iron Will and any one metamagic feat.
  • Spellcasting: Able to cast 3rd-level arcane spells.
  • Special: Cannot have abjuration as a prohibited school.
Class Skills
  • The incantatrix's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Heal (Wis), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: the Planes (Int), Profession: Any (Wis), 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 each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the incantatrix prestige class.
  • Base Attack Bonus: Poor. An incantatrix gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. An incantatrix gains a +1⁄3 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An incantatrix gains +1⁄3 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An incantatrix gains +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Incantatrixes gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

  • Spells: When a new incantatrix level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class granted her access to 3rd-level arcane spells before she added the prestige class. She 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), except for an increased effective level of spellcasting. This essentially means that she adds the level of incantatrix to the level of whatever other arcane spellcasting class granted her access to 3rd-level arcane spells, then determines spells per day, spells known, and caster level accordingly.

    If a character had more than one arcane spellcasting class that granted access to 3rd-level arcane spells before she became an incantatrix, she must decide to which class she adds each level of incantatrix for the purpose of determining spells per day and spells known.

  • Bonus Metamagic Feat: At 1st level, and again at 4th, 7th, and 10th level, the incantatrix may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.

  • Focused Studies (Ex): At 1st level, the incantatrix gives up a school of magic so as to focus more on the remaining schools. She must choose a school of magic other than abjuration or divination as a prohibited school. This prohibited school is in addition to any others already chosen due to school specialization. Thus, a specialized wizard taking this prestige class has three prohibited schools instead of two.

  • Cooperative Metamagic (Su): At 2nd level, an incantatrix gains the ability to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally's chain lightning spell, the modified spell level is 9th (6th for the spell, +3 for the Maximize Spell feat), and the DC is 18 + (3 x 9) = 45. If she applies the same feat to an ally's silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier).

  • Metamagic Effect (Su): At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 x modified spell level]. "Modified spell level" is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell's casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell's effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count.

    For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would be 18 + (3 x 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell's casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spellcraft DC of 39.

    An incantatrix can use this ability a number of times per day equal to (3 + her Intelligence modifier). Using this ability is a full-round action that provokes attacks of opportunity.

  • Metamagic Spell Trigger (Su): At 5th level, an incantatrix gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). To use this ability, she must have the appropriate item creation feat to make the spell trigger item she is using. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an incantatrix can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively, she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

    An incantatrix cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads.

  • Seize Concentration (Su): At 6th level, an incantatrix gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the incantatrix and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the incantatrix were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the incantatrix allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.

  • Instant Metamagic (Su): Once per day, a 7th-level or higher incantatrix can apply a single metamagic feat she possesses to a spell without preparing it that way beforehand (if she prepares spells) or increasing its casting time (if she does not prepare spells). Thus, a wizard's prepared spell works as if she had prepared it with the metamagic feat, but it does not use a higher-level spell slot. A sorcerer or bard's spell is cast without adjusting its casting time, but it works as if he had cast it with the metamagic feat. A 9th-level incantatrix can use this power twice per day. The incantatrix cannot use this ability if the metamagicked spell would normally use a spell slot of a higher level than she can cast.

  • Snatch Spell (Su): At 8th level, an incantatrix can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the caster's control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the incantatrix. The target spellcaster and the incantatrix make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the incantatrix wins, she gains control of the spell until its original duration expires. The spell functions as though the incantatrix had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the incantatrix wishes to dismiss it, she must make a second successful opposed caster level check to do so. If she fails, the spell remains in effect and control reverts to the original caster.

  • Improved Metamagic (Su): At 10th level, an incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). For example, a wizard incantatrix could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell.

    This benefit also applies to the incantatrix's other class abilities. Thus, the DC for using her metamagic effect or cooperative metamagic ability is reduced appropriately for the metamagic feats involved, and she spends fewer charges when using metamagic spell trigger.
incantatrix
LevelSpecialSpells per Day
1stBonus Metamagic Feat, Focused Studies+1 level of existing arcane spellcating class
2ndCooperative Metamagic+1 level of existing arcane spellcasting class
3rdMetamagic Effect+1 level of existing arcane spellcasting class
4thBonus Metamagic Feat+1 level of existing arcane spellcasting class
5thMetamagic Spell Trigger+1 level of existing arcane spellcasting class
6thSeize Concentration+1 level of existing arcane spellcasting class
7thBonus Metamagic Feat, Instant Metamagic (once per day)+1 level of existing arcane spellcasting class
8thSnatch Spell+1 level of existing arcane spellcasting class
9thInstant Metamagic (twice per day)+1 level of existing arcane spellcasting class
10thBonus Metamagic Feat, Improved Metamagic+1 level of existing arcane spellcasting class

Home     Prestige Classes

Monday, December 14, 2020

Campaign Design - Prestige Class: Servant of Kivutar

Servant of Kivutar (adapted from Dragon Magazine #353)

Kivutar often refers to her servants almost lovingly as her favored children. They are seducers and hedonists who have given their entire lives over to the fulfilment of pleasure and pain. Only when working to subvert the values and morals of the innocent do they turn from this consuming need, and it is said that such lust is felt in turn by their lascivious mistress deep in her icy palace in the Hells. Servants of Kivutar often lead her cults in the Three Worlds, but just as often work in secret in the employ of dockside brothels or in the harems of powerful kings. Kivutar only allows women to become her servants, for only they can properly transmit the particular thrills and rewards the Rotted Temptress seeks to harvest from the mortal world.

This prestige class is primarily suited for spellcasters, but fighters and rogues have been known to become servants of Kivutar as well. Monks who have turned away from law can make particularly devastating thralls. Typically, a monk, fighter, or rogue takes a level of favored soul or sorcerer before entering this prestige class so they can gain the full advantages the class has to offer.

Hit Die: d6.
Luck Die: d6.

Requirements
To become a servant of Kivutar, one must meet the following criteria:
  • Alignment: Chaotic evil.
  • Gender: Female.
  • Skills: Bluff 9+ ranks, Diplomacy 9+ ranks, Perform: Any Two 5+ ranks.
  • Feats: Servant of Darkness, Skill Augmentation (Bluff and Intimidate), Spell Focus (Enchantment).
  • Special: Must have Kivutar as their patron deity.
  • Special: Must willingly murder someone who loves you.
  • Special: Must have permanently lost at least one experience level from a succubus's energy drain attack. Once a servant gains her first level in this prestige class, restoring this lost level via greater restoration does not adversely affect the character's qualification for this prestige class. Most who seek entry to this prestige class wait until the last possible moment to meet this requirement, so they have enough time to restore the lost level while greater restoration can still help.
Class Skills
  • The servant of Kivutar's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: Nobility and Royalty: Religion (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Perform: Any (all skills taken individually) (Cha), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (NA), Tumble (Dex), Use Magic Device (Cha), 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: 6 + Intelligence modifier.
Class Features
All of the following are class features of the servant of Kivutar prestige class.
  • Base Attack Bonus: Poor. A servant of Kivutar gains +½ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A servant of Kivutar gains +1⁄3 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A servant of Kivutar gains +1⁄3 base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A servant of Kivutar gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Servants of Kivutar gain Martial Weapon Proficiency (Kukri) and Exotic Weapon Proficiency (Scourge) as bonus feats.

  • Spellcasting: At every level save for 1st, 5th, and 9th, a servant of Kivutar gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. She does not, however, gain any other benefit of a character of that class would have gained. This essentially means that she adds the level of servant of Kivutar to the level of whatever other spellcasting class the character has, then determines spells per and caster level accordingly. If a character had more than one spellcasting class before she became a servant of Kivutar, she must decide to which spellcasting class she adds each level of servant of Kivutar for the purpose of determining spells per day.

  • Profane Beauty (Su): As long as a servant of Kivutar wears no armor and wields no shield, she gains a deflection bonus to her Armor Class equal to her Charisma bonus, to a maximum bonus equal to her servant of Kivutar level.

  • Telepathic Gaze (Ex): A servant of Kivutar can communicate via telepathy with any creature within 100 feet that meets her gaze. While communicating with a creature in this manner, she can read his surface thoughts as if she had cast detect thoughts and concentrated on the target for 3 rounds. The target can attempt to resist this gaze by making a Will save (DC 10 + the servant's class level + her Charisma modifier). If she can red the target's surface thoughts, she gains a +5 circumstance bonus on Bluff, Diplomacy, or Intimidate checks made against that opponent.

  • Betrayal (Su): At 2ndrd level, a servant of Kivutar's attacks are particularly devastating to those who believe her to be an ally. If she ever deals damage to an ally with a weapon or spell, the ally must make a Will saving throw (DC 10 + the servant's class level + her Charisma modifier) or be stunned for 1d4 rounds.

  • Sneak Attack: If a servant of Kivutar of 3rd level of higher 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 servant’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 servant flanks her target. This extra damage is +1d6 at 3rd level, and it increases by +1d6 every three servant levels thereafter. Should the servant 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 servant 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 servant 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 servant 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 servant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    If a servant of Kivutar gets a sneak attack bonus from another source (such as rogue levels) the bonuses to damage stack.

  • Charming Voice (Su): At 4th level, the servant's voice becomes beguiling. She gains a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks, and the save DC for any language-dependent spells she casts gain a +1 profane bonus. Once per day, she may attempt to charm a creature of the same type as a spell-like ability, provided that creature can hear and understand her voice. This otherwise duplicates the effects of charm monster. Her caster level for this ability equals the servant;s class level.

  • Sinner's Beauty (Su): When a servant of Kivutar reaches 5th level, her appearance takes on an otherworldly and arousing beauty. Her charisma increases by 2 points. At 10th level, her beauty increases even more, increasing her Charisma score by another 2 points.

  • Draining Kiss (Su): When she becomes 5th level, a servant of Kivutar can drain energy from a creature she lures into some act of passion or by simply planting a kiss on the victim. If the target is not willing, she must successfully grapple him first. The kiss bestows 1 negative level. The victim must succeed on a Fortitude save (DC 10 + the servant's class level + her Charisma modifier) to remove this negative level. This ability may be used up to three times per day.

  • Reflect Enchantment (Ex): At 7th level, a servant of Kivutar can reflexively reflect enchantment spells that target her and fail to affect her. Up to three times per day, as an immediate action, a servant of Kivutar who makes her saving throw to resist any spell of the school of enchantment may immediately reflect that spell back at its source, as if she had cast the spell on the target. This defense works only against enchantment spells negated by successful saving throws.

  • Dominating Voice (Su): A 8th level, the servant's charming voice becomes more potent. She gains a +8 competence bonus on Bluff, Diplomacy, and Intimidate checks, and the save DC for any language-dependent spel she casts gains a +2 profane bonus. Once per day, she may attempt to dominate a creature of her type as a spell-like ability, provided the creature can hear and understand her voice. This otherwise duplicates the effects of dominate monster. Her caster level for this ability equals the servant's class level.

  • Succubus Form (Ex): At 10th level, a servant of Kivutar gains the supernatural ability to transform into a succubus-like creature once per day. This transformation requires a full-round action and lasts for 1 hour. During this time, the servant gains the following benefits:

    • +2 Strength, +2 Dexterity, +2 Constitution, +6 Intelligence, +4 wisdom, and +16 Charisma.

    • +9 natural armor bonus to her Armor Class.

    • Wings that grant a fly speed of 50 feet with average maneuverability.

    • Damage reduction 10/cold iron or good.

    • Darkvision 60 feet.

    • Immunity to electricity and poison.

    • Resistance to acid 10, cold 10, and fire 10.

    • Spell resistance 18.

    • She can use her draining kiss ability at will as long as she remains in this form; uses do not count against her regular limit of three times per day.
Servant of Kivutar

LevelSpecialSpells per Day
1stProfane beauty, telepathic gaze-
2ndBetrayal+1 level of existing spellcasting class
3rdSneak attack +1d6+1 level of existing spellcasting class
4thCharming voice+1 level of existing spellcasting class
5thDraining kiss, sinner's beauty-
6thSneak attack +2d6+1 level of existing spellcasting class
7thReflect enchantment+1 level of existing spellcasting class
8thDominating voice+1 level of existing spellcasting class
9thSneak attack +3d6-
10thSinner's beauty +4, succubus form+1 level of existing spellcasting class

Home     Prestige Classes     Kivutar

Sunday, February 23, 2020

Campaign Design - Prestige Class: Ilkean Knight

Ilkean Knight (adapted from the Player's Guide to Fighters and Barbarians)

The Kansattu Empire is home to an order of knights that serve the will of the Hallitsijainen. The Ilkean knights serve as the strong arm of the Cold Lords, enforcing their edicts and carrying out their orders. The knights themselves are taught the secrets of beseeching the Hallitsijainen themselves, so that they might gain the strength necessary to serve their dread patrons properly. Each Ilkean knight typically earns several blessings from the Ilkeastasesin - indeed status in the knighthood is given by the number of Cold Lords who have deigned to grant a knight their favor.

Even with the mysterious absence of the Hallitsijainen, the Ilkean knights continue to work the will of their missing masters, albeit without the explicit authority of the lords of a great empire behind them. In every war waged by the Cold Lords, the Ilkean knights were at the forefront of the fighting, clashing against all comers. Since the loss of the Hallitsijainen, many Ilkean knights have been forced into roles that cast them as leaders rather than servants as they strive to hold an empire together until their masters' return.

Hit Die: d10.
Luck Die: d4.

Requirements
To become an Ilkean knight, one must meet the following criteria:
  • Base Attack Bonus: +7.
  • Feats: Mounted Combat, Ride-by-Attack, Spirited Charge, Trample.
  • Alignment: Any evil.
  • Skills: Handle Animal 5+ ranks, Ride 10+ ranks.
  • Special: Must be a member of the Cult of Ilkeas.
  • Special: Must be initiated into the knights by another senior knight.
Class Skills
  • The dancer of steel's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft: Any (all skills taken individually)(Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession: Any (all skills taken individually)(Wis), Ride (Dex), 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 Ilkean knight prestige class.
  • Base Attack Bonus: Good. An Ilkean knight gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An Ilkean knight gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An Ilkean knight gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. An Ilkean knight gains +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: An Ilkean knight is proficient with all simple and martial weapons, with all armor and all shields.

  • Ilkean Blessing: At every other level beginning at 1st, the Ilkean knight may choose one of the following abilities. His Ilkean knight level + his Wisdom modifier determines the blessing he may choose - he may not choose a blessing of a number higher than the sum of his class level and Wisdom modifier. No blessing may be taken more than once. If the character's class level + Wisdom modifier is lower than any available blessing, he must choose the lowest available blessing. The character's caster level is equal to his Ilkean knight level for the purpose of spell-like abilities.

    1. Pimeasenki's Dance (Ex): The Ilkean knight gains a +1 dodge bonus to Armor Class.

    2. Susiherra's Sight (Ex): The Ilkean knight gains Track as a bonus feat.

    3. Verijuoma's Fangs (Ex): The Ilkean knight gains the ability to use poison safely and never risks accidentally poisoning himself when applying poison to a blade.

    4. Tummavoitin's Flame (Sp): The Ilkean knight gains the ability to sheathe his weapon in in chilling cold. This functions as the frost effect of the spell flame/frost weapon. This ability may be used once per day.

    5. Sielusyoda's Feast (Sp): The Ilkean knight gains the ability to cast death knell once per day.

    6. Sarvihurttua's Raven (Sp): The Ilkean knight gains the ability to cast summon shadow raven once per day

    7. Murskilta's Blessing (Sp): The Ilkean knight gains the ability to cast greater magic weapon once per day.

    8. Tuliherra's Endurance (Su): The Ilkean knight gains fire resistance 10.

    9. Miersurmata's Strike (Su): The Ilkean knight gains the ability to designate a single melee attack as a wounding attack. Such strikes are treated as though they were made with a weapon possessing the wounding weapon enhancement. This may be done once per day per level in the Ilkean knight class and must be declared before the attack roll is made. If the attack roll misses, that use of the ability is wasted.

    10. Herranoita's Protection (Sp): The Ilkean knight gains the ability to cast minor globe of invulnerability once per day, affecting only arcane spells.

    11. Ysivalmija's Agony (Su): The Ilkean knight gains the ability to designate a single melee attack as an agonizing attack. Those struck by this attack must make a Fortitude save (DC 10 + the Ilkean knight class level + the Ilkean knight's Wisdom modifier). Failure on this roll indicates the target is wracked with agony, suffering a -4 penalty on attack rolls, skill checks, and ability checks. Those who succeed on the roll still suffer a -1 morale penalty to attack rolls, skill checks, and ability checks. These effects last for one round per Ilkean knight class level. This may be done once per day per Ilkean knight class level and must be declared before the attack roll is made. If the attack roll misses, that use of the ability is wasted.

    12. Mustavittaja's Strength (Ex): The Ilkean knight becomes infused with Mustavittaja's strength when he takes this blessing. He immediately gains a permanent +1 inherent bonus to Strength. In addition, once per day the Ilkean knight may perform a feat of strength. This supernatural ability gives an enhancement bonus to strength equal to the ilkean knight's class level. activating this power is a free action and the power lasts one round.

  • Loyalty of Ages (Ex): At 1st level, the Ilkean knight gains a +2 resistance bonus to saving throws against all mind-affecting and compulsion effects.

  • Skilled Rider (Ex): At 2nd level, the Ilkean knight gains a +4 competence bonus to Ride checks.

  • Bonus Feat: At 4th level and 8th level, the Ilkean knight may select a feat from the list of fighter bonus feats.

  • Mounted Warrior (Ex): At 6th level, the Ilkean knight becomes especially adept at fighting from horseback. While on horseback, he gains a +2 bonus to hit creatures on the ground. This does not stack with the normal +1 to hit bonus for being mounted.

  • Superior Charge (Su): When the Ilkean knight reached 10th level, he gains the Superior Charge ability. When mounted and using the charge action, the Ilkean knight does triple damage with a melee weapon (or quadruple damage with a lance). This ability replaces the bonus provided by the Spirited Charge feat.
Ilkean Knight
LevelSpecial
1stIlkean blessing, loyalty of ages
2ndSkilled rider
3rdIlkean blessing
4thBonus feat
5thIlkean blessing
6thMounted warrior
7thIlkean blessing
8thBonus feat
9thIlkean blessing
10thSuperior charge

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