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Post by ancientempathy on Oct 30, 2009 3:08:43 GMT -5
Many people try to emulate a particular prestige class for the roleplay value and fun it can bring. Now, I will bring the actual information on certain prestige classes to the forums here. Hopefully it can aid in future character ideas and developments. So stay tuned. If you the player, have a particular PRC you try to emulate and wish for the info to be seen on here, then please PM me ahead of time so I can work out the details. Thanks! Many people try to emulate a particular prestige class for the roleplay value and fun it can bring. Now, I will bring the actual information on certain prestige classes to the forums here. Hopefully it can aid in future character ideas and developments. So stay tuned. If you the player, have a particular PRC you try to emulate and wish for the info to be seen on here, then please PM me ahead of time so I can work out the details. Thanks! PRC's Listed: Battlerager, Bladesinger, Red Wizard, Thayan Knight, Skinwalker PRC's To Be Listed: Archmage, Hierophant, Divine Champion, Purple Dragon Knight, Elven High Mage, Heartwarder of Sune, Celebrant of Sharess
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Post by ancientempathy on Nov 22, 2009 14:08:23 GMT -5
Battlerager Dwarven battleragers, or kuldjargh (“axe idiots”), are legendary berserker warriors who can enter a battle frenzy through ritualistic singing. They are believed to have been touched by the dwarven gods of battle, who taught them that if they die in battle, they will return to Faerûn stronger than before as a just reward. Therefore, they have no fear of death. They are given to drinking, rowdy and boisterous singing, and drunken dancing. Battleragers command grudging, if fearful, respect within dwarven society, where they are known to have coined such philosophically complex dwarven maxims like “head first” and “if it moves, kill it.” Most live short, glorious lives. While enraged, a battlerager’s face becomes distorted and twisted. His teeth grind together as spittle flies from his mouth and dribbles down his beard. His eyes enlarge, bulge, and become bloodshot. Charging into battle, he bellows forth his clan or holy war song, throwing his hammers and axes all the way, before cleaving his foes with his mighty dwarven waraxe. In short, he becomes almost unstoppable. Battleragers are often covered from head to toe in body art, from tattoos to brands to ritual scars. They prefer to wear spiked armor, and some of them ride specially trained boars into battle. Battleragers are usually single classed barbarians before taking the prestige class, though multiclass barbarian/fighters are also common. Barbarians/rangers and barbarian/clerics (known as “vindicators”) are not uncommon as well. Other multiclass combinations are almost unheard of. The battlerager fills a particular niche in dwarf society and culture. He is a fearless and impulsive warrior, able to enter into an insane rampage. Battleragers are ruthlessly used by dwarf generals for their shock power against attacking armies. NPC battleragers often come from a familial clan made up predominantly of battleragers. These clans often form guilds or halls within dwarven society, though these “guilds” are often more akin to a family or fraternal order. Regardless, battlerager guilds are often located on the fringes of dwarven society, kept out of view and away from easily influenced dwarven children, who often hear of the kuldjarghs’ fearlessness but rarely their folly. While heroic battle is honored in dwarven society and battleragers often excel in this, more often than not they also epitomize lives wasted in stupid rage, something most dwarves realize they cannot afford in a world filled with orcs and goblins. Hit Die: d12. REQUIREMENTS To qualify to become a battlerager, a character must fulfill all the following criteria. Race: Dwarf. Alignment: Any nonlawful. Base Attack Bonus: +5. Skills: Intimidate 8 ranks, Knowledge (religion) 2 ranks, Perform (singing, any other) 2 ranks. Feats: Cleave, Endurance, . Special: Ability to rage. CLASS SKILLS The battlerager’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Tumble (Dex), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier. CLASS FEATURESAll the following are class features of the battlerager prestige class. Weapon and Armor Proficiency: Battleragers gain no proficiency with any weapons, armor, or shields. Rage (Ex): At 1st, 3rd, and 5th level, the battlerager gains another use of barbarian rage per day. If the battlerager has the ability to enter a greater rage, the extra rages granted by this ability are greater rages as well. Gruff (Ex): Battleragers are known to be rude, uncouth, and violent. They suffer a –4 penalty on all Charisma ability checks and Charisma-based skill checks, except for Intimidate checks. Battleragers receive a +2 bonus on all Intimidate checks. Rock Gut (Ex): A battlerager’s natural resistance to poison is stronger than most dwarves. At 1st level, his +2 racial bonus on saving throws against poisons increases to a +4 racial bonus. Close-Quarter Fighting (Ex): At 2nd level, a battlerager gains the Close-Quarter Fighting feat. Fearless (Ex): At 2nd level, a battlerager becomes immune to fear and similar effects. He also gains a +2 insight bonus on saves against all mind-affecting spells and effects. Improved Unarmed Strike (Ex): At 3rd level, a battlerager gains the Improved Unarmed Strike feat. Great Cleave: At 4th level, a battlerager gains the Great Cleave feat. Reckless Offensive: At 4th level, a battlerager gains the Reckless Offensive feat. Natural Armor (Ex): By 5th level, a battlerager’s flesh has become so scarred and corded with muscle that he gains +2 natural armor. //From Races of Faerun, pgs. 178-179
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Post by ancientempathy on Nov 22, 2009 14:22:17 GMT -5
Bladesinger Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger’s lithe movements and subtle tactics seem beautiful, belying their deadly martial efficiency. Bladesingers have a treasured place in elf society, balancing the joys of art and magic with the skill of masterful fighting, and so bladesingers are well-respected by other elves. They usually serve as itinerant guardians and champions of the elf community at large rather than tying themselves to one particular settlement. Multiclass fighter/wizards can become bladesingers most easily, though any elf who can wield a martial weapon and cast arcane spells can become a bladesinger. Bladesinging ranger/wizards, rogue/ wizards, and bladesinger bards are not unknown. Most bladesingers work alone, sufficient unto themselves, but in larger communities they sometimes have the opportunity to fight together in the same combat. Bladesingers are normally trained singly by another bladesinger, and the concept of anything as formalized as a bladesinger school is an absurd notion to them. Hit Die: d8 REQUIREMENTS To qualify to become a bladesinger, a character must fulfill all the following criteria. Race: Elf, half-elf. Base Attack Bonus: +5 Skills: Concentration 4 ranks, Perform 3 ranks (dance, sing, any other), Tumble 3 ranks. Feats: Combat Casting, Dodge, Expertise, Still Spell, Weapon Focus (longsword) or Weapon Focus (rapier). Spellcasting: Ability to cast 1st-level arcane spells. CLASS SKILLS The bladesinger’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Jump (Str), Knowledge (arcana) (Int), Perform (Cha), Spellcraft (Int), and Tumble (Dex). Skill Points at Each Level: 2 + Int modifier. CLASS FEATURES All of the following are class features of the bladesinger. Weapon and Armor Proficiency:The bladesinger gains no weapon proficiency but does gain proficiency with light armor. If the bladesinger wears medium or heavy armor, she loses all benefits of any of her song abilities (lesser bladesong, lesser spellsong, song of celerity, greater spellsong, and song of fury). A bladesinger suffers the normal arcane spell failure chance when casting spells while armored (except as noted below). Bladesong (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), the bladesinger gains a dodge bonus to AC equal to her Intelligence bonus. Bonus Feats: At 2nd, 5th, and 8th level, the bladesinger gets a bonus feat. These feats must be drawn from the following list: any metamagic feat, Combat Reflexes, Improved Critical (longsword), Improved Disarm, Mobility, Quick Draw, Spring Attack, Whirlwind Attack. Lesser Spellsong (Ex): Starting at 3rd level, when wielding a longsword or rapier in one hand (and nothing in the other), the bladesinger can take 10 when making a Concentration check to cast defensively. Song of Celerity (Su): Starting at 6th level, when wielding a longsword or rapier in one hand (and nothing in the other) and using the full attack action, the bladesinger can cast one bladesinger spell (or arcane spell with a casting time of 1 action or less) each round as a free action. Greater Spellsong (Ex): Starting at 7th level, the bladesinger ignores arcane spell failure when wearing light armor. Song of Fury (Ex): At 10th level, when wielding a longsword or rapier in one hand (and nothing in the other) and using the full attack action, the bladesinger can make one extra attack in a round at her highest base attack, but this attack and each other attack made that round take a –2 penalty. This penalty applies for 1 round, so it affects attacks of opportunity the bladesinger might make before her next action. Spells per Day: Every level a bladesinger gains, the character gains new spells per day as shown. When she casts bladesinger spells, the bladesinger’s caster level is equal to her bladesinger level. A bladesinger’s bonus spells are based on Intelligence. The Difficulty Class for saving throws against bladesinger spells is 10 + the spell’s level + the bladesinger’s Intelligence modifier. A bladesinger keeps a spellbook and must prepare spells each day as a wizard does. She can have any number of bladesinger spells in her spellbook (see Writing a New Spell into a Spellbook, Chapter 10 in the Player’s Handbook). At levels 1st through 9th, a bladesinger gains two spells she can add to her spellbook for free. These spells must be bladesinger spells the character can cast. BLADESINGER SPELL LIST Bladesingers choose their spells from the following list: 1st level—expeditious retreat, mage armor, magic weapon, shield, true strike. 2nd level—blur, bull’s strength, cat’s grace, mirror image, protection from arrows. 3rd level—displacement, greater magic weapon, haste, keen edge. 4th level—dimension door, fire shield, improved invisibility, stoneskin. //From Races of Faerun, pgs. 179-180
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Post by ancientempathy on Dec 23, 2010 23:58:27 GMT -5
Red Wizard Prestige Class The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be magical overlords of Faerun. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus feat that prepares them for entry into the full Red Wizard prestige class. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare. Hit Die: d4Requirements To qualify to become a Red Wizard (Red), a character must fulfill all the following criteria. Alignment: Any nongood. Race: Human from Thay Spellcasting: Ability to cast 3rd-level arcane spells. Skills: Spellcraft 8 ranks. Feats: Tattoo Focus and a total of three metagamic feats or item creation feats. Class Skills The Red Wizard's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Scry (Int), Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Features All the following are class features of the Red Wizard prestige class. Weapon and Armor Proficiency: Red Wizards gain no proficiency in any weapon or armor. Spells per Day: A Red Wizard's training focuses on arcane spells. Thus, when a new Red Wizard level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red Wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before he become a Red Wizard, he must decide to which class he adds each level of Red Wizard for the purpose of determining spells per day. Enhanced Specialization: Upon becoming a Red Wizard, the character increases his devotion to his wizard school of specialization. In exchange for this, the Red Wizard must sacrifice study in one or more schools. The Red Wizard must choose an additional prohibited school or schools using the rules in Ch. 3 of the PHB. He can never again learn spells from those prohibited schools. He cannot choose the same prohibited spells he knew prior to becoming a Red Wizard, including using items that are activated by spell completion or spell trigger. For example, Ghorus Toth is specialized in the school of Transmutation. His prohibited schools are Abjuration and Enchantment (option 3). When he comes a Red Wizzard, he must choose one of the other categories of prohibited schools for Transmutation listed in the School Specialization sidebar of the PHB. His options are (1) Conjuration, (2) Evocation, or (4) any three schools. He cannot choose option (3) because there is no way to select that option without selecting schools from which he is already prohibited. If he chooses option (4), he cannot choose Abjuration or Enchantment because those are already prohibited schools for him. He decides to select Conjuration as his additional prohibited school. Specialist Defense: Add this value to the Red Wizard's saving throws agaisnt spells from his specialist school. Spell Power: For spells involving the Red Wizard's specialist school, add this value to the DC for saving throws and to caster level checks to overcome spell resistance. The value starts at +1 at 1st level and goes up to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. This ability stacks with other spell power effects that affect spells from the Red Wizard's specialist school. Bonus Feat: The Red Wizard can choose an item creation feat, metamagic feat, or Spell Master. Circle Leader: The Red Wizard gains the ability to become a circle leader, who is the focus person for Red Wizard circle magic. Scribe Tattoo: The Red Wizard gains the ability to place the Thayan wizards' magic tattoos upon qualified novices, allowing them to select the Tattoo Focus feat and inducting them into his circle. Great Circle Leader: The Red Wizard can be the center of a great circle, which can have up to nine assistants instead of just five. FRCS pgs. 50-51
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Post by ancientempathy on Jan 7, 2011 19:42:48 GMT -5
Thayan Knight Prestige Class While the Red Wizards are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan knights, familiar with magic and loyal to none but the tattooed mages. The Thayan knights act as bodyguards and enforcers for the Red Wizards and as an extension of their reach. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. Almost all Thayan knights are fighters, although monks and rangers have been known to pursue this career. Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak for the duties of a Thayan knight. Hit Die: d10. RequirementsTo qualify to become a Thayan knight, a character must fulfill all the following criteria. Race: Human. Region: Thay. Base Attack Bonus: +5 Skills: Intimidate 2 ranks, Knowledge (arcane) 2 ranks, Knowledge (local, Thay) 2 ranks. Social Status: No slaves. Feats: Iron Will, Weapon Focus (longsword). Alignment: Any nongood. Special: Sworn allegiance to the Red Wizards of Thay. Class Skills The Thayan knight’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int), Knowledge (local, Thay), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class FeaturesAll the following are class features of the Thayan knights prestige class. Weapon and Armor Proficiency: Thayan knights are proficient with all simple and martial weapons, with all types of armor, and with shields. Horrors of Thay (Ex): Because of long exposure to the cruelty of her homelands, a Thayan knight gains a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively. None of these bonuses apply against attacks from Red Wizards. Zulkirs Favor (Su): At 1st level, a knight undergoes a long and painful tattooing ritual. This magic tattoo, placed either on the back or the forehead, provides a +2 resistance bonus on Reflex saves. The tattoo also marks the knight as someone loyal to the Red Wizards. The knight automatically fails all saving throws against mind-affecting spells cast by a Red Wizard. When the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extraordinary ability. The tattoo does not count as using a space for a magic item, but it does count toward the limit of magic tattoos permitted by the create magic tattoo spell. Zulkir’s Defender (Ex): A knight of 2nd level gains a +2 morale bonus on attacks and damage against any creature that attacks or that she has previously seen attack a Red Wizard. Fighter Feat: At 3rd level, a Thayan knight may choose any one feat (except Weapon Specialization) from the fighter bonus feat list in Chapter 2 of the Players Handbook or any feat with the [Fighter] descriptor from the Forgotten Realms Campaign Setting. Final Stand (Su): Once per day as a standard action, a knight of 4th level or higher can inspire her troops. Allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight’s class level + Charisma modifier and lasts the same number of rounds. Zulkir’s Champion (Su): At 5th level, the knight receives a large magic tattoo across her face signifying her devotion to the protection of the Red Wizards. Once per day, the knight can take a +2 luck bonus on a single saving throw. This bonus can be taken after the die is rolled. When the tattoo is visible, the knight gains a +4 morale bonus on Intimidate checks as an extraordinary ability. The tattoo does not count as using a space for a magic item, but it does count toward the limit of magic tattoos permitted by the create magic tattoo spell. Lords of Darkness, pgs. 64-65
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Post by dmthann on May 19, 2011 16:11:58 GMT -5
Skinwalker
Description: Some Green elven priests of Rillifane Rallathil live apart from their brethren, seeking out a solitary existence in the forest. Those who follow this path long enough are taught the secret rituals of skinwalking by older priests.
Skinwalking is a special magical form of shapechanging that involves using hides and other animal parts to transform into an animal form.
Other Green elves tend to avoid skinwalkers, but turn to them in times of crisis, or for advice on major problems confronting the tribe. Barred: Skinwalkers must worship Rillifane Rallathil, or one of the other wilderness-oriented Seldarine deities such as Solonor Thelandira or Erevan Ilesere.
Role:
The Green tribes treat skinwalkers with great respect and often fear, as they are said to be dangerous and uncontrollable. Skinwalkers exist to help their tribes in times of danger, and to learn more about the works of nature. Secondary Skills: Skinwalkers must select from either fisher, forester, or hunter.
Weapon Proficiencies:
Skinwalkers are even more primitive than most Green elves. When first created, a skinwalker's weapon proficiencies can be selected only from these: longbow, short bow, club, dagger, javelin, knife, spear.
Nonweapon Proficiencies:
Bonus proficiencies: direction sense (general). Recommended: fire-building, swimming, weaving (general), healing, herbalism (priest).
Equipment:
Skinwalkers can buy only leather armor and weapons in which they are proficient when first created.
Special Benefits:
Skinwalkers specialize in shape-changing. This is not the same as the disease of lycanthropy, although there are some similarities. Skinwalkers can freely change from animal to human form, and retain their human intelligence while changed.
When created, a skinwalker priest enters the woods to fast and meditate. After 1d4 days, the skinwalkers totem animal appears. Roll 1d10 and refer to the following table to determine the animal, or the DM can select an appropriate animal.
Die Roll Animal 1 Crow 2 Hawk 3 Coyote or Cooshee 4 Fox 5 Otter 6 Raccoon 7 Rabbit 8 Lynx 9 Mountain Lion or Cath Shee 10 Bear
The priest must then follow the animal for 1d4 days, at the end of which period he or she is said to gain the enlightenment and wisdom necessary to change form into that of the totem animal. The frequency and duration of the priest's change increases with level, according to the following chart.
Level Frequency Duration 1 Once/3 days 2d6 hours 2-3 Once/2 days 2d10 hours 4-6 Once/day 2d20 hours 6-10 Once/day 3d20 hours 11+ At will Indefinite
A skinwalking priest takes the form of his or her totem animal and includes all statistics of the animal. These statistics remain the same, regardless of the priest's level. Any priest slain in animal form must successfully save. vs. death magic or also die in elven form. If the saving throw is successful, the priest does not die, but lies in a coma for 2d4 days.
Taken from Elves of Evermeet 2nd edition source book.
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Post by Munroe on May 19, 2011 22:28:19 GMT -5
I moved Prestige Class Resources and Lore subforum from Roleplay Ideas, Suggestions and Discussion to Lore of the Lands. This seemed a more appropriate forum for it.
PM me to let me know if you want this post deleted to keep this thread pure.
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Post by ancientempathy on May 22, 2011 13:35:03 GMT -5
Hm, after some thought into that move, can this thread be moved into that subbforum? I'll reword the thread to something more appropriate so it doesn't confuse anyone new.
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Post by Razgriz on May 15, 2013 19:42:14 GMT -5
Triadic Knight “We are few, but our resolve can break the spine of any fiend.” —Haelimbrar, Triadic Knight and Servant of the Lords of Imphras IITriadic knights are holy warriors who worship the Triad of Tyr, Torm, and Ilmater. Triadic knights trace their history back to the Fiend Wars of Impiltur (729–732 DR), when the three churches joined forces to proclaim the Triad Crusade, but they no longer comprise a single order of paladins. Triadic knights believe that to truly embody the virtues of a paladin, one must draw on the strengths of all three gods. Through courage and perseverance, Triadic knights seek justice for all. ----------------------------------------------------------------------------------- Becoming a Triadic KnightPaladins, cleric/paladins, and clerics most commonly become Triadic knights, although many multiclass combinations including clerics and paladins are represented or have served in the past among the ranks of the Triad’s holy warriors.
Depending on your base spellcasting class(es), you’ll find Wisdom and/or Charisma remains your most valuable ability score. Melee combat-oriented characters should emphasize Strength and Constitution, while those specializing in unarmed combat should focus on Dexterity and Strength, and then Constitution.
Spellcasters are best served by emphasizing their primary mental attribute to maximize the number of bonus spells they can cast.----------------------------------------------------------------------------------- ENTRY REQUIREMENTSPatron Deity: Ilmater, Torm, and/or Tyr. Alignment: Lawful good. Base Attack Bonus: +5. Feats: Initiate of IlmaterPG, Initiate of Torm, or Initiate of TyrPG; plus Endurance. Skills: Knowledge (local) 4 ranks, Knowledge (religion) 4 ranks, Knowledge (the planes) 2 ranks. Special: Aura of good class feature. ----------------------------------------------------------------------------------- Class FeaturesThe Triadic knight’s class features combine elements of the paladin with defensive abilities that allow him to remain at full fighting strength even when faced with adverse conditions.
Spellcasting: At each new Triadic knight level other than 1st or 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class you belonged to before adding the prestige class. You do not, however, gain all the benefits a character of that class would have gained.
If you had more than one divine spellcasting class before becoming a Triadic knight, you must decide to which class you add the new level for purposes of determining spells per day, caster level, and spells known.-Aura of Good (Ex): Your Triadic knight levels stack with other class levels that grant this ability for the purpose of determining the power of your aura of good. -Special Mount (Sp): As a Triadic knight, you gain the service of an unusually intelligent, strong, and loyal steed. -Hands of Ilmater (Su): At 2nd level and higher, you can no longer become nauseated or sickened. -Shield Other (Sp): Starting at 3rd level, you can use a shield other effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability “martyr’s embrace.” -Eyes of Tyr (Su): At 4th level and higher, you can no longer become dazzled or blinded (except by physical damage to your eyes). -Discern Lies (Sp): At 5th level, you become able to use a discern lies effect once per day; your caster level is equal to twice your class level. Triadic knights often call this ability “judge’s insight.” -Smite Evil (Su): Beginning at 5th level, you can smite evil once per day. If you already have this ability from another class, your Triadic knight class levels stack with that class’s levels for the purpose of determining the extra damage dealt. For example, a 5th-level paladin/4th-level Triadic knight would deal an extra 9 points of damage with each successful smite evil attempt. Smite evil attempts per day gained from multiple sources stack. -Heart of Torm (Su): At 6th level, you gain immunity to fear. -Shout (Sp): At 7th level, you can use shout once per day; your caster level is equal to twice your class level. Triadic knights often call this ability “lion’s roar.” -Threefold Smite (Su): At 7th level, you can combine three smite evil attempts in a single attack. Doing this costs you three of your daily smite evil attempts; if you don’t have at least three such attempts remaining, you can’t use this ability. Making a threefold smite requires a full-round action and triples the bonus on damage rolls (but not on attack rolls) normally applied with a smite evil attack. For example, a 5th-level paladin/7th-level Triadic knight would deal an extra 36 points of damage (three times his effective smite evil level of 12th). ----------------------------------------------------------------------------------- Playing a Triadic KnightYou are brave, persevering, and honorable at all times, embodying the traits of all three members of the Triad.
You exhibit more flexibility than most clerics and paladins of lawful good deities, since you are able to see better than most that sometimes justice must be tempered by mercy, that suffering must be alleviated through courage, or that obedience must give way to what is right.
You serve the churches of Tyr, Torm, and Ilmater and respect the commands of their leaders; as you see it, members of each group have a unique perspective on living a valorous, honorable life.----------------------------------------------------------------------------------- COMBATYou belong in the front line of any combat, fighting hand-to-hand with the champion or leader of your foes. Your spells and abilities allow you to shrug off the lingering effects of most evil magic and keep going.
As you grow in power, your ability to embrace the suffering of others, ferret out the truth, and roar in the face of danger make you a natural leader and an inspirational example for others. Your ability to smite is your greatest weapon, and when you reach the pinnacle of your power, you can dispatch powerful creatures of evil with a single blow.----------------------------------------------------------------------------------- ADVANCEMENTBecoming a Triadic knight requires dedicating yourself not to one god, but to three. You must spend time studying the dogma of all three faiths and understanding how each church’s teachings strengthens the other two. Although it is not strictly required, you are more likely to be chosen to join the knighthood if you exhibit great valor in three separate quests, each one serving one of the three churches of the Triad.
At first, your superiors will want you to rotate among the three faiths, serving the needs of each church individually. As you become seasoned, however, they will expect you to identify specific weaknesses of each individual faith and bring your understanding of the rest of the Triad’s teaching to bear, thus strengthening all three faiths.
As you continue to serve the Triad, you will be expected to become a leader of the Triad Crusade, which will continue until every last fiend is banished from Faerûn. You will be expected to seek out denizens of the Lower Planes who lurk in Abeir-Toril’s darkest shadows and muster the resources of the Triad’s three churches to ensure their defeat.----------------------------------------------------------------------------------- RESOURCESAs a Triadic knight, you are part of a respected knighthood of champions, the living embodiment of the teachings of three gods. You can expect a warm welcome in good-aligned human realms, much like that accorded a paladin.
As a champion of three faiths that are closely allied, you can draw on the resources of all three churches. Spend coin on armor and weapons that will benefit you in battle. Avail yourself of cold iron and silvered weapons effective against demons and devils, and seek out powerful magic weapons with bane (evil outsider), holy, and/or thundering properties.
In the Old Empires of Mulhorand, Unther, and Chessenta, and in nonhuman realms, Triadic knights are not widely known. However, members of like-minded churches (such as those discussed in the Adaptation section, below) are likely to give you aid if so requested; to them, a paladinlike knight who is open-minded about the teachings of multiple lawful and good gods is a refreshing change from most dogmatic holy warriors.----------------------------------------------------------------------------------- Triadic Knights in the World“I met a mighty warrior on the road. Her sword was shattered, her face was scarred, and she carried with her a bloody saddle. I offered her a ride in my cart, but she graciously declined, saying that she had to walk the path Ilmater had set before her. Within her eyes burned a fire the likes of which I’ve never seen. This warrior, I imagined, had fought horrors that would crush the spirit of any common man.” —Arrath Darcylon, the Wandering BardTriadic knights are found throughout western and central Faerûn in churches and religious orders that embrace the worship of the three gods of the Triad. They play much the same role as paladins of Tyr, Torm, and Ilmater.----------------------------------------------------------------------------------- ORGANIZATIONAlthough Triadic knights once comprised a single order of paladins, Impiltur’s Order of the Triad, a slim majority of Triadic knights now are independent agents, acting as lone paladins or clerics who have embraced the worship of three like-minded gods with little resistance from members of the individual faiths.
Other Triadic knights join one of the many knights orders dedicated to Torm, Tyr, or Ilmater.
The largest concentrations of Triadic knights are found in Impiltur, as leading members of the Knights of Imphras II; in Tethyr, as leading members of the Knights Kuldar of Barakmordin; and in Calimshan, where they venerate Anachtyr in lieu of Tyr, as leading members of the Janessar.----------------------------------------------------------------------------------- NPC REACTIONSMost people regard paladins with a mixture of awe and guilt, amazed by their bravery and honor, but fearful that they are being secretly “judged.”
Others simply hate them or view them with admiration. Triadic knights are viewed much the same way as paladins, with similar varied reactions. Few observers recognizing the implications of a paladin archetype embracing three largely united but subtly different dogmas.----------------------------------------------------------------------------------- TRIADIC KNIGHTS LORECharacters with Knowledge (history) or Knowledge (religion) can research Triadic knights and find information on the Triad Crusade and its aftermath. When a character makes a skill check, read or paraphrase the following material, including the information from lower DCs. DC 10: Triadic knights embrace the worship of Tyr, Torm, and Ilmater, known collectively as the Triad. DC 15: Triadic knights can be found in large numbers as members of the Knights Kuldar in Barakmordin and as members of the Knights of Imphras II in Impiltur. DC 20: Triadic knights came to prominence during the Triad Crusade, called by the churches of Tyr, Torm, and Ilmater in the wake of the Weeping War (711–714 YK) to defend Old Impiltur against an invasion of newly released fiends. DC 30: Characters who achieve this level of success can learn important details about specific Triadic knights in your campaign. ----------------------------------------------------------------------------------- Triadic Knights in the Game Triadic knights play much the same role as paladins, acting as shining knights who fi ght on behalf of the forces of law and good. However, they show more resiliency than is typical for paladins, drawing on the three tenets of perseverance, courage, and justice to give them amazing strength in the face of impossible odds.
It’s easy to introduce a Triadic knight into an ongoing campaign. If your campaign includes a paladin who venerates Tyr, Torm, or Ilmater, any challenge that forces him to draw on the strengths of another god of the Triad might result in a revelation that leads him to embrace all three gods of the Triad.
This prestige class appeals to gamers who enjoy role-playing paladins but who seek a more complicated belief-set for the paladin to adhere to. Triadic knights must balance between the teachings of the three gods, which share common goals but differ in the specifics of how to achieve such goals.
For example, a Triadic knight must weigh the merits of mercy versus duty versus justicewhen deciding on the fate of a captured prisoner who seemingly repents of his crimes at the last minute.----------------------------------------------------------------------------------- ADAPTATIONThe Triadic knight is a fairly specific class that unites the differences of three lawful good gods. This class can be adapted to worshipers of other pantheons with a strong focus on the twin tenets of law and good.
For example, a dwarf variant of this class could be created that venerated Clangeddin Silverbeard, Gorm Gulthyn, and Moradin, emphasizing the three tenets of bravery, watchfulness, and protection.
A Mulhorandi variant of this class could be created that venerated Horus-Re, Osiris, and Thoth, emphasizing the three tenets of knowledge, justice, and life.----------------------------------------------------------------------------------- Champions of Valor, prestige classes.
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Post by Razgriz on May 30, 2013 8:03:19 GMT -5
Knight of the Weave “The Weave is the lifeblood of Faerûn, and I would sacrifice my own life if it meant she would persevere.” —Elos Crownsilver, Guardian of the Weave Over a dozen deities have worshipers who are paladins, promoting law and good across Faerûn, but it is the Weave itself that empowers and strengthens the Knights of the Weave. Distinct from the worship of Mystra, members of this mystic order of sacred defenders cherish the Weave like a fine wine, knowing that its existence enriches all of Faerûn. They drink deeply of its power, use that energy to extend its reach, and utterly smash those who would hurt the object of their love. Their power comes from pure magic, and unlike typical paladins, their power is arcane rather than divine. Over time they become imbued with the power of the Weave, capable of unleashing magic in its raw form.----------------------------------------------------------------------------------- Becoming a Knight of the Weave Most Knights of the Weave come from the ranks of the Guardians of the Weave the church of Mystra, or the church of Azuth. A few characters become knights on their own, usually after witnessing some event that reveals the beauty, power, and fragility of magic in the world.
Fighters and paladins are the most likely to become knights, and some bards and sorcerers who are willing to sacrifi ce some of their spell power are also aspirants to the knighthood. Knights must have a basic understanding of magic whether or not they are spellcasters, and some knowledge of the history of the world and how magic shaped it is necessary as well. Strength (for melee attacks) and Charisma (for spellcasting) are key abilities for Knights of the Weave.----------------------------------------------------------------------------------- ENTRY REQUIREMENTS Alignment: Any non-evil. Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells. Skills: Knowledge (arcana) 1 rank, Knowledge (history) 1 rank, Spellcraft 1 rank. Oath to the Weave: A knight must swear to defend the Weave at all costs, sacrificing his own life to preserve it if necessary. Special: Cannot be a Shadow Weave user. ----------------------------------------------------------------------------------- KNIGHT OF THE WEAVE SPELL LIST Knights of the Weave choose their spells from the following list. 1st Level—bless, bless weapon, charm person, command, comprehend languages, cure light wounds, divine favor, lesser restoration, mage armor, magic missile, magic weapon, read magic, shield. 2nd Level—arcane lock, bear’s endurance, bull’s strength, cat’s grace, darkvision, delay poison, eagle’s splendor, resist energy, see invisibility, shield other. 3rd Level—arcane sight, cure moderate wounds, Darsson’s potionMag, daylight, dispel magic, fly, forcewardMag, greater magic weapon, phantom steed, remove curse. 4th Level—break enchantment, cure serious wounds, death ward, lesser globe of invulnerability, mark of justice, neutralize poison, restoration. 5th Level—cure critical wounds, dimension door, disrupting weapon, Mordenkainen’s faithful hound, spell resistance, true seeing. 6th Level—banishment, greater dispel magic, teleport. ----------------------------------------------------------------------------------- Playing a Knight of the Weave Nothing is more important to you than magic’s continued existence. You love the feel of magic flowing through you, whether in casting a spell, using a magic item, or channeling the raw power of magic.
You see dead magic areas as the Weave’s missing limbs and wild magic areas as dangerous cancers within the Weave’s body. Nothing gives you more joy than seeing the light die in the eyes of an evil spellcaster. You wake up in the middle of the night in a cold sweat at the thought of something like Karsus’s Folly ever happening again.
The Weave is your friend, your lover, your armor, and your bright shining sword. The Shadow Weave is a deliberate violation of something you cherish, and you’d love nothing better than to burn its taint from all of Faerûn with a storm of searing blue-white spellfire.
There are few Knights of the Weave, no more than two score, and while they do not have an organized code of conduct, they recognize each others as kindred spirits working for a common purpose. Regardless of alignment, religion, or country of origin, the knights understand the love and respect that each of them has for magic, and they go out of their way to avoid conflict within their ranks.
Many are associated with the Guardians of the Weave, and perhaps in time they will organize themselves as the military arm of that group, much as various churches have orders of knights focused on protecting their interests with necessary violence. Even those knights not involved with the Guardians respect them, and the Guardians see the knights as their champions.----------------------------------------------------------------------------------- COMBAT Although you study powerful magic, most of what you know relates to enhancing your fighting abilities and, as with a paladin, your place is in the thick of battle. Because at first you have difficulty casting spells in armor, you should use spells to boost your abilities beforehand or in the aftermath of battle.
At 2nd level you can wear light armor, and a magic chain shirt or mithral chainmail lets you mix spell and sword freely.
By 6th level, you add spellfire to the mix, giving you a way to heal yourself safely in combat.
At 8th level, you can wear medium armor, and most knights locate or buy mithral full plate armor to give them the best melee protection that at the same time allows them full use of all their abilities.
At 10th level, your ability to unleash destructive spellfireusing your own spell energy means that you can unleash devastating bolts of pure magic at any time.
You work well with others in combat by taking the paladin’s role of front-line warrior supported by magic. In an emergency you even have offensive and countering spells of your own. Though you’re never as good at blasting enemies as a sorcerer or a wizard is, your abilities give you a chance to interfere with enemy spellcasting long enough to allow your allies to end the fight.
Because at lower levels you’re more likely to use lighter armor, you can fit in easily with sneaky characters, and your spells can augment your and their abilities in those areas. At high level you’re best off using your spells to increase your ability to deal melee damage, reserving a few spell slots for unexpected opportunities. Your spellfire reaches its highest utility at 10th level, but avoid the temptation to use up all your spell slots for this purpose—you never know when you might need a key true seeing or teleport spell.----------------------------------------------------------------------------------- ADVANCEMENT Any knight can teach a qualified person how to begin attuning himself to the right parts of the Weave. Some potential knights discover the necessary information by accident or research, but most who would become knights meet an existing knight at some point in their travels.
A qualified person is one who shows an interest in magic, has at least a rudimentary knowledge of the Weave and its history, and is dedicated enough to swear an oath to protect it with his life. Many aspiring knights swear this oath in front of another knight, but that is not necessary the Weave itself bears witness to the oath.
Training is an informal matter and does not require active tutelage by another knight. The new knight instinctively (or by studying subtle shifts in the pattern of the Weave) understands what sort of meditation, practice, or study is required to progress as a knight.
Sometimes this preparation entails fasting for several days near a dead magic area or trying to cast spells on the fringe of a wild magic area. Another knight might train by studying lore on pools of radiance in a Mystran library or meditating on the shore of a sea to recognize how the ebb and flow of the tides mirrors the shifting strands of the Weave.
In between experiencing these revelations, the knight continues to practice his spellcasting and fighting and keeps an ear to the ground for news of things needing his attention.
Each knight feels a pull from a slightly different part of the Weave, guiding what spells he develops in his mind and the role he adopts among the knights. Some avenging or crusading knights choose aggressive magic,believing the best defense is a good offense.
Others see themselves as protectors and learn metamagic, counterspelling, and ways of repairing damage to fragile parts of the Weave. Yet others try to become personifications of magic, using their knowledge to augment their own abilities or even create items that boost them further.
Though a wizard might suggest learning a little bit of everything to be ready for all situations, that approach rarely fits the typical knight’s mentality; most knights focus their magic in a specific area, relying on their physical prowess and versatile spellfire to make up for any specific lack of spell knowledge.----------------------------------------------------------------------------------- Knights of the Weave in the World “I once saw a Knight of the Weave teleport alone into a Cult of the Dragon stronghold. When we arrived an hour later, the cultists were nothing but spellfi re-burned ash, and the knight was already halfway across Faerûn investigating rumors of a Shadow Mage. I’ve never seen one of our paladins do anything like that.” —Toromil the Brightfl ame, arcane devotee of Mystra Knights of the Weave have a long reach but lack the overt power to destroy their enemies outright. This means they must take a more strategic role or use small-scale forays to accomplish their goals.
This makes them perfect for adventuring parties, either as PCs, cohorts, or potential employers. They can’t topple the Zhentarim or the Red Wizards on their own, but they know a lot and (at higher levels) are very mobile through the use of teleportation magic, making them a great resource for explaining the back story of an adventure, pointing the PCs in the right direction, or showing up just when the PCs need them most.
Their focus on combat and arcane spells make them similar to a paladin but without the religious trappings, and their ability to cast spells in armor is an intriguing choice for a player wanting to play a battle mage (and is willing to sacrifice versatility and higher-level spells for the fun of getting their hands dirty).----------------------------------------------------------------------------------- DAILY LIFE
On a day-to-day basis a knight is searching for threats to the Weave, lost magic he can discover, lore to learn, and receptive minds to teach about respecting the Weave. Many knights are loners and are often mistaken for paladins and engage in paladinlike activities when they sense the Weave wants them to do so.
Knights can be leaders, but most of them lead by example rather than by giving orders. They respect considerate spellcasters, and knights in leadership positions tend to quickly earn the loyalty of any spellcasters in the area for their attentiveness and honest desire to hear a qualified opinion.
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