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Thread: Classes and Prestige Classes
Sunday, 17th August, 2008, 07:41 AM #1
Guide (Lvl 11)
Classes and Prestige Classes
This thread is for any customized classes and prestige classes I use for World of Kulan. -KF72
- Elementalist (posted)
- Dimensionalist (posted)
- Trader (posted)
- Blade of the Tiger (posted)
- Convert of the New Gods (posted)
- Divumancer (posted)
- Dog Soldier (posted)
- Dragon Soldier
- Honorbound (posted)
- Houri (posted)
- Initiate of the Worldwalk
- Knight Majestic (posted)
- Shadowalker of Kuil
- Sky Rider of Navirosov
- Somniomancer (posted)
- Tiger Stalker (posted)
Last edited by Knightfall; Sunday, 1st May, 2011 at 01:06 AM.Robert Blezard
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Sunday, 17th August, 2008, 07:47 AM #2
Guide (Lvl 11)
Moved here from my Kulan: Lands of Harqual thread...
Okay here is a trader class that I created for World of Kulan. The progression table for the class can be seen in the attached PDF file, which includes the entire class. Cheers! - KF72
The trader class is a starting point for various types of merchants plying their trade across the World of Kulan and beyond. Whether plying the sea routes or traveling the planes of existence, traders are everywhere – chasing profit and adventure.
Adventurers: Traders often adventure for monetary reason, as a trader’s fortune can be started with one successful adventure. Traders also become adventures to seek new trade routes and meet new and exotic races.
Characteristics: A trader’s bread and butter is mercantilism. They see it as their right to seek out profits and help shape the future of the world. Traders are skilled linguists and have the ability to appraise most mundane items to their exact value in gold pieces.
Traders are also natural leaders and gains special followers known as agents. These agents are vital towards the trader becoming successful and eventually forming his own trading house.
As a trader advances in level he gains additional knowledge vital to mercantilism including sea travel and the planes of existence. As a trader approaches 20th level there is little wealth beyond his reach.
Alignment: Traders may be of any alignment, but they do tend towards law and neutrality, as acquiring wealth, by legal means, is a trader’s forte.
Religion: Traders worship wealth. Therefore, they, in turn, often worship gods with trade and crafting in their portfolio such as Abbathor, Ceod, Ea, Flandal, Hades, Jauhar, Meriadar, Tethrin, and Tre’Nal. Many traders also become wanderers of the land, sea and sky. These traders often worship gods of travel, the sea, and the sky such as Baervan, Brandobaris, Fenmarel, Horus, Kahal, Llyr, Persana, Sanh, Shajar, and Vasos.
However, the one god known all across Kulan for attracting traders to his faith is Ptah. The God of Travellers is the patron of artists, craftsmen, and travellers. Traders often pay homage to Ptah before setting out on a new trading mission or an adventure, regardless of whether or not the God of Travellers is the trader’s patron god.
Background: Traders usually come from a middle class background and may or may not have close ties with local artisans such as blacksmiths, bookbinders, carpenters, leatherworkers, stonemasons, weaponsmiths, and weavers. Other traders may come from a powerful trading house and have decided to forego their family business to strike out on their own.
Rarely will a trader come from lower or upper class family. Those of lower station are usually trying to strike it rich, while traders with roots in upper society are often rebelling from their noble family.
Traders do tend to work together when profits are high enough. However, most traders are loners for much of their lives, unwilling to share valuable trading routes with those that could become their competition. As they age and gain experience, traders have matured enough to understand that the best profits come when they create their own trading houses.
Races: Humans are the most common race to become traders, simply because they are the most widespread race on Kulan. However, they are by no means the only race to become traders. Elves, dwarves, gnomes, halflings, half-orcs, and even half-elves are likely to become traders. In fact, any individual of any race can become a trader.
Several of the more exotic races that exist on Kulan have integrated trade as their way of life. The Horn Minotaurs and Xanth of Triadora are the masters of the sea trade and their traders are honored members of their societies. The Star Gnomes of Kulanspace are also consummate traders, as they ply the space lands like other races do the sea, in the name of Ptah.
Other Classes: Traders get along with individual members of most other classes, although they tend to be protective of their personal lives and trade routes. They value fighters and barbarians for their martial prowess and rangers for their extensive skills related to the wilderness.
They get along well with bards for their knack to draw a crowd and they view wizards and sorcerers as valuable customers and contacts for rare and valuable items such as spell components.
Traders will usually only travel with a cleric if her or she is devoted to a god of trade, the sea, or travel. Traders have little use for druids, from a monetary standpoint, but respect their knowledge of nature.
Lawful traders will sometimes adventure with monks and rarely with paladins depending on whether the trader is evil or good.
Only rarely will a trader adventure with a rogue. This is due to a rogue’s natural tendency to be out for wealth in a larcenous manner. A trader who comes to trust a more law-abiding rogue will find a valuable companion and vice versa.
GAME RULE INFORMATION
Abilities: Traders rely on Charisma to help in their dealings with others, and to turn a profit, but also rely on Dexterity in order to stay ahead of those that would rob them. A high Intelligence score also gives the trader extra skill points and more beginning languages at 1st level.
Hit Die: d6
The trader’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Stamina (Con), Survival (Wis), Tinkering (Int), Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills, in the D&D Player’s Handbook v.3.5, for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier.See the PDF file for the class progression chart.
All of the following are the class features of the Trader.
Weapon and Armor Proficiency: The trader is proficient in the use of all simple weapons and with light armor but not shields.
Bonus Languages: At 1st level, a trader gains an extra language and gains an additional bonus language every three levels thereafter. These are in addition to those gained based on the character’s Intelligence modifier.
Starting Gold: A trader starts play with 5d4 x 100 gp. Traders often use their starting gold to buy trade good or to invest in their own caravan wagons.
Bonus Feats: At 2nd level, the trader gains a bonus feat and gains an additional feat every 6 levels thereafter. A trader may use his bonus feats to choose any General feats he has the prerequisites for.
Appraise: At 3rd level, a trader gains a +2 bonus, to all Appraise checks, and gains an additional +2 bonus to his checks every three levels thereafter. This bonus usually refers to standard non-magical items in the D&D Player’s Handbook v.3.5 but may also include more exotic items such as gems and spell components. (Such items are priced individually by the Dungeon Master.)
Knowledge of the Sail: At 5th level, a trader gains 5 free ranks in the Profession (sailor) skill. If the character already has ranks in the Profession (sailor) skill, these additional ranks are added to them. The trader also adds these 5 free ranks to all Appraise checks made regarding treasure that comes from the sea (i.e. pearls).
Leadership: At 10th level, the trader gains the Leadership feat for free. If the trader already has the Leadership feat then no other benefit is gained from this ability.
Create Trading House: At 11th level, a trader automatically gains a powerful enough reputation to start his own trading house at little or no cost. This mercantile business grows out of the trader’s extensive trading contacts and the trader attracts additional 1st level (1d4 + Charisma modifier) followers known as Agents, above and beyond any current Cohorts due to the Leadership feat. These agents follow all the rules given in the D&D Dungeon Master’s Guide v.3.5 under the section “PCs as Leaders” (pg. 106), which is also described in Chapter 5: Feats of the D&D Player’s Handbook v.3.5 (pg. 97). These agents are always traders.
A character’s Trading House provides the character with additional wealth, in gold pieces, at every level thereafter. The amount of wealth gained is equal to the characters level + character’s Charisma modifier + (the result of an Appraise check – 20) x 100. Thus, if Tara, a 12th level trader, with a Charisma of 15, and +13 Appraise modifier, rolls a 33 (12 on dice + 13 skill modifier +8 trader Appraise bonus), she gains the following in additional wealth: 12 + 2 + (33 – 20) x 100 = 2,700 gp.
Planar Knowledge: A 17th level, a trader gains 5 free ranks in the Knowledge (the planes) skill. If the character already has ranks in the Knowledge (the planes) skill, these additional ranks are added to them. The trader also adds these 5 free ranks to all Appraise checks made regarding treasure that comes from any plane of existence from beyond the Material Plane. (In my cosmology, this includes treasure that comes from other planets or crystal spheres.)
Last edited by Knightfall; Tuesday, 13th July, 2010 at 04:13 AM.
Sunday, 17th August, 2008, 07:56 AM #3
Guide (Lvl 11)
Moved here from my Kulan: Lands of Harqual thread...
Here is the Elementalist class I use for World of Kulan. I have to give props to the Jester for creating this class; I have modified it for my campaign world, however. I've attached a PDF version of the class, which show the tables (and a sidebar) for the class.- KF72
Class Designed By James "the Jester" Sutherland.
Modified for World of Kulan by Robert Blezard.
The power of raw elementalism — Air, Earth, Fire and Water — is great, and elementals care little about the affairs of impure beings such as inhabit the Material Plane. However, sometimes mortals learn to tap into and channel theses great energies, nonetheless, gaining the notice and favor of the Elemental Lords and/or the genies of the Inner Planes. These spellcasters are known as elementalists.
Adventurers: Elementalist motivations for adventuring vary as much as, or more than, those of other classes. Some seek new knowledge of the elemental powers, some seek wealth or power. They also seek to expand the reach of elementalism to new regions and expose other cultures to their way of thinking, when is comes to magic. Elementalist adventurers are often more open and tolerant towards their adventuring companions, then other elementalists, but still have an air of superiority about their abilities and self worth.
Characteristics: An elementalist’s magic is based on Constitution (due to the strain of channeling such powerful energies). Many of their special abilities are based on Charisma or Wisdom, making these both important abilities for an elementalist. Nearly as important as these abilities is Intelligence, which is key for an elementalist’s understanding of magic and the Inner Planes that he or she draws power from.
Alignment: An elementalist may be of any alignment; their elemental patrons simply don’t care about them. Many tend towards neutrality or even evil, as greed and the hunger for power are often their prime motivations.
Religion: Elementalists don’t generally care about the gods or philosophy, but instead revering the elements and elemental beings. These forces are the mightiest forces of all. With proper training, one can draw upon their powers for one’s own needs.
Background: Elementalists exist in remote, dispersed pockets on every continent of Kulan. However, they are most common on the continent of Kanpur, and more specifically, the region known as Zakhara. Elementalists are rare in the west and nearly unheard of on the continent of Janardun.
They often lead reclusive lives in out of the way places such as high on a mountaintop, deep within a dark jungle, or on one of the thousands of small islands scattered across the world. These small clusters of elementalists are usually lead by the more powerful and charismatic individual, whether that person is male or female. This leader is often referred to as a patriarch or matriarch.
In other elementalist groups, the leader is sometimes an outsider who has bent the elementalists to its will. Most often these groups become cults that worship the outsider as a god. These cults are almost always evil and the outsider is a powerful genie, devil, demon, or fallen celestial. Many fire cults are lead by and evil outsider.
Races: Almost any race on Kulan can become an elementalist but few beyond the shores of Kanpur do. This is more in part to the development of magic throughout the world and that the western continents have only been exposed to elementalism in the last few hundred years. The most common races to become elementalists are those native to Zakhara including, dwarves, halflings, gnomes, elves, and half-orcs.
Many other races across Kulan such as the horn minotaurs and xanth of Triadora and the nagpas and jann of the Fallenlands are also likely to become elementalists. The feline races known as the rakasta and the kitt have been known to have powerful elementalists, as advisors to their leaders. Elementalists are also common amongst the humans in the region of Kanpur known as Talangrßn.
Other Classes: Elementalists tend to view themselves as possessed of indisputably superior spellcasters, though others sometimes dispute this. They often clash with wizards and sorcerers due to this; they often clash with clerics because of their disregard for the gods, and they have ideas about nature that clash with those of druids. However, they make valuable companions due to their sheer raw power.
GAME RULE INFORMATION
Abilities: Constitution affects the elementalist’s spells and Fortitude saves, which is important for resisting the strain damage of their own spells (see Spells, below). A good Constitution score also gives a elementalist extra hit points.
Hit Die: d6
Random Starting Gold: 3d4 x 10
The elementalist’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Knowledge (arcana) (Int), Knowledge (the elements) (Int) *, Knowledge (the planes) (Int), Intimidate (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Stamina (Con) *. See Chapter 4: Skills, in the D&D Player’s Handbook v.3.5, for skill descriptions.
* A new skill for World of Kulan.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifierSee the PDF file for the class progression chart.
All of the following are the class features of the Elementalist.
Weapon and Armor Proficiency: Elementalists are proficient with light and medium armor, but not with heavy armor or with shields, and are proficient in all simple weapons plus handaxe, longbow/composite longbow, longsword, rapier, sap, scimitar, shortbow/composite shortbow, and short sword.
Because the somatic components required for elementalist spells are not overly complicated, an elementalist can cast elementalist spells while wearing light and medium armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an elementalist wearing any type of heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass elementalist still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: Elementalist spells are some of the strongest magicks but are limited in versatility. An elementalist can only cast spells from her favored element lists. These are arcane spells based on Constitution. The DC to resist an elementalist spell is 10 + spell level + caster’s Constitution modifier. However, like divine casters, an elementalist may not cast a spell of an opposed alignment (though aligned spells are rare on the elementalist list).
Any time the elementalist casts a spell, she must make a Fort save against the spell’s save DC to avoid taking non-lethal damage from the strain of channeling the power through herself. A natural roll of the spell’s level or lower automatically fails this saving throw, even if the save DC is beaten. This represents the fact that the character is channeling enormous powers that grow greater and greater as the spell’s level increases. The damage inflicted by strain varies with the spell’s level, and the spell still takes effect normally. (See under the Strain Resistance class ability for more details on how much strain damage an elementalist takes when casting his spells.)
See the PDF file for the spells per day chart.
Favored Elements: The elementalist chooses her favored elements as she advances in level. She can select spells only from her favored element lists and those available to all elementalists. Her class abilities also only function with regard to elementals or elemental planes of her favored elements.
As an elementalist gains mastery over more elements, she can channel more power to spells of elements she has favored longer. Much like a ranger’s favored enemy bonus, each additional favored element gives the elementalist a +1 bonus to all previous favored elements’ save DCs. Thus, if Wanda took air as her first favored element, followed by fire and then earth, her air spell DCs are all increased by 2 and her fire DCs are increased by 1. Elementalists who begin with air are often known as Aeromancers; those who start with earth as Geomancers; those who first master fire as Pyromancers; and those who take water as their first favored element, as Hydromancers.
Perceive Elementals (Su): Beginning at 2nd level, the elementalist can discriminate between elementals and the surrounding element. For example, an elementalist can clearly see a water elemental even if it’s in water, a fire elemental in an inferno, etc. Elementals never gain concealment from their element against an elementalist who favors that element, and such an elementalist can perceive an elemental that is invisible due to its elemental surroundings (such as an invisible stalker). Note that an elemental creature can still hide from the elementalist normally.
Strain Resistance (Ex): Beginning at 3rd-level, an elementalist gains strain resistance. An elementalist gains Strain Resistance 1 at 3rd-level, which increases to Strain Resistance 3 at 6th-level, Strain Resistance 5 at 9th-level, Strain Resistance 7 at 12th-level, Strain Resistance 9 at 15th-level, and Strain Resistance 11 at 18th-level.
Table 3E: Strain Damage shows how much strain damage an elementalist takes when casting his spells. The elementalist’s strain resistance reduces this strain damage.
For example, Firak casts brightfire, a 3rd-level spell, and rolls a 3 on the die for his save vs. strain damage (not good); he suffers 2d4 points of non-lethal damage even if the 3 he rolled would have resulted in a successful Fortitude save because his rolled of 3 is equal to the spell level of the spell he cast. If he had rolled a 4, then he wouldn't take any non-lethal damage on a successful save. Firak rolls 2d6 and gets 5 points of strain damage; however, as a 4th-level elementalist he has Strain Resistance 1 and thus suffers only 4 points.
This class ability is like the Damage Reduction special ability, except that the elementalist can only apply it to strain damage.
See the PDF file for the strain damage chart.
Bonus Feats: At 4th, 9th, 14th, and 19th-level, an elementalist gains a bonus feat. At each such opportunity, he can choose a Metamagic feat or any other feats from the following list: Augment Summoning, Battle Caster, Brew Potion, Craft Contingent Spell, Create Portal, Eschew Materials, Extra Slot, Extra Spell, Obtain Familiar, Practiced Spellcaster, Ranged Spell Specialization, Scribe Scroll, Spell Focus, Spell Focus (Greater), and Touch Spell Specialization. The elementalist must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The elementalist is not limited to the categories of item creation feats or metamagic feats when choosing these feats.
Speak With Elementals (Sp): The elementalist can communicate with creatures with the elemental type or with genies of any of their favored elements. This power can be activated once per day for up to 1 minute/level.
Dismiss Elemental (Su): Once per day the elementalist may attempt to dismiss elementals of a favored type within 60’, sending it back to its home plane. Each target must make a Will save, DC equal to 10 plus half the elementalist’s class level + Charisma bonus, or return to its home plane. This ability will affect up to 2 HD of elemental creatures per class level of the elementalist, no two of which are more than 20’ from each other. This ability is a standard action. It does not provoke attacks of opportunity. There is no saving throw.
Persuade Elemental (Ex): An 8th or higher level elementalist can attempt to persuade elementals not to attack, to allow her party passage, etc, as long as it does not directly violate the elemental or genie’s instructions, alignment, or nature. The elementalist gains a bonus to Diplomacy rolls on creatures of the elemental type equal to twice her favored element bonus for that element. Thus, an elementalist with the favored elements of air/earth/fire gets +4 on Diplomacy checks made against air elemental creatures and a +2 bonus on Diplomacy checks made against earth elemental creatures.
Command Elemental (Su): At 11th level, the elementalist may attempt to rebuke or command elementals of any of her favored types within 60’. This can be done once per day and functions just like a cleric’s ability to rebuke or command undead. If the elemental is already under the magical control of another creature, the elementalist and the other creature may make opposed Charisma checks to control the creature from round to round.
Plane Shift (Sp): The elementalist may plane shift to a favored elemental plane (as per a plane shift spell) or back to her home plane, but only from a favored plane. The ability functions just as the spell, except it hasn’t any components.
Sidebar: The Elements: The elements are linked to Harqual’s calendar by way of the names of the days of the week and the moons of Kulan. The days in order of first to last are Moonsday, Earthday, Fireday, Seaday, Windday, and Starday. The four middle days are of course directly linked to each of the Four Elements - Air, Earth, Fire, and Water.
Elementalists all across Harqual perform special rites and prayers, each week, on their associated day of the week. If this is not done, then the elementalist loses one spell level for the remainder of the week. If the rites are missed again the next week the elementalist incurs a –1 penalty when casting any spells from their elemental school (this continues each week until the elementalist performs the rites on the proper day (this is cumulative, –2, –3, etc.). This only applies to the elementalists of Harqual.
The first and last day are also linked to the elements but hold less daily significance to elementalists.
Moonsday, of course, refers to Kulan’s two moons – Novan and Lithe. Novan is a water world and is considered the source of power for water and air elementalists. Lithe is a bare, mineral rich airless void that is considered the source of power for earth elementalists.
Starday is named for both the stars and Kulan’s sun. It is considered a special day for astronomers, especially during an eclipse or other celestial event (such as a comet). This day is also important to fire elementalists as it denotes the sun and the source of their power. Solar eclipses are considered ‘bad’ by these elementalists as this lessens their power for the duration of the eclipse [reduced by one level for 1d4+1 turns before eclipse, full duration of eclipse (including partial), and 1d4-1 turns after the eclipse].
Last edited by Knightfall; Tuesday, 13th July, 2010 at 04:18 AM. Reason: updated the description and file
Sunday, 17th August, 2008, 07:59 AM #4
Guide (Lvl 11)
First, the two classes posted above have undergone some minor revisions since I posted them. Mostly formatting. The attached PDF file versions are more up to date. The text in the posts is from the old posts in my Lands of Harqual thread.
Second, I won't be moving the Disciple of Rincewind prestige class to this thread. That prestige class isn't considered an official World of Kulan prestige class.
Sunday, 17th August, 2008, 08:21 AM #5
Guide (Lvl 11)
Converted from an old 1st Edition magazine article
A houri is beautiful woman who has combined certain aspects of bard, rogue, and sorcerer together in order to seduce others. She specializes in the use of arcane magicks such as charm person, hold person and other Enchantment spells but isn’t limited to only those types of spells.
She is naturally silent and cunning and often acts as an assassin for hire, but only rarely will she associate herself with a thieves’ guild. More often than not she will have ties to a bard’s college or a loose affiliation of sorcerers.
A houri may be good or evil as how one seduces people isn’t as important as succeeding in the attempt. However, a houri often flaunts the authority of Kings and the nobility and; therefore, she is never lawful in alignment. A houri often gets along famously with bards and will often take on a male bard as a lover. These trysts don’t often last long, as a houri is always looking for her next paramour (bards tend to be flighty as well). A houri is never against having a female lover, however.
A houri tend to dress light. In fact, she will wear as little as possible to attract the attention of everyone around her. A houri likes to be noticed.
To become a Houri, a character must fulfill all the following criteria.
Alignment: Any non-lawful
Feats: Dodge, Weapon Finesse
Skills: Hide – 8 ranks, Perform (dance) – 8 ranks, Tumble – 4 ranks
Type: Fey or Humanoid
Special: Must be female and have successfully seduced a male, in the past, using magic and personal magnetism.
See the PDF file for the prestige class progression chart.
Class Skills (6 + Int modifier per level): Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (sexuality) (Int) *, Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Slight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
* A new skill for World of Kulan.
All of the following are the class features of the Houri prestige class.
Weapon and Armor Proficiency: Houri are only proficient with the following weapons: chopsticks **, dagger, dart, fukimi-bari *, hairpin **, jitte *, sai *, sap, and siangham. Houri cannot wear armor of any kind and, in fact, her special abilities are more effective while she wears little or no clothing.
* See Chapter 5: Description and Equipment of D&D Oriental Adventures.
** A new weapon from my Equipment document for World of Kulan.
Spells: Beginning at 1st level, a houri gains the ability to cast a small number of arcane spells. To cast a spell, a houri must have a Charisma score of at least 10 + the spell’s level, so a houri with a Charisma of 10 or lower cannot cast these spells. Houri bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the houri’s Charisma modifier (if any). When the houri gets 0 spells of a given level, such as 0 1st level spells at 1st level, the houri gets only bonus spells she would be entitled to based on her Charisma score for that spell level. The houri's spell list appears below. A houri casts spells just as a bard does..
Upon reaching 6th-level, at every even-numbered level after that (8th and 10th), a houri can choose to learn a new spell in place of one she already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level houri spell the houri can cast. A houri may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.
See the PDF file for the Houri Spells Known chart.
Seduction (Ex): This extraordinary ability can only be used against one individual target of the same or similar race as the houri. The opponent must make a Will save (DC 10 + houri level + houri’s Charisma modifier + circumstance modifier). (See below for a list of common circumstance modifiers.) A houri can use seduction once per day at 1st level and an additional once per day every 2 levels thereafter.
A seduced victim will behave as under a dominate person spell cast by a sorcerer equal to the level of the houri. Seduction lasts for a number of days equal to three times the houri’s level, or until broken. It can be broken in a number of ways:
- If the houri attempts to cast another charm-like spell on the victim (see below).
- If she resists the victim’s affections. (victim allowed a Will save with a +1 circumstance bonus.)
- She attacks the victim with a weapon or physical harmful spell. (Seduction instantly negated.)
In a seduced state, the victim is extremely vulnerable to any other charm-like spells cast by the houri. (DC increases by +2 per level of the houri.) If the victim’s save against the houri’s magic is successful, he realizes that he has been under her influence and the seduction is broken. The houri cannot seduce the same victim again until she has gained another level. (Even then, he gains a +1 circumstance bonus to his save.)
Seduction cannot be used in combat, and the presence of other individuals in close proximity (within 10 ft. or obviously paying attention) reduces the chance of success. For each other individual present, subtract 1 from the DC of the Will save.
The manner of dress of the houri can greatly influence the success of the seduction attempt. If she is heavily clothed, subtract 2 from the Will Save DC. Add 2 to the Will Save DC if she is wearing scanty/provocative clothing and add 4 if she is completely nude.
Note that the benefits from the Seductive Feat stack with this ability for purposes of seducing a victim.
See the PDF file for the Seduction Modifiers chart.
Uncanny Dodge (Ex): Starting at 2nd-level, a houri retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Hide Bonus: At 3rd level, A Houri gains a +2 class bonus to all Hide checks. This bonus increases to +4 at 6th level and +6 at 9th level.
Sneak Attack: Any time the houri's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the houri flanks the target, the houri 's attack deals extra damage. The extra damage is +1d6 at 4th level and an additional 1d6 every four levels thereafter. Should the houri score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet. The houri can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the houri can make a sneak attack that deals subdual damage instead of normal damage. The houri cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty.
A houri can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The houri must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The houri cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
If a houri gains a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
Improved Uncanny Dodge (Ex): At 6th-level, a houri can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the houri. The exception to this defense is that a rogue at least four levels higher than the houri can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th-level, a houri can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a houri can hide herself from view in the open without having anything to actually hide behind.
She cannot, however, hide in her own shadow.
Houri Spell List
A houri chooses her spells from the following list:
0 Level: copy 1, create water, dancing light, detect magic, detect poison, ghost sound, intoxicate 1, lullaby, mending, no light 3, open/close, purify food and drink, read magic, summon instrument.
1st Level: alarm, animate rope, charm person, cheat 3, comprehend languages, detect secret doors, detect weaponry 5, Dylrath's blatant and irresponsible misuse of magick 1, expeditious retreat, feather fall, hypnotism, secret weapon 5, share talents 6, sleep, metamorphose liquids 1, undetectable alignment, ventriloquism.
2nd Level: appraise 1, black karma curse 6, calm emotions, cat’s grace, darklight 3, delay poison, desire 1, detect thoughts, eagle's splendor, enthrall, false peacebond 5, gift of speech 1, hangover 1, hold person, hypnotic pattern, increased virulence 6, insolent insult 1, insight of good fortune 6, invisibility, mad gesticulation 1, mirror image, moans of ecstasy 1, nightingale 1, stay the hand 6, tongues, vacillation 1.
3rd Level: alter fortune 6, astonishing sight 1, charm monster, clairaudience/clairvoyance, contrariness 1, crown of veils 6, deep slumber, dispel magic, Dylrath's bucket 2, elasticity 1, fire charm 1, glibness, haste, hesitate 6, inevitable defeat 6, lesser geas, nondetection, refreshment 4, sadism 3, silence, scrying, sculpt sound, slapstick 1, slow, vertigo 6.
4th Level: blinding beauty 4, break enchantment, detect scrying, dominate person, freedom of movement, glomp 2, greater invisibility, hold monster, Leomund's spacious carriage 5, magick fingerz 2, Malford's inconspicuousness 1, mists of melancholy 1, neutralize poison, oops sorry 1, poison, rainbow pattern, repel vermin, shout, toxic weapon 6, vertigo field 6, wall of honey 1.
_________________________________________________1 A new spell detailed in my Spells 3.5 document for World of Kulan
2 A spell from the d20 PDF known as Son of a Portable Hole
3 A spell from D&D Book of Vile Darkness
4 A spell from D&D Book of Exalted Deeds
5 A spell from D&D Cityscape
6 A spell from D&D Player's Handbook II
Last edited by Knightfall; Tuesday, 13th July, 2010 at 04:18 AM.
Thursday, 21st August, 2008, 04:16 PM #6
Guide (Lvl 11)
Converted from 2nd Edition, original Kit concept by SÚbastien Martin
A somniomancer is a master of the sleeping mind, the Region of Dreams, and the ability to travel through it. They are able to control their own or another’s dreams. A somniomancer isn’t always required to be asleep to use some of their abilities, but their most powerful abilities are only available to them while they are sleeping.
Somniomancers are common throughout the eastern continents of Kulan but are unheard of on Harqual. Janardűn has a number of somniomancer fellowships in the employ of the Imperial family, and many a lone lupin traveler from Triadora has been known to become a powerful somniomancer. However, the continent of Kanpur has more somniomancers practicing the Art of Dreaming then anywhere else on Kulan.
To become a Somniomancer, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Knowledge (psionics) – 10 ranks, Knowledge (the planes) – 10 ranks
Manifesting: Power point reserve of at least 4.
Special: Must have traveled through the Region of Dreams.
All of the following are the class features of the Somniomancer prestige class.
Weapon and Armor Proficiency: Somniomancers gain no proficiency in any weapon or armor.
Dream Travel: At 1st-level, the somniomancer automatically gains access to the dream travel power. He must still meet the power's point point cost in order to use the power; however, this power point cost is reduced over time by his Dreamer ability (see below).
Dream Lore: At 1st-level, a somniomancer gains access to Dream Lore, a special skill exclusive to this prestige class. The skill is based upon Wisdom and allows the somniomancer to properly perceive the millions of thoughts, desires, and phantoms created by the minds of dreamers everywhere, on a successful check (DC 15). The somniomancer can perceive the dream of a specific individual on a successful Dream Lore check against a DC of 25.
See the PDF file for the prestige class progression chart.
Class Skills (4 + Int modifier per level): Autohypnosis (Wis), Concentration (Con), Dream Lore (Wis) *, Knowledge (psionics) (Int), Knowledge (the planes) (Int), Listen (Wis) ,Remote View (Int), Stabilize Self (Con), Use Psionic Device (Cha).
* A new skill for World of Kulan (see below).
_____________________________________________Dream Lore (Wis; Trained Only)Power Points/Day: A somniomancer’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 1S: The Somniomancer. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Check: As detailed under Dream Lore.
Retry: Yes, but if you roll a natural 1 while making a check you are immediately shunted back to the waking world.
Special: You cannot take 10 with this skill. You can only use this skill when using the dream travel power, the somniomancer dream sight ability (see below), or any psionic device which allows access to the Region of Dreams.
If you have 5 or more ranks in Remote View, you gain a +2 synergy bonus on Dream Lore checks related to perceiving a specific individual’s dreams.
Powers Known: A somniomancer begins play knowing one power of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the psion power list. A somniomancer can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a somniomancer can manifest powers in a day is limited only by his daily power points.
A somniomancer simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against somniomancer powers is 10 + the power’s level + the somniomancer’s Intelligence modifier.
Maximum Power Level Known: A somniomancer begins play with the ability to learn 1st-level powers. As he attains higher levels, a somniomancer may gain the ability to master more complex powers.
To learn or manifest a power, a somniomancer must have an Intelligence score of at least 10 + the power’s level.
Dreamer: At 2nd-level, a somniomancer subtracts 2 from the number of power points needed to manifest the dream travel power. This reduction in power points increases to -4 at 4th-level, -6 at 6th-level, -8 at 8th-level and, finally, -10 at 10th-level. Thus, a 10th-level somniomancer requires only 5 power points to manifest the dream travel power.
Awaken: At 3rd-level, a somniomancer gains the ability to wake another character from a normal dreaming state without having to touch the character or make any sound. The subject hears the voice of the somniomancer in her dream as a loud shout, which often consists of only one or two words. The character being awoken isn’t immediately alert upon awaking and is considered prone for the remainder of the round if she was simply sleeping (not restrained in any way).
Dream Sight: At 5th-level, a somniomancer can perceive the Region of Dreams as if he were asleep and using the dream travel power. He can see and hear in the Region of Dreams normally and attune his vision to any specific location desired on the same plane.
If the somniomancer makes a successful Concentration check (DC 20), he can will his vision to return to the normal waking world without having to deactivate this ability. For each consecutive switch from the Region of Dreams to the waking world and back again the Concentration check DC increase by 2.
Note that this ability only allows the somniomancer to perceive the Region of Dreams, not to actually travel through it. Nor does it mean that the somniomancer will understand everything he sees. (The character will likely have to make a successful Dream Lore check to understand something he isn’t familiar with.)
Dream Caravan: At 7th-level, a somniomancer can take any number of creatures with him into the Region of Dreams, using the dream travel power, equal to twice his level limit plus any number of inanimate objects equal to his Constitution modifier. (Inanimate objects may be any unequipped, unattended item no larger than a wagon. An inanimate object with various parts is considered one object as long as the item is put together without any pieces missing.)
Enter Dream: At 9th-level, a somniomancer can enter the perceived dream of any individual located through the use of Dream Lore. The dreamer can resist this intrusion into her dream by making a successful Will save (DC 10 + somniomancer’s level + somniomancer’s Wisdom modifier). If the save is successful then the somniomancer cannot attempt to enter that specific individual’s dreams again for 24 hours.
A somniomancer who successfully enters an individual’s dream can communicate with that person as if using the mindlink power. A somniomancer may also alter the individual’s dream as if using hallucinatory terrain cast as a 10th-level sorcerer (Concentration check, DC 20), or alter the dream as if using nightmare cast as a 10th-level sorcerer (Concentration check, DC 30).
Dream Word: At 9th-level, a somniomancer can use the spell power word, sleep as a 15th-level wizard. This is a spell-like ability
Last edited by Knightfall; Tuesday, 13th July, 2010 at 04:19 AM.
Saturday, 23rd August, 2008, 02:28 AM #7
Guide (Lvl 11)
CONVERT OF THE NEW GODS
The Transformation transformed not only the landscape of the Lands of Harqual but its people as well. Hundreds of new communities, city-states, and kingdoms appeared throughout the continent and these new citizens of the continent have had to adapt quickly or be destroyed or subjugated. In the chaos that followed the magical conjunction, it is sometimes forgotten that many a cleric or other divine spellcaster lost access to his church, deity, or belief system or simply lost his faith when his god didn't protect him from The Transformation or the chaos that followed.
However, not all newcomers to the world lost access to their religion. Many of them simply decided to convert to a new faith after being exposed to the many types of gods that hold sway in the Lands of Harqual. These converts willingly chose to turn their backs on their previous faith, which has caused a great deal of conflict between the established faiths of the continent and the new faiths of the Transformation Gods. Converts must tread carefully, since not all of the churches of the continent will simply allow them into their hierarchies. Also, converts must be wary of the members of their old faith who wish to punish them for abandoning their church or deity.
Therefore, converts of the new gods are constantly watching their back and working towards proving themselves to the followers of their new faith. They walk amongst the dispossessed who have lost their faith in their lost gods teaching the ways of the new gods. Good-hearted converts lead by example while black-hearted one try to force others into the fold of their their new, malign faith. Any race can choose to become a convert of the new gods as the deities with influence in the Lands of Harqual rarely discriminate against race, even the most vile gods such as Gruumsh or Vaprak; however, the followers of the various deities are another matter altogether.
Converts of the new gods are common in the Belin Confederacy, the City-state of Christopherson, the City-state of Tyr, the Lordship of the Spear, the Kingdom of Ahamudia, the Kingdom of Jewels, the Tabaxi Sovereignty, and the Twined Cities. Note that while the tabaxi of the Storm Peninsula weren't brought back to the Lands of Harqual by The Transformation, that races' 1,001 years of exile happened at almost the same time; therefore, the tabaxi as well as the griff are new to Harqual and a few of them have converted to worshiping other deities. These converts live in great fear of being discovered and many of them choose exile rather than death at the hand of the priests of Tu.
To qualify to become a Convert of the New Gods, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Bluff – 2 ranks, Knowledge (religion) – 6 ranks, Knowledge (the planes) – 6 ranks, Sense Motive – 2 ranks.
Spells: Must be able to or have been able to cast 2nd-level divine spells.
Special: Must be a divine spellcaster (including ex-clerics and ex-paladins) from another world or plane who was teleported (or duplicated) to the Lands of Harqual during the time of The Transformation and who has lost access to or his faith in his previous church, deity, or belief system. The character can be a duplicate (i.e. clone) but not a simulacrum.
All of the following are the class features of the Convert of the New Gods prestige class.
Armor and Weapon Proficiency: Converts of the new gods do not gain any weapon or armor proficiencies.
New Deity: At 1st-level, a convert of the new gods selects a new patron deity to worship. This deity must be one of the deities commonly known throughout the Lands of Harqual and can be of any alignment. This includes all North Gods, Interloper Gods, and Sword Gods. A World God can be selected but the selection must be approved by the DM.
If the convert of the new god is a cleric (or an ex-cleric), he immediately chooses two new domains to replace the two domains he had access to under previously. An ex-cleric must have an atonement spell cast on him by a higher-level member of his new faith before he regains access to his cleric abilities.
Other divine spellcasters don't gain domains unless it is a class feature. Ex-druids and ex-paladins must also have an atonement spell cast on them in order to regain access to their class abilities. Rangers must be partially-neutral on the World of Kulan, so they must go thought the atonement process as well.
See the PDF file for the prestige class progress chart.
Class Skills (4 + Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (oratory), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int).
Aspirant: A convert of the new gods aspires to gain greater spiritual knowledge of his new deity. At 1st-level, he gains the Aspirant feat as a bonus feat. This new feat is detailed in the New Feats document for World of Kulan.
Spells per Day: For every level gained in the convert of the new gods prestige class, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. In no case, however, does he gain any other benefits a character of that class would have gained, except for an increased effective level of divine spellcasting. If a character had more than one divine spellcasting class before becoming a convert of the new gods, he must decide to which class he adds the new level for purposes of determining spells per day.
Added Spells: At 2nd-level, a convert of the new gods gains access to additional spells based on his effective level in divine spellcasting. For every two effective levels in divine spellcasting, a convert of the new god gains access to one additional spell not listed on his spell list. This spell can be selected from the spell list for any other divine spellcasting class or from the spells listed for any clerical domain, and it must be a spell that the convert can learn.
For example, a good-aligned convert of the new gods who was a cleric before selecting the prestige class wouldn't be able to select the corrupt weapon spell from the Blackguard spell list but he would be able to select the bless weapon spell from the Paladin spell list. As well, the character wouldn't be able to select the holy sword spell from the Paladin spell list unless the character was able to cast 4th-level spells.
Domain: At 3rd-level, a convert of the new gods gains access to one of the clerical domains for his new deity. The character gains access to its domain spells and granted power, even if he isn't a cleric.
Bonus Feat: At 4th-level, a convert of the new gods gains a bonus feat. He can choose a item creation or metamagic feat or any other feat from the following list: Combat Casting, Deep Reservoir *, Exotic Weapon Proficiency, Extra Turning, Great Soul *, Heretical *, Leadership, Sectarian *, Spell Focus, Spell Penetration, Weapon Focus, Withstand Corruption *.
*A new feat from the New Feats document for World of Kulan.
Divinely Favored (Ex): At 5th-level, a convert of the new god gains the favor of his deity's pantheon. He has become highly respected amongst the gods and gains several boons as part of his newfound devotion.
First, he gains the ability to speak one additional language appropriate to his deity and alignment. This may include any of the following languages: Abyssal, Anarchic, Axiomatic, Aquan, Auran, Celestial, Ignan, Terran, and Twilightspeak. Therefore, a good-aligned convert could choose Celestial while an evil aligned convert could speak Abyssal or Infernal. A chaotically-aligned character could learn Anarchic but not Axiomatic.
Second, a convert gains damage reduction 2/– and resistance 5 to one form of energy of the player's choice. Note that Sonic is considered an energy type for World of Kulan.
Third, a convert gains a special title within his faith, which shows the favor of his deity. This title is chosen by the DM but the player should be allowed to participate in the process. This newfound status gives the convert a +4 bonus to all Charisma-based checks when dealing with the faithful of his new deity's church.
Last edited by Knightfall; Tuesday, 13th July, 2010 at 04:20 AM.
Saturday, 23rd August, 2008, 03:40 AM #8
Guide (Lvl 11)
Converted from the Savage Coast Campaign Setting – 2nd Edition
The honorbound is a warrior who follows a strict code of honor, known as the Warrior's Honor. Honorbound generally belong to special companies that have long-standing traditions (an honorbound without a company is considered a "company of one"). Some groups of honorbound owe allegiance to a particular government, while others work as elite mercenaries; some are professional duelists, and others are wanderers who fight for what they believe is right or simply for the sake of fighting.
The tradition of the honorbound originally began a thousand years ago among the elves and rakasta in honor of Jaeger's sacrifice during the Divinity War. The gray elves of the Great Forest developed one branch of the tradition, while the rakasta from Southern Harqual carried on a second branch. The Warrior's Honor, while a thousand years old, has changed little over the decades, so that recently when the rakasta started appearing in the north again, the two traditions were still almost identical.
The gray elves of the north spread the traditions of the honorbound to their silver elf kin who then taught the tradition to the dwarves of the Greystone Mountains, while the gnomes of the Heverkent Forest in the South learned it from the rakasta. The silver elves of the north also exposed the humans of the Eastern Shores and to a lesser extent the humans of the Wild Plains Region to the teachings of the honorbound. These traditions have spread as far south as the city-state of Avion and as far north as the Kingdom of MaShir.
As a result, the honorbound are easily recognized and highly respected by almost every culture of Harqual.
Honorbound are compelled by centuries of tradition to follow particular rules of behavior. Because of this, they are correctly considered trustworthy, and they work hard to maintain their integrity. The Honorbound honestly enjoy combat as a way to find self-enlightenment, prove oneself, test honor and devotion, and pay homage to the fallen god Jaeger. Within the parameters of the Warrior's Honor, they can have any personality from dour to humorous, sedate to bloodthirsty.
Armies often seek the honorbound because they are reliable as leaders and soldiers. An honorbound can stay with an army as long as that organization does not require the honorbound to break any portion of the Warrior's Honor. Honorbound are sometimes granted land to govern, and they make effective administrators. The characters are also sometimes sought by adventuring groups because they make fine allies. Honorbound join such groups to see more of the world, embark on a specific quest, or spread teachings of the Warrior's Honor and the legends of the Pantheon of the North.
In any group, an honorbound is tolerant of others. The character does not expect others to adhere to the Warrior's Honor and is seldom surprised (though occasionally disappointed) when they do not. An honorbound realizes that others must come to the Warrior's Honor themselves and does not force it on anyone. As long as companions do not try to make the honorbound forget the Warrior's Honor, the character can stay with the group.
Honorbound characters benefit from the company to which they belong. The company provides a support network and instant allies if an honorbound gets into trouble. An honorbound who is a company-of-one enjoys independence instead. An honorbound of a national company, like those in the Kingdoms of the Eastern Shores, gains the network of allies but does not have to follow company orders (though they must still defend their country in times of trouble).
An honorbound who belongs to a company must follow the regulations of that company and the orders of the company's leaders. An honorbound who belongs to a national company must defend that nation and obey edicts of its leaders (defending the nation takes precedence). The honorbound must also follow the Precepts and Protocols of the Warrior's Honor or be declared a Betrayer, subject to capture and execution by other honorbound.
In addition, almost everyone on Harqual recognizes an honorbound as a heroic individual, which can cause a few problems. Honorbound of other companies and warriors might want to test their combat prowess against a recognized professional. If asked, the honorbound is also bound to mediate duels between other characters.
Some unsavory individuals, like the followers of the Sword gods, try to catch honorbound on points of honor. For instance, a person might be able to extract a promise of protection, or an invitation from an honorbound host, thereby gaining protection from enemies bent on murder. The honorbound must keep the promise and uphold the Protocol of Host and Guest, even when he agrees with the guest's enemies.
To become a Honorbound, a character must fulfill all the following criteria.
Alignment: Any lawful
Base Attack Bonus: +5
Skills: Diplomacy – rank 5, Knowledge (local) – rank 5, Knowledge (religion) – rank 5
Feats: Armor proficiency (light) and simple weapon proficiency.
Special: While an honorbound can be from any social class, they renounce such things when joining one of the companies or otherwise starting a career as an honorbound. Followers of the Pantheon of Swords cannot become honorbound unless they abandon their former way of life and make atonement under the supervision of a North God priest.
The Warrior's Honor is split into two sets of governing regulations: Precepts and Protocols (see below). Precepts are simple rules, generally phrased as things to do (or avoid) or as beliefs. Protocols are procedures to be followed in certain situations. Note that all honorbound, of any alignment, follow the Precepts and Protocols of the Warrior's Honor.
Precepts (text from unpublished Savage Coast setting)
The basic Precepts are as follows:
- Honor is more important than life.
- Fear is acceptable; cowardice is not.
- Live to fight, and fight to live.
- Respect your enemy.
- Do not attack the defenseless, the weak, or the innocent.
- Do not threaten the defenseless, the weak, or the innocent to exert control over an enemy (do not take hostages).
- Do not involve yourself in the dishonorable actions of others.
- Missile weapons are suitable for hunting, but not for war (the honorbound can attack unintelligent beasts, undead, or otherwise unnatural beings with missile weapons but cannot use missile weapons against intelligent enemies).
- Mind control (including charms, possession, and psionics) is not to be used or tolerated.
- Obey the leaders of your company and those to whom you or the company owe allegiance.
- Avenge dishonor to company, mentors, allies, and self in that order.
- Seek glory for the honorbound, never for yourself.
- If you are responsible for the death of a friend, companion, or follower, assume the obligations of that individual.
- Honor those you care for by remembering them, even after their deaths.
- Be tolerant of the beliefs and actions of others.
- Spread the code by example, not by force.
- Keep all promises.
- Fulfill all duties.
- Repay all debts.
Protocols (text from unpublished Savage Coast setting)
The most important Protocols are summarized in the following text.
The Protocol of Adulthood states that a warrior reaches adulthood when he defeats an enemy under honorable circumstances. Upon reaching adulthood, a warrior can choose to become an honorbound by espousing the Warrior's Honor by oath and actions.
The Protocol of Host and Guest demands that hosts protect their guests from mortal harm and that a guest respect the rules put forth by a host. Neither host nor guest can make unreasonable requests of the other. Note that a host usually invites a guest for a specific period of time, after which the guest is no longer welcome and must leave unless the invitation is renewed. Only the actions of a guest can prematurely end the period of invitation.
The Protocol of Challenge and Fair Combat tells an honorbound to inform enemies of an impending attack. For individual combat, the honorbound issues a challenge, and the honorbound's enemy must have time to respond. Thus, an Honorbound cannot attack an unprepared enemy, nor attack from behind. However, an enemy who is engaged in an attack on a friend or ally is considered prepared. For large-scale combat, a declaration of war is necessary; once this has been done, the armies of the enemy are considered prepared, and surprise attacks are allowable. An honorbound can never participate in an ambush except against enemies in a declared war.
The Protocol of Dueling demands that an honorbound learn and remember the informal dueling rules of the many lands and city-states across Harqual.
The Protocol of Respect for an Honored Enemy states that an honored enemy, usually a leader of an opposing force, is accorded certain privileges. It is considered honorable to touch an honored enemy, without harming him, during melee. An honored enemy should be felled only in single combat. If captured, an honored enemy is treated as a guest. If called for, a captured honored enemy can be executed, but only in a formal ceremony. Honored enemies can be returned to their people in return for material or other concessions.
The Protocol of Negotiation declares that negotiations are sacred. They are a cause for a truce, and a truce should not be broken. To insure this, opposing forces exchange hostages during negotiations. These hostages are warriors who understand that their lives are held as proof of their force's honor. If the truce is broken on one side of the dispute, the lives of the hostages from that side are forfeit.
The Protocol of Betrayers refers to those who break the oaths of the honorbound. An honorbound who abandons the Precepts or the Protocols is declared a Betrayer and is subject to a hunt and eventual death. Any honorbound can administer such justice. Betrayers besmirch the honor of all honorbound, and cleansing is possible only if an honorbound kills the Betrayer. However, to retain honor, individual honorbound must ascertain the proof of betrayal for themselves. Even if orders have come down from the leader of an honorbound's company, individual honorbound must determine the truth when the suspected Betrayer is caught. If the captor cannot determine the truth, the suspected Betrayer must be brought before a group of at least six honorbound, where the truth of the matter is decided and sentence is carried out.
Individual companies of honorbound sometimes have additional regulations, but these are not considered on the same level with Precepts and Protocols. Company regulations are sometimes specifications of the Precepts and Protocols; they also include special weapons, duties, allegiances, and symbols. Each company has at least a special weapon and a symbol.
Every honorbound (whether a member of a company or not) wears a white sash around the waist; this symbolizes the purity of honor for which the character strives. In addition, the honorbound must wear a red circle emblem, symbolizing the blood shed by warriors.
An honorbound's race usually determines the form and placement of the red circle. Elves, dwarves, humans, and halflings wear red circle markings on their face (such as on the forehead), on one cheek (never both), or on the back of a hand. A rakasta honorbound wears a circular, red-painted, ceramic pendant on a thong or chain around the neck. Whatever the method, the red circle must always be shown and worn, never simply carried.
Each company also has an emblem, which is usually worn, in the center of the red circle. An individual not allied with a company might have a personal emblem. The emblems of the Honorbound are considered private property, and their unauthorized use by others is a great offense. Each company of honorbound also has a declared enemy.
See the PDF file for the prestige class progression chart.
Class Skills (4 + Int modifier per level): Climb (Str), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (architecture and engineering) (Int), Knowledge (astrology and astronomy) (Int) *, Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Perform (weapon drill) (Cha) **, Ride (Dex), Sense Motive (Wis), Speak Language (NA), Stamina (Con) *.
* A new skill for World of Kulan.
** A skilled described in D&D Complete Warrior.
All of the following are the class features of the Honorbound prestige class.
Weapon of Honor: The honorbound gains an Exotic Weapon Proficiency with their companies preferred weapon of choice (or picks one if a company-of-one). If the character already has the feat needed then nothing else is gained.
Leadership: The honorbound gains the Leadership feat at 1st level. If the character has already acquired the Leadership feat before becoming an honorbound then nothing else is gained.
Declared Enemy: Honorbound gain a bonus on attack rolls against a declared type of enemy. Honorbound who belong to a company have this enemy type chosen for them; the company-of-one or a member of a national company is free to choose. The enemy can be a species (like the ranger's chosen foe), the people of a certain enemy nation, the members of an enemy company, or a particular type of creature (like undead or giants). The honorbound can never change the declared enemy unless the entire company decides to change it. A company-of-one can never change his declared enemy.
If the honorbound is a ranger, this chosen enemy replaces the ranger's species enemy; the bonuses are not cumulative, and the ranger still incurs the reaction penalty for the species enemy and prefers to fight the chosen foe before all others. Other honorbound can make a conscious choice about whether or not to fight the chosen foe.
Honored of Jaeger: The Warrior's Honor demands that honorbound treat each other a certain way. In addition, the Warrior's Honor (and the special symbols of the Honorbound) insures that others recognize the character as honorable. Honorbound receive a bonus to Charisma-based skills and checks. Even those honorbound that are recognized as an enemy receive the bonus, due to the respect that others feel for the character.
Skill Focus: The honorbound gains a bonus Skill Focus feat to any class skill that the character already possesses.
Gather Company: The honorbound is so well recognized by his peers and the public that he can put together his own company of honorbound as either a branch of the company he started out in or a brand new company if he started out as a company-of-one.
Last edited by Knightfall; Thursday, 22nd July, 2010 at 08:15 AM.
Sunday, 24th August, 2008, 07:52 PM #9
Guide (Lvl 11)
DIVUMANCER (SKY MAGE)
In the World of Kulan, there are many arcanists who specialize. They choose to become enchanters or invokers or something altogether different such as elementalists or the rarely seen chronomancers. Then there are the arcanists who take the idea of specialization to another level. Undamancers fall into this category as do para-elementalists and members of this prestige class, divumancers.
Some say that divumancers and undamancers are two sides of the same coin. They are both are at home aboard a ship and they are both highly respected by sailors. However, that is where the similarity ends. Undamancers are students of Elemental Water. Divumancers are not students of Elemental Air; they are, in their opinion, the chosen of the sky. They believe in the magical power of air and water. They love the endless blue of sky, the power of storms, and living life aboard an airship.
Divumancers rarely walk on land unless that land happens to be an earthberg suspended magically in the air. They only come down to earth when they absolutely have to, which means they aren't as well recognized as undamancers or other elemental specialists. Those that do know of these arcanists often call them sky mages. Airship captains greatly value the services of divumancers as airship mages and some of these captains can been known to learn the ways of the divumancer themselves.
Divumancers can be found anywhere across the World of Kulan, but they are most often encountered where spelljammers are common. This includes the empires of the continent of Triadora, the sky cities of the cloud and storm giants, and the few aerial-based spelljamming ports of the Lands of Harqual and the continent of Kanpur's Ishamark Region. The City-state of Caloric is one such port of call for divumancers while the Floating City of JaÚn is another.
While divumancers rarely come down to earth, they will come down to sea. Thus, they are often encountered amongst the various island realms of the world including Merria and the Isles of Valossa. While divumancers rarely visit the city known as Bluffside they have been known to visit the nearby floating city known as Sordadon. They also frequent the half-submerged reef cities of the Wakuna Islands and the floating townships over the the islands of Ryaith.
To become a Divumancer, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Balance – 4 ranks, Knowledge (arcana) – 8 ranks, Knowledge (geography) – 8 ranks, Profession (sailor) – 4 ranks, Use Rope – 4 ranks.
Spells: Ability to cast 2nd-level arcane spells. The character must be able to cast at least one spell with the Air or Water descriptor such as gust of wind.
Feats: Storm Magic (from D&D Stormwrack) and any one aerial feat from Bastion Press' Airships. If the DM doesn't have that d20 sourcebook, then the character must have an addition metamagic feat.
See the PDF file for the prestige class progression chart.
Class Skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int) **, Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (astrology and astronomy) (Int) *, Knowledge (geography) (Int), Knowledge (nature), Listen (Wis), Profession (Wis) **, Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).
* A new skill for World of Kulan.
** There are two new Craft sub-skills and three new Profession sub-skills detailed on page 70 of the Airships d2o sourcebook by Bastion Press that a divumancer character may select from. This includes Craft (airships), Craft (airship engine), Profession (airship navigator), Profession (airship pilot), and Profession (engineer). Profession (air sailor) isn't used for this campaign world as I consider Profession (sailor) more than adequate for both seafaring and airship sailors.
All of the following are the class features of the Divumancer prestige class.
Armor and Weapon Proficiency: Divumancers gain the following weapons proficiencies:
Prestige School: Upon adapting the divumancer prestige class a character gains the prestige school of Sky. The sky-based spells of the Sky Prestige School are the divumancer's bread and butter. A divumancer gains all the benefits of School Specialization as listed on page 57 of the D&D Player's Handbook v.3.5. This includes one additional Sky spell per spell level per day (retroactive) and a +2 bonus on Spellcraft checks to learn Sky spells, but she doesn't have to choose any prohibited schools.
If the divumancer was a bard before entering this prestige class, then she can only cast sky spells up to 6th-level. This restriction applies to any other arcane class without the ability to cast up to 9th-level spells.
The spells of the Sky Prestige School are shown below.
Spells per Day: At every odd-numbered level gained in the divumancer prestige class, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefits a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a divumancer, she must decide to which class she adds the new level for purposes of determining spells per day.
Airship Savvy (Ex): A divumancer is always in her element when traveling and fighting on a airship. She can always take 10 while using the Balance, Climb, Jump, Tumble, and Use Rope skills while traveling and fighting on board an airship. She also gains a +2 circumstance bonus to Concentration checks while traveling and fighting on board an airship.
Fly (Sp): At 2nd-level, a divumancer cast cast fly once per day as a spell-like ability. This increases to twice per day at 6th-level and three times per day at 10th-level.
A flying divumancer is allowed to use her circumstance bonus from her Airship Savvy ability from 2nd-level on.
Bonus Feats: At 3rd, 5th, 7th, and 9th-level, a divumancer gains a bonus feat. At each opportunity, she can choose any feat from the following list: Acrobatic, Aerial Balance 2, Aerial Combat 4, Aerial Command 2, Aerial Tactics 2, Combat Casting, Deft Hands, Dexterous Climb 1, Dodge, Engine Savant 2, Great Captain 3, Greater Spell Focus (sky only), Instinctive Navigation 2, Lightning Reflexes, Mobility, Natural Pilot 2, Rigging Combat 2, Sailor's Balance 3, Ship's Mage 3, Skill Focus, Spell Focus (sky only), Stormsong 1, Student of Nature 1, Windsinger 3, Weapon Proficiency (airship weapons) 2.
The divumancer must still meet all prerequisites for a bonus feat, including caster level minimums.
_________________________________________________1 A new feat detailed in the New Feats document for World of Kulan
2 A feat detailed in the Airships d20 sourcebook by Bastion Press
3 A feat detailed in D&D Stormwrack
4 A feat detailed in the Bluffside: City on the Edge d20 sourcebook by Mystic Eye Games
Control Weather (Sp): At 4th-level, a divumancer cast cast control weather once per day as a spell-like ability. This increases to twice per day at 8th-level.
Prestige School: Sky
These are the spells of the prestige school of Sky. Other spells may be added to this list at the DM's discretion.
0 level: create water, feather fall, know direction, light.
1st-level: animate rope, compass 5, eagle eyes 5, ease of breath 3, impede sun's brilliance 3, levitate, locate water 3, obscuring mist, Tenser's floating disk, vertigo 4, whispering wind.
2nd-level: acidic vapors 5, detect ship 3, favorable wind 3, fog cloud, gust of wind, harvest of the winds 2, obscuring snow 3, prismatic mist 4, thunder 1, vertigo field 4, wall of fog 1, wind wall, whirlwind of ice 5.
3rd-level: becalm sails 1, daylight, disguise ship 3, doom fog 5, control temperature 3, engine jolt 2, fly, fog bank 1, lightning bolt, nightingale 1, raptor's wings 2, rope trick, sleet storm, steam jet 1, stinking cloud, storm mote 3, thin air 3, warp wood, wind tunnel 5.
4th-level: air walk, arctic haze 3, becalm 2, call lightning, compass curse 5, gaseous form, haboob 3, overland flight, parboil 3, quench, rainbow pattern, solid fog, thundercloud 1, vapor strike 1, water walk.
5th-level: black cloud of horror 5, boreal wind 3, call thermal 2, cloudkill, control ship 1, control winds, foul cloud 1, ice storm, mind fog, thunder field 4, Wanda's forceful tornadic blast 1.
6th-level: blizzard 3, call lightning storm, chain lightning, frostbite 3, mists of melancholy 1, stormwalk 3, storm prow 2, wind walk.
7th-level: acid fog, airboat 1, commune with nature, death hail 3, control weather, curtain of rain 1, repel wood, reverse gravity, sandstorm 3, mudstorm 1.
8th-level: black pearl eye 1, dead air 1, poisonous rain 1, smoky senses 1, waterspout 3, whirlwind.
9th-level: chariot of sustarre 1, fimbulwinter 3, Mulissu’s instantaneous elemental tempest 1, planar navigation 3, poison air 1, pyrrhic withdrawal 2, storm of vengeance.
_________________________________________________1 A new spell detailed in my Spells 3.5 document for World of Kulan
2 A spell from Airships, a d20 sourcebook by Bastion Press
3 A spell from D&D Frostburn, D&D Sandstorm, or D&D Stormwrack
4 A spell from D&D Player's Handbook II
5 A spell from L&L Seafarer's Handbook or L&L Spells and Spellcraft
Last edited by Knightfall; Tuesday, 13th July, 2010 at 04:22 AM.
Wednesday, 27th August, 2008, 03:32 AM #10
Guide (Lvl 11)
By James Sutherland; Modified for Kulan by Robert Blezard
The Dog soldier is a rare breed of warrior archetype that has quickly spread across Harqual and the many of the northern island chains of the Hallian Sea such as the Isles of Valossa and the Wakuna Islands. Dog soldiers are also common among the gnolls and flinds of Harqual and the gnolls and roven of the Isles of Valus.
However, dog soldiers first came about on Harqual as a guild of warrior dedicated to the God Hound, Tok. Soon there were dozens of such guilds that quickly turned into mercenary companies dedicated to fighting in tandem. Dog soldiers are not uncommon amongst the worshipers of the other North Gods but dog soldiers, as a whole, are more likely to be neutral in their ideals of faith and no one is rejected outright.
The dog soldiers of the northern island chains tend to be primitive tribal warriors from the Isle of Dread, fighting teams that hire themselves out to nobles on Arek, or arena combatants who are renown throughout the coliseums of the cities of the Rachis Isles. These dog soldiers have more tight-nit groups and aren’t averse to fighting opposing dog soldiers.
One race that truly understands the concept of the dog soldier is gnolls. They have a natural ability to understand and implement pack mentality. However, the gnolls of Harqual and the Valus aren’t known for their great tactics and it usually takes an outside influence to mold them into dog soldiers. The more lawful flinds of Harqual often provide this influence, while a particularly disciplined roven has been known to do the same for the gnolls of the Valus.
Dog soldiers, regardless of where they’re from, are trained to fight as a pack and work best in a group. They constantly maneuver for advantage, luring their foes into gauntlets of steel. Most dog soldiers begin as fighters, but their flank attack abilities are an obvious incentive for rogues. The discipline required to being a dog soldier is sometimes too much for chaotic characters to maintain.
To become a Dog Soldier, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Sense Motive – 4 ranks, Bluff – 4 ranks.
Feats: Combat Reflexes, Dual Strike, Sidestep, and Tandem Fighting.
See the PDF file for the prestige class progression chart.
Class Skills (2 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), Stamina (Con)*.
* A new skill for World of Kulan.
All of the following are the class features of the Dog Soldier prestige class.
Weapon and Armor Proficiency: A Dog Soldier is proficient with all armor and shields and with all simple and martial weapons.
Friendly Parry (Ex): At 1st-level, all allies within 5 ft. of the Dog Soldier are granted a +1 deflection bonus to AC This bonus increases to +2 at 3rd-level, +3 at 5th-level, +4 at 7th-level, and +5 at 9th-level.
Flank Attack (Ex): At 2nd-level, when flanking, the Dog Soldier deals +1d6 points of extra damage, which is subject to the same limitations as a rogue's Sneak Attack class ability. This bonus damage increase to +2d6 at 5th-level, and +3d6 at 8th-level.
Nip at the Heels (Ex): At 4th-level, for purposes of establishing flanking with another Dog Soldier, a Dog Soldier is considered to have a natural reach of 5 feet greater than normal. This does not allow additional attacks of opportunity; it only establishes whether the Dog Soldier is flanking an enemy.
Dog Pack Attack (Ex): At 10th-level, when flanking an opponent with another Dog Soldier, a Dog Soldier is considered to have the Spring Attack feat with respect to that enemy only.
Last edited by Knightfall; Tuesday, 13th July, 2010 at 04:23 AM.
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