Kemrain
First Post
Okay, so, I'm preparing to run a game using the setting from Looking Glass Studio's Thief The Dark Project game, and using Ken Hood's Grim and Gritty rules (Version 3.3). I decided to make a prestige class for use with that wondrously mysterious group, the Keepers.
For those of you who are unfamiliar with said faction, I will explain. The Keepers are a highly secretive organization built upon the principal of True Neutrality. They keep the balance between the (super)natural forces on the world and the forces of man. They do this through their constant gathering and secreting away of knowledge, and near-magical stealth abilities. Having a policy of non-interference, they don't keep the balance directly, but instead by giving out choice bits of wisdom to people believed (Prophesized?) to not only act on this information, but in the way the Keepers believe it must be. They do not take new members lightly, and it takes years of dedicated training to become a Keeper Adept. To this end, I have made the first of four Keeper prestige classes. (The others have yet to exist.) This one is the gateway class, the one you need to master before you can take any others. As such, it has only five levels, but the adherent gains abilities at an astounding rate, due to the specialized training.
The Keepers do not take someone in unless they prove themselves to be not only skilled but intelligent, and willing to adhere to their stringent beliefs. As such, there are Ability, Feat, Skill, and Alignment prerequisites that must be met before someone can call themselves a Keeper.
The mechanical prerequisites are as follows:
15+ Intelligence, Alertness, Stealthy, 8+ ranks in Hide, Move Silently, Spot, Listen, and Search, 6+ ranks in Bluff, Diplomacy, Gather Information, Sense Motive, and Urban Lore, 1+ ranks in Read Lips and Innuendo, Uncanny Dodge (Dex to AC).
(Urban Lore is to Wilderness Lore what Knowledge: Streetwise is to Knowledge: Nature. The Stealthy feat grants a +2 Circumstance bonus to Hide and Move Silently checks. More information can be found in the Legends and Lairs Traps and Treachery supplement.)
In addition, to progress in the class, the candidate must be of True Neutral alignment. (Or good enough at lying to convince some very observant people. The last bit is up to the GM’s discretion.) If at any point the candidate is no longer True Neutral, he can not progress in the class, though he loses no abilities. The Keepers simply won’t teach those whom they do not consider worthy of their training, and those who do not uphold their Non-Interference policy are by far not worthy.
Class Progression Follows:
Note, as I don’t know how to add large spacing in posts, the table will have to be horizontal, instead of vertical. I apologize for any inconvenience.
Levl: 1 2 3 4 5
BAB : 0 1 1 2 2
Fort: 0 0 1 1 1
Ref : 2 3 3 4 4
Will: 2 3 3 4 4
Def : 2 3 3 4 4
(Def is a class-based defense bonus. This only applies in under the Grim and Gritty rules)
Keepers gain 6 Skill Points per level, and get d4 Hit Dice.
Class Skills are: Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Knowledge (All), Listen, Move Silently, Read Lips, Read/Write Language, Search, Sense Motive, Speak Language, Spot, Urban Lore, Use Magic Device, and Use Rope.
For those of you who are unfamiliar with said faction, I will explain. The Keepers are a highly secretive organization built upon the principal of True Neutrality. They keep the balance between the (super)natural forces on the world and the forces of man. They do this through their constant gathering and secreting away of knowledge, and near-magical stealth abilities. Having a policy of non-interference, they don't keep the balance directly, but instead by giving out choice bits of wisdom to people believed (Prophesized?) to not only act on this information, but in the way the Keepers believe it must be. They do not take new members lightly, and it takes years of dedicated training to become a Keeper Adept. To this end, I have made the first of four Keeper prestige classes. (The others have yet to exist.) This one is the gateway class, the one you need to master before you can take any others. As such, it has only five levels, but the adherent gains abilities at an astounding rate, due to the specialized training.
The Keepers do not take someone in unless they prove themselves to be not only skilled but intelligent, and willing to adhere to their stringent beliefs. As such, there are Ability, Feat, Skill, and Alignment prerequisites that must be met before someone can call themselves a Keeper.
The mechanical prerequisites are as follows:
15+ Intelligence, Alertness, Stealthy, 8+ ranks in Hide, Move Silently, Spot, Listen, and Search, 6+ ranks in Bluff, Diplomacy, Gather Information, Sense Motive, and Urban Lore, 1+ ranks in Read Lips and Innuendo, Uncanny Dodge (Dex to AC).
(Urban Lore is to Wilderness Lore what Knowledge: Streetwise is to Knowledge: Nature. The Stealthy feat grants a +2 Circumstance bonus to Hide and Move Silently checks. More information can be found in the Legends and Lairs Traps and Treachery supplement.)
In addition, to progress in the class, the candidate must be of True Neutral alignment. (Or good enough at lying to convince some very observant people. The last bit is up to the GM’s discretion.) If at any point the candidate is no longer True Neutral, he can not progress in the class, though he loses no abilities. The Keepers simply won’t teach those whom they do not consider worthy of their training, and those who do not uphold their Non-Interference policy are by far not worthy.
Class Progression Follows:
Note, as I don’t know how to add large spacing in posts, the table will have to be horizontal, instead of vertical. I apologize for any inconvenience.
Levl: 1 2 3 4 5
BAB : 0 1 1 2 2
Fort: 0 0 1 1 1
Ref : 2 3 3 4 4
Will: 2 3 3 4 4
Def : 2 3 3 4 4
(Def is a class-based defense bonus. This only applies in under the Grim and Gritty rules)
Keepers gain 6 Skill Points per level, and get d4 Hit Dice.
Class Skills are: Appraise, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Knowledge (All), Listen, Move Silently, Read Lips, Read/Write Language, Search, Sense Motive, Speak Language, Spot, Urban Lore, Use Magic Device, and Use Rope.