(Year of the Pretender) Prestige Classes (Need Help!)

Loonook

First Post
And YOU could help me streamline them. Thanke for reading. All save for the Imperial Diplomat are 10 level PrCs.

Slainte,

-Loonook


Hanri Mage -

"The power of a single flame will not quell the cold. But when two, or five, or a hundred flames come to call, the cold will hold back for some time."
- Nesch Windirkin, Member of the Hanri of the Cold Night.

While some mages enjoy being the solitary wanderer, the single voice against the world's constant weakening, there are those who pool their power and knowledge, preferring to face the challenges and dangers in life together. Such groups are known as Hanri. Hanri refers to the first of the groups, the Hanri d'rulsi (Field of Roses), a mythic formation of mages from the time of the Hui Dal. That Hanri was said to summon a deity to its side, and ever since Hanri have pushed their powers both alone and in cooperation to the brink to learn of the power of magic.

Many Hanri attempt to work with the most pure of magical forms, and induct experienced mages into the art of such spellcasting. For an example, we will use the Hanri of the Cup and Coin, founded in Primdeka, which still practices today. The Hanri holds 10 permanent members, each known as Chalices. Their younger members, known as Goblets, are said to 'fill' themselves with the power of magic, tempering themselves with such essence. This is a standard view of many Hanri; the knowledge of the world fills its vessel. Many Hanri use other metaphors, from the growth of plants to the rebirth and regrowth of their members, to symbolize this fulfilling.

Most Hanri members will willingly travel with those not of their group, assisting spellcasters and 'simple' people (those who do not wield magic) in their pursuits as they seek out likeminded members of the spellcasting elite to join their Hanri.

Hit Dice: d4

Requirements:
To Qualify to Become an Hanri Mage, a character must fulfill all the following criteria:

Skills: Knowledge (Arcana): 9 ranks.
Feats: 2 Metamagic feats, one of which must include Cooperative Casting.
Spells: The ability to cast 2nd level arcane spells.
Special: The Hanri to which the Hanri Mage is joining must consist of at least 5 members.
Special: A specific Hanri may have an alignment requirement, dues, or other specific requisites to becoming a member.

Class Skills:
An Hanri Mage's class skills are: Concentration, Craft, Knowledge (All), Profession, Speak Language, Spellcraft.
Skill Points: 2+Int.

BAB: +1/2/HD
Saves: Will Good.

Class Features:

Weapon and Armor Proficency: Hanri Mages gain no additional proficency in new weapons or armor.

Spells per day: When a new level is gained, the Hanri Mage gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does NOT, however, gain any other benefit a character of that class would have gained (improved familiar, metamagic/item creation feats, HP beyond those obtained from the PrC, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Hanri Mage, he must decide to which class he adds the new level for purposes of determining spells/day.

Circle Magic: Hanri practice the art of Circle Magic (see: Red Wizard of Thay for details). The Hanri member does not require the Tattoo Focus; instead, the Hanri mage must be a member of the Hanri for effect.

Hanri Benefits: A member of an Hanri is treated as a brother or sister of any member of his Hanri. A member of an Hanri will most likely assist in any non-hazardous research, spellwork, or mundane tasks if the member has time and is compensated for any usage of materials. An Hanri member usually has the ability to stay at another member's home for up to a tenday without request, eating and drinking for free. Any additional members of the Mage's party may have to pay, but most likely the Hanri member who they are staying with will not ask for much (a pittance akin to a gold piece/day/member). Hanri members also spread information to each other from other mages; messages may be sent and recieved within a week if given to a sedentary mage, who will assist their adventuring brethren as much as possible. An Hanri mage who is in dire need has a chance to call upon a member of his Hanri for assistance, with a 50% chance +5% per level of Hanri Mage to gain assistance. This ability may only be used once a season.

The Circle Unbroken: Beginning at 1st level, an Hanri Mage gains access to the Mage's Circle, an ability which will allow him to enhance his spells. An Hanri Mage who carries a Wardcrest or Wardmark of his Hanri may, with a free action, apply a single metamagic feat that he is knowledgeable of to a spell he is about to cast. The power of the metamagic feat which may be applied is equal to one half of his Hanri Mage level (maximum: 5 levels). An Hanri Mage who uses his metamagic feats in such a way must then repay the debt, as he has drained his fellow spellcasters of power for his own benefit. The Hanri Mage must expend a number of spell levels equal to the levels used plus an additional two levels up to one week after usage of the power into his Wardcrest to repay the debt, or lose access to the Circle Unbroken. The additional two levels are to prevent the complete depletion of the energy used in times of crisis, leaving a pool of essence to be tapped into in reserve.

Purifying Magic: The Hanri Mage has gained significant ability in tapping into the raw essence of magic. The Hanri Mage gains a +1 to level dependent functions of his spells. This Benefit increases by +1 at 6th and 10th level.

Defense of the Hanri: The combined strength of the Hanri reinforces the Hanri Mage's resolve, granting the Hanri Mage a +1 bonus to caster level to overcome spell resistance at 3rd level. This increases to +2 at 6th level and +3 at 9th level.

Circle Leader: An Hanri Mage of 5th level may practice Circle Magic as the leader of the Circle. At 10th level, the Hanri Mage may, as long as he is on the plane of existence in which the majority of his Hanri resides, remote-access the Circle; in effect, the Hanri Mage may request of members of the Hanri their power, and they may supply it, with up to 1d4+1 casters responding with a spell of 1d6+1 level. This may be requested when spells are memorized, and normal repayment requirements apply.

Fraternal Tongues: An Hanri Mage gains a bonus language at 5th and 10th levels. This bonus language may be any language (including a secret Hanri-only language), and represents the bonds between the various members of the Hanri.

Purest Form of Light: An Hanri Mage of this level has mastered the power of the purity of magic which he has been striving for while he worked with his Hanri. An Hanri mage may, as a free action, substitute the energy descriptor of any spell, making half of the spell's energy 'pure magic', which is not subjected to resistance. An Hanri Mage may also turn a spell into a pure magic spell using the Circle Unbroken, using 4 spell-levels of energy for such an effect (which may be applied at memorization or via the Circle Unbroken). This spell is completely protected from resistance.


____________________________________________________________________________________________________________________________________________________________________

Hanri Guardian:

"I serve on the behest of Malinar, the Imperial Matriarch. If you wish to live, stand aside."
- Sir Marcus, Protector of the Matron's Hanri.

While the Hanri is made up of a fraternity of mages, it is their Guardians which keep the mages protected and safe from the world. Such Guardians can usually be found with the highest-ranking members of the Hanri, and range from lifelong companions to knights who have come under the Hanri's influence. The Guardians also vary in style; from the well-groomed, highly noble guardians such as Sir Marcus to the disheveled, scarred and psychotic guardians of the Hanri of the Beast. However, their style and policies never change: the protect and serve their Hanri, to lay their life on the line in service of their patron.

Hanri Guardians are most often found along with an Hanri Mage, though ex-Guardians may be found in almost any party. Most Guardians are Monks, Rogues, or Hexblades, though the occasional Cleric or Paladin may decide to become a Guardian, as may the diligent Fighter. The rare Sorcerer forsakes his spell-casting might to become an Hanri Guardian.

Hit Dice: d10

Requirements:

Base Attack Bonus: +4.

Skills:
Knowledge (Arcana): 5 ranks, Diplomacy: 5 ranks
Feats: Improved Initiative, Alertness.
Special: A Guardian must be embraced by his Hanri, undergoing a process by which the Guardian is blessed with the Mark of the Hanri (a Wardmark), which costs a member of the Hanri 500 XP.

Class Skills:

Concentration, Craft, Diplomacy, Knowledge (Arcana), Profession, Sense Motive, Speak Language, Spellcraft.
Skill Points: 2+Int.

BAB: +1/HD.
Saves: Reflex Good.

Class Features:

Weapon and Armor Proficency: Hanri Guardians are proficent in all simple and martial weapons, all types of armor, and shields.

Armor of the Hanri: The will of the Hanri and their magical protection assists the Guardian. The Guardian is considered to be protected by a constant Mage Armor effect. Treat as a spell-like ability at 1st level. At 5th level, this ability becomes Extraordinary.

From Harm's Way: Beginning at 1st level, the Guardian may elect to place himself in the path of danger, in order to protect his charge. Any time the Guardian is within 5 feet of his charge, the Guardian may exchange positions with the charge, in effect becoming the target of the attack focused on the charge. This ability must be declared before the attack roll is made, and is taken as a free action. The Guardian's charge is chosen as he rolls initiative, and may not change during combat with this ability.

The Best Defense: At 2nd level, the Guardian gains the ability to make a melee attack of opportunity against a charge's attacker. The Guardian makes this attack with a +1 bonus at 2nd level, which increases by +1 at 4th, 6th, 8th, and 10th level.

Share Spells: At 3rd level, the Guardian may share a spell that has a range of Personal which is cast on his charge. This sharing may only be applied as long as the Guardian is within 5 ft. of his charge. This distance is expanded to 10' at 5th level, and to 20 ft. at 10th level.

Displacement: A Guardian whose charge is in danger may make a move action in which the charge is also moved. This move action is an extra move action, and may be taken at any time. For example, a Guardian may make a full-attack action against a target, then move himself and his charge away a distance of 30 ft. A Guardian may use this ability one time a day at 4th level, increasing to 2/day at 7th level and 3/day
at 10th level.

Advanced Displacement: At 7th level, the Guardian may make a 10 ft. step instead of a 5 ft. step, but only when using the Displacement ability.

Superior Displacement: Once a day at 10th level, as a free action, the Guardian may actually remove his charge from combat, effectively casting Dimension Door on his charge. This power functions as the Displacement ability, for example the charge may cast a spell and the Guardian make his full attack, withdrawing using the Displacement function, and then shoving his charge through space to a safe place on the other side. This ability is considered a Spell-like ability.

____________________________________________________________________________________________________________________________________________________________________


Sorcerer Imperial:

"There are a score thousand sorcerers in this kingdom, hundreds so in this world . . . but I would not trade for all of them if I had a single one of you by my side."

- Taode Yuli, High Sorcerer Imperium, speaking to the assembled Sorcerers Imperium.

The Sorcerers Imperium are the most powerful, most supported, and some of the most renowned wizards in all of the land. Spellcasters who have been organized for centuries, the Sorcerers master specific types of magic, always trying to advance in their Order.

Those who embrace the Sorcerer Imperial Prestige Class are Minor Sorcerers or Arcanists, tried by fire by the Sorcerers and given the right to a Wardcrest. The specialized knowledge and deeper learning of members at this level gives them the edge which is reflected by this Prestige Class.

Sorcerers Imperial prefer the company of old tomes and their comrades, but some do travel. For the most part, a Sorcerer Imperial who is travelling is seeking out some sort of knowledge outside of the Tomes, and will pair with anyone who can assist them in obtaining the knowledge. The Sorcerer Imperial may also be found amongst Imperial Guards, and members of other martial Orders who lack their own spellcasters.

Hit Dice: d4.

Requirements:

To Qualify to Become a Sorcerer Imperial, a character must fulfill all the following criteria:

Skills: Knowledge (Arcana): 13 ranks.
Feats: Combat Casting, Spell Focus (Chosen School), Spell Mastery.
Spells: The ability to cast 5th level arcane spells.
Special: The character must be a Minor Sorcerer of the Sorcerers Imperium or of a higher rank.
Special: The character must be able to wear and utilize a Wardcrest.

Class Skills:

Concentration, Craft, Decipher Script, Knowledge (All), Profession, Spellcraft.
Skill Points: 4+Int.

Saves: None. (The Sorcerer Imperial sacrifices his Saves for additional benefit)
BAB: 0/HD (The Sorcerer Imperium sacrifices his BAB for additional benefit).

Class Features:

Weapon and Armor Proficency: Sorcerer Imperial gain no additional proficency in new weapons or armor.

Spells per day: When a new level is gained, the Sorcerer Imperium gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does NOT, however, gain any other benefit a character of that class would have gained (improved familiar, metamagic/item creation feats, HP beyond those obtained from the PrC, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Sorcerer Imperium, he must decide to which class he adds the new level for purposes of determining spells/day.

Extensive Spell Focus: At 1st level the Sorcerer Imperium adds a +1 to the difficulty for all saving throws against spells from the school of magic in which he has spell focus. This bonus increases at 3rd, 5th, 7th, or 9th level.

Imperial Writ of Purchase: A Sorcerer Imperial may purchase materials for magic item creation at 1/2 the normal cost. The Sorcerer may also purchase the items he seeks from his fellow Sorcerers at a discount equal to 10% + 5%/level (max. bonus: 50%.)

Wisdom of the Great Tomes: At 2nd level, and every even level until 10th level, the Sorcerer Imperium gains a +2 to Intelligence.

Wardcrest Empowerment: The power of the Crest the Sorcerer wields allows him to tap into his own spells, making them spell-like abilities. At 5th level, the Sorcerer Imperial may pick a number of spells equal to his Intelligence modifier that have been made available via the Spell Mastery feat. These spells are now treated as spell-like abilities which may be cast once/day for each spell chosen. The Sorcerer Imperial may also sacrifice a spell of equal level to cast a spell which he has learned to cast via Spell Mastery instead. The Sorcerer Imperial's caster level is treated as his class level for this ability; any spell which a caster of such level would be unable to cast does not function as a spell-like ability. The Sorcerer may change the spells which are spell-like abilities every other level. Any special materials or XP cost is STILL required to be paid for by the user of the Wardcrest.

Circle Magic: The Sorcerer becomes able to be a Circle Leader at 5th level (see: Red Wizard of Thay for details).

Circle Mastery: The Sorcerer becomes able to leader a Circle of up to 10 participants at 10th level.

____________________________________________________________________________________________________________________________________________________________________

Knight of the Imperium:

"My Blade strikes true and clean, My Shield protects my body and soul. I am the God Incarnate, the Power of the Rose in flesh."
- Recitation of an Imperial Knight.

Above the Orders and the Guards, the Knights of the Imperium are the strongest and greatest of their kind, embraced by the Church and the Imperium, favored above all others. The Knight of the Imperium serves the Emperor as a second hand, the perfection of the axiom "The Knight is a blade in the hand of his Lord." Trained for battle, the Knight of the Imperium is also versed somewhat in statecraft, but not as well as a Courtier might be. The Knight of the Imperium lives to serve, and refuses to betray his ideas. Most Knights of the Imperium are more erudite Fighters, Rangers, and Paladins of Woldan, though a rare Monk or Rogue becomes a member of the class.

Hit Dice: d12.

Requirements:

To Qualify to become a Knight of the Imperium, a Character must fulfill the following criteria.

Alignment: Lawful Neutral, Lawful Good, Neutral Good, or Neutral.
BAB: +8
Skills: Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Nobility and Royalty) 4 ranks, Sense Motive 4 ranks.
Feats: Weapon Focus (Long Sword).
Deity: Woldan
Allegiance: The Character must belong to a Knightly Order to whom he has sworn loyalty. The Character must ALSO swear an Oath to the Imperium and the Rose Emperor, which holds above his Oath to his Order.
Special: The Character must have earned a Knight's Sword.


Class Skills:

Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Nobility and Royalty), Profession, Ride, Sense Motive.

Skill Points: Int+2
BAB: +1/HD
Saves: Fort. Good.


Class Features:

Weapon and Armor Proficency: Knights of the Imperium are proficent in all simple and martial weapons, all types of armor, and shields.

Courtly Knowledge: The Knight of the Imperium may apply his class level to his Knowledge (Nobility and Royalty) checks. Treat as a competence bonus.

Shining Star of the Imperium: A Knight of the Imperium is the physical and spiritual embodiment of the Imperium, the beliefs of the Imperial knighthoods given form. All of his allies gain a +4 morale bonus of saves against fear effects when they stand within 10' of the Knight. If the Knight is paralyzed, unconscious, or otherwise helpless, his allies lose this benefit.

Superior Knight's Sword: The Knight of the Imperium's Knight Sword may become more powerful over time. Treat this ability as the Kensai signature weapon ability.

Fury of the Rose: At 2nd level a Knight of the Imperium may strike his allies into a state of fervor, akin to a barbarian's rage. All allies within 30' are affected by this ability. This fury lasts for an amount of rounds equal to 2 plus the Knight's Charisma modifier, and gives benefits equal to the Rage ability. At 4th level, the ability's lasts an additional number of rounds equal to the Knight's Charisma modifier.

Imperial Blessing:
The Knight's very presence fortifies those around him. At 4th level, the Knight is treated as if a permanent Bless has been cast on him, affecting all comrades in a 30' radius. The power of the blessing increases by +1 at 6th, 8th, and 10th level.

Blessing of the Empress: The Knight gains this ability at 6th level. The Empress has personally embraced the Knight, and given him her Favor as a protector of her 'family' (the Imperium). Any sentient creature who comes in contact with the Knight feels the touch of the Empress. Non-evil creatures treat the Knight with an attitude of one step higher when dealing diplomatically. When dealing with Evil creatures, the Knight applies his class level to his Intimidate check.

Jewel of the Crown: At 10th level the Knight is adopted as a paragon of the Imperium, and is granted the Sigil Imperial. This mark, which is granted less than ten times in a generation, entitles the user to the power of the Imperial Heir. Treat the Sigil Imperial as a Wardcrest with the following powers:

- DR: 10/Magic
- Resistance of 10 to all elements
- SR: 15+KotI Class Level.
- The following spell-like abilities:
- Charm Person (at will)
- Dominate Person 3/day
- Mass Charm Person 1/day


____________________________________________________________________________________________________________________________________________________________________

5-level prestige class

Imperial Diplomat

"The true measure of a solution is whether the sword would gain more than the word. My words are the sharpest weapons in the Imperium; I have broken armies and shattered the dreams of a thousand dictators. You will learn to do the same."

- The Master of the Rose, said to his agents.

The Imperial Diplomat is the no-nonsense leader of a hundred envoys, the man who brokers peace and declares war. A herald and a harbinger, the Imperial Diplomat strikes fear into the hearts of those who would go against the Imperium and its policies. The Diplomat's symbol is an old Windir trinket, known as the Skull of Thorntooth, a symbol of the Imperium's patron deity, Woldan, in a draconic form.

No one knows save for an Imperial Diplomat the full process by which one becomes such a power, but they are universally respected and feared for their knowledge. Their style of dress, severe with shaven head and long, curved sword on their side, and tight military gait, the Imperial Diplomat has a form and style which can put even the most ordered Knight to shame. Some say that the Imperial Diplomats are draconic; while it is a joke, their bearing and severity gives them the stature of the great beasts. Most Diplomats are Rogues, but the noble Monk or Paladin may also be found as a Diplomat. In fact, the Master of the Rose is said to wholeheartedly embrace Monks as the 'finest' possible diplomats, their martial skills complimenting his knowledge.

Hit Dice: d6.

Requirements:

To Qualify to become a Imperial Diplomat, a Character must fulfill the following criteria.

Alignment: Any Lawful
Skills: Diplomacy 12 ranks, Knowledge (Nobility and Royalty) 12 ranks, Sense Motive 4 ranks, Intimidate 4 ranks.
Feats: Deceitful, Alertness.
Deity: Woldan
Allegiance: The Character must have an unflinching Allegiance to the Imperium and the Emperor. It is through his Allegiance that much of his strength of character comes.
Special: The Imperial Diplomat hopeful must petition to the Master of the Rose and then be taken into the Rose, to learn the unique skills and abilities of the class.

Class Skills: Apprase, Bluff, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Intimidate, Knowledge (Nobility and Royalty), Profession, Sense Motive, Spot, Speak Language, Use Magic Device.

Skill Points: 6+Int.
BAB: +1/2/HD
Saves: Reflex and Will Good.


Class Features:

Multiclassing:
Any class which has a restriction based on multiclassing (i.e. Paladin, Monk) who fits the prerequisites may multiclass into the Imperial Diplomat prestige class.

Force of the Rose: An Imperial Diplomat is considered a valuable commodity, and has wrath is feared as much as the Emperor's. The Imperial Diplomat is always considered plausible when bluffing of his power, and is given a bonus to his Intimidate check equal to his class level.

Tricks of the Trade:
A Diplomat rarely has the chance to fight clean, and when he does he even more rarely takes it. At 2nd and 4th level an Imperial Diplomat may gain the following feats: Flick of the Wrist, Fist of Iron, Improved Combat Expertise, Improved Disarm, Improved Trip, Quick Draw, Rapid Stunning, Throw Anything,

Warrior's Courage: An Imperial Diplomat who is falters under pressure is a weakness to the Imperium. At 3rd level, the Imperial Diplomat becomes immune to fear effects, and sleep.

Power of True Fear:
The Diplomat who is brought to the brink shows his anger, and in doing so gathers around him the full force of that anger. At 5th level, the Diplomat gains the Frightful Presence ability. His Frightful Presence extends for 5' per level of the Imperial Diplomat class he possesses, and has a DC of (10+1/2 Character Level + Charisma modifier).
 

log in or register to remove this ad

Remove ads

Top