Merlion
First Post
The last of my mind-score-bonus races...this one is Int
The prestige class probably needs some re arranging I just sort of threw together the last half.
Emrudin
The Emrudin (singular and plural) are a scholarly race of beings, rarely encountered by humans. They are an ancient race that long ago decided that the power of knowledge was greater than the power of the sword. They build enormous libraries and repositories of magical knowledge. However at some point in the past their greatest city was destroyed by a savage race (the accounts are unclear as to who), and after that the Emrudin took to a life of secrecy. The bulk of the race resides in hidden cities in far off locations, such as on the tops of great mountains or beneath the sea. However some Emrudin believe that isolation runs counter to the pursuit of knowledge, and these Emrudin travel about the world, seeking to learn all they can about other races, magic and the world around them.
An Emrudin appears much like a tall, albino human. Their skin and hair are completely white, and their eyes are either white, grey or light blue. Most Emrudin stand over 6 feet tall. Their heads appear slightly large for their bodies, and their eyes appear a bit to large for their faces. Their hands each have 6 long thin fingers.
Emrudin racial traits:
Medium size: As medium creatures Emrudin have no bonuses or penalties due to size. Base land speed is 30 feet.
Low-light vision: Emrudin can see twice as well as humans in starlight, moonlight and other conditions of poor lighting.
Emrudin receive a +2 bonus to all saving throws against spells and spell like abilities. The Emrudin have studied magic for ages, and learned to defend against it
Emrudin cast Divination spells at +1 caster level.
Knowledge Affinity: at 1st level an Emrudin choose two knowledge skills. These skills are always considered class skills for that character.
Spell Like Abilities: An Emrudin with an Charisma score of 10 or higher may use the following spell like abilities once per day: Comprehend Languages, Detect Magic, Read Magic. Caster level is 1 or the characters level, whichever is higher. Saving throw DCs are 10+ Int modifier.
Skills: Due to their desire to remain isolated, the Emrudin have learned to move about undetected. They receive a +2 racial bonus to Hide and Move Silently checks. Their intense mental training also grants them a +2 bonus to Concentration checks
Abilities: Emrudin are highly intelligent, but they do not engage in physical pursuits, so their strength is less than that of most races. They receive a +2 racial bonus to Intelligence and suffer a -2 racial penalty to Strength.
Favored Class: Wizard
The Emrudin Loreseeker
Requirements:
Skills: any 3 Knowledge skills, 10 ranks in each, Spellcraft 10 ranks
Feats: Skill Focus (Knowledge) [any two]
Spells: Ability to cast 4th level Arcane spells, including at least 7 divinations.
Race: Emrudin
Hit Die: d4
Class Skills: The Emrudin Loreseeker’s class skills, and the key ability for each skill are: Concentration (Con), Decipher Script (Int), Gather Information (Cha), Knowledge (All skills, taken individually), Profession (Wis), Search (Int), Speak Language, Spellcraft (Int) and Use Magic Device (Cha)
Skill points at each level: 4 + Int Modifier
Class Features:
All of the following are class features of the Emrudin Loreseeker prestige class.
Weapon and armor proficiency: The Emrudin Loreseeker gains no new proficiencies with any weapons or armor.
Spells per Day/Spells Known: When a new Emrudin Loreseeker level is gained (Except for 4th and 7th level), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Emrudin Loreseeker to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
1st level: Minor Lore: at 1st level, the Emrudin Loreseeker receives a +2 competence bonus to checks with any 2 Knowledge skills of his choice, and to all Spellcraft checks.
2nd level: Spell Lore: at 2nd level, the Loreseeker gains an increased aptitude for learning spells. If the Loreseeker uses a spellbook, whenever he gains a level he adds 3 spells to his spellbook instead of 2. If he doesn’t use a spellbook, then whenever he gains a level, he gains 1 additional spell known, which must be 2 levels lower than the highest level spell he can cast.
3rd level: Lesser Lore: at 3rd level, the Emrudin Loreseeker has steeped himself in research so deeply that he has a chance to know even obscure or unusual information. This ability works just like Bardic Knowledge, except the Loreseeker adds his Intelligence bonus and his Loreseeker level to the check.
4th level: Object Lore: At 4th level, the Loreseeker gains the ability to reveal the secrets of magical objects. This ability functions identically to an Identify spell and may be used a number of times per day equal to the Loreseeker’s Intelligence bonus.
5th level: Amassed Knowledge: At 5th level, the Loreseeker expands his studies into areas he had previously not explored. He gains 4 ranks in any 3 Knowledge skills that he previously had no ranks in.
6th level: Lore: at 6th level, the Loreseeker learns to uncover forgotten lore about a person, place or thing. He may use legend lore once per day per 3 class levels.
7th level: Spell Power Lore: at 7th level, the Loreseeker learns to increase the potency of his spells. The saving throw DC for all spells cast by the Loreseeker increase by +1
8th level: Greater Lore: at 8th level, the Loreseeker is able to reveal the secrets of spells upon a person, place, or thing. He may use analyze Dweomer once per day per 3 class levels.
10th level: Supreme Lore: At 10th level, the Loreseeker’s knowledge has empowered him to see the truth of things. He may use True Seeing once per day per 3 class levels.
The Emrudin Loreseeker
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Minor Lore +1 level of existing class
2 +1 +0 +0 +3 Spell Lore +1 level of existing class
3 +1 +1 +1 +3 Lesser Lore +1 level of existing class
4 +2 +1 +1 +4 Object Lore
5 +2 +1 +1 +4 Amassed Knowledge +1 level of existing class
6 +3 +2 +2 +5 Lore +1 level of existing class
7 +3 +2 +2 +5 Spell Power Lore
8 +4 +2 +2 +6 Greater Lore +1 level of existing class
9 +4 +3 +3 +6 --- +1 level of existing class
10 +5 +3 +3 +7 Supreme Lore +1level of existing class
The prestige class probably needs some re arranging I just sort of threw together the last half.
Emrudin
The Emrudin (singular and plural) are a scholarly race of beings, rarely encountered by humans. They are an ancient race that long ago decided that the power of knowledge was greater than the power of the sword. They build enormous libraries and repositories of magical knowledge. However at some point in the past their greatest city was destroyed by a savage race (the accounts are unclear as to who), and after that the Emrudin took to a life of secrecy. The bulk of the race resides in hidden cities in far off locations, such as on the tops of great mountains or beneath the sea. However some Emrudin believe that isolation runs counter to the pursuit of knowledge, and these Emrudin travel about the world, seeking to learn all they can about other races, magic and the world around them.
An Emrudin appears much like a tall, albino human. Their skin and hair are completely white, and their eyes are either white, grey or light blue. Most Emrudin stand over 6 feet tall. Their heads appear slightly large for their bodies, and their eyes appear a bit to large for their faces. Their hands each have 6 long thin fingers.
Emrudin racial traits:
Medium size: As medium creatures Emrudin have no bonuses or penalties due to size. Base land speed is 30 feet.
Low-light vision: Emrudin can see twice as well as humans in starlight, moonlight and other conditions of poor lighting.
Emrudin receive a +2 bonus to all saving throws against spells and spell like abilities. The Emrudin have studied magic for ages, and learned to defend against it
Emrudin cast Divination spells at +1 caster level.
Knowledge Affinity: at 1st level an Emrudin choose two knowledge skills. These skills are always considered class skills for that character.
Spell Like Abilities: An Emrudin with an Charisma score of 10 or higher may use the following spell like abilities once per day: Comprehend Languages, Detect Magic, Read Magic. Caster level is 1 or the characters level, whichever is higher. Saving throw DCs are 10+ Int modifier.
Skills: Due to their desire to remain isolated, the Emrudin have learned to move about undetected. They receive a +2 racial bonus to Hide and Move Silently checks. Their intense mental training also grants them a +2 bonus to Concentration checks
Abilities: Emrudin are highly intelligent, but they do not engage in physical pursuits, so their strength is less than that of most races. They receive a +2 racial bonus to Intelligence and suffer a -2 racial penalty to Strength.
Favored Class: Wizard
The Emrudin Loreseeker
Requirements:
Skills: any 3 Knowledge skills, 10 ranks in each, Spellcraft 10 ranks
Feats: Skill Focus (Knowledge) [any two]
Spells: Ability to cast 4th level Arcane spells, including at least 7 divinations.
Race: Emrudin
Hit Die: d4
Class Skills: The Emrudin Loreseeker’s class skills, and the key ability for each skill are: Concentration (Con), Decipher Script (Int), Gather Information (Cha), Knowledge (All skills, taken individually), Profession (Wis), Search (Int), Speak Language, Spellcraft (Int) and Use Magic Device (Cha)
Skill points at each level: 4 + Int Modifier
Class Features:
All of the following are class features of the Emrudin Loreseeker prestige class.
Weapon and armor proficiency: The Emrudin Loreseeker gains no new proficiencies with any weapons or armor.
Spells per Day/Spells Known: When a new Emrudin Loreseeker level is gained (Except for 4th and 7th level), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Emrudin Loreseeker to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
1st level: Minor Lore: at 1st level, the Emrudin Loreseeker receives a +2 competence bonus to checks with any 2 Knowledge skills of his choice, and to all Spellcraft checks.
2nd level: Spell Lore: at 2nd level, the Loreseeker gains an increased aptitude for learning spells. If the Loreseeker uses a spellbook, whenever he gains a level he adds 3 spells to his spellbook instead of 2. If he doesn’t use a spellbook, then whenever he gains a level, he gains 1 additional spell known, which must be 2 levels lower than the highest level spell he can cast.
3rd level: Lesser Lore: at 3rd level, the Emrudin Loreseeker has steeped himself in research so deeply that he has a chance to know even obscure or unusual information. This ability works just like Bardic Knowledge, except the Loreseeker adds his Intelligence bonus and his Loreseeker level to the check.
4th level: Object Lore: At 4th level, the Loreseeker gains the ability to reveal the secrets of magical objects. This ability functions identically to an Identify spell and may be used a number of times per day equal to the Loreseeker’s Intelligence bonus.
5th level: Amassed Knowledge: At 5th level, the Loreseeker expands his studies into areas he had previously not explored. He gains 4 ranks in any 3 Knowledge skills that he previously had no ranks in.
6th level: Lore: at 6th level, the Loreseeker learns to uncover forgotten lore about a person, place or thing. He may use legend lore once per day per 3 class levels.
7th level: Spell Power Lore: at 7th level, the Loreseeker learns to increase the potency of his spells. The saving throw DC for all spells cast by the Loreseeker increase by +1
8th level: Greater Lore: at 8th level, the Loreseeker is able to reveal the secrets of spells upon a person, place, or thing. He may use analyze Dweomer once per day per 3 class levels.
10th level: Supreme Lore: At 10th level, the Loreseeker’s knowledge has empowered him to see the truth of things. He may use True Seeing once per day per 3 class levels.
The Emrudin Loreseeker
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Minor Lore +1 level of existing class
2 +1 +0 +0 +3 Spell Lore +1 level of existing class
3 +1 +1 +1 +3 Lesser Lore +1 level of existing class
4 +2 +1 +1 +4 Object Lore
5 +2 +1 +1 +4 Amassed Knowledge +1 level of existing class
6 +3 +2 +2 +5 Lore +1 level of existing class
7 +3 +2 +2 +5 Spell Power Lore
8 +4 +2 +2 +6 Greater Lore +1 level of existing class
9 +4 +3 +3 +6 --- +1 level of existing class
10 +5 +3 +3 +7 Supreme Lore +1level of existing class
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