18 PRC, 3 Paragon, 2 Races, 20 Feats, 7 Magic Item, 1 material, 1 creature, 1 class +

THE SAER’VAHN (CERTAIN CHAOS):

The Saer’Vahn are those Drow, who are chosen by the priests of lolth through secret testing to be taken away to a secret location known as the Evir’Dazarath or school of cleansing wrath. Any may be taken during this process whether high or lowborn and none may refuse. Noone knows what is done or taught at this place only that their families never see those who are taken there again.
The Saer’Vahn are instructed in the ways of death and chaos, pursuit and subterfuge and in the role of pursuing those skills they are branded with the dark queens mark and enter a pact with her that provides them great power in exchange for their eternal souls to her given in dedication to her purpose, the sowing of chaos.
A Saer’Vahn acts independently, though sometimes in two’s or three’s. In truth the only time more than one saer’vahn is seen together is when one is slain in pursuit of a mark. When one fails, two are sent, if they fail another three are sent and so on and so forth until the job is done, though never in the history of their order have more than three saer’vahn been required to complete a job.
The Saer’Vahn follow their dark queens aims and hunt specific people out and slay them, people their goddess has deemed necessary in order to further her goals and sow the most chaos, occasionally this even requires them to kill their own kind or even family members, for the pursuit of chaos knows no allies. Very rarely Saer’Vahn may be hired by a Drow noble house to remove a rival, but such undertakings are only accepted if the dark queen approves of the chaos such an assassination would reap.

Hit Die: d6

Requirements
To qualify to become a Saer’Vahn, a character must fulfil all of the following criteria:
Race: Drow elf
Alignment: Chaotic Evil only
Base Attack bonus: +8
Patron: Lolth
Skills: Disguise 6 ranks, Hide 8 ranks, Move Silently 8 ranks, and Survival 6 ranks
Feats: Tracking, Improved Critical, Combat Expertise, and Improved Feint
Language: Abyssal
Special: Must possess the Sneak Attack class ability.

Class Skills
The Saer’Vahn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the Saer’Vahn prestige class:
Weapon and Armour Proficiency: Saer’Vahn are proficient with Crossbows (hand, light or tri bolt), Daggers (any), Dart, Scimitar, Sap, Shortsword, Kukri and Adamantine Kill Discs, and with Light Armour and bucklers only.
Spells: A saer’vahn has the ability to cast a small number of divine spells. To cast a saer’vahn spell, a saer’vahn must have a Wisdom score of at least 10 + the spell’s level, so a saer’vahn with a Wisdom of 10 or lower cannot cast these spells.
saer’vahn bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the saer’vahn’s Wisdom modifier. When the saer’vahn gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The saer’vahn’s spell list appears below. A saer’vahn has access to any spell on the list and can freely choose which to prepare, just as a cleric. A saer’vahn prepares and casts spells just as a cleric does (though a saer’vahn cannot spontaneously cast cure or inflict spells).

Swift Tracking (Ex): A saer’vahn is adept at tracking their marks quickly and unerringly down; as a result the ancestral avenger no longer suffers a –5 penalty for tracking while moving at normal speed. Indeed they only take –10 (not the normal –20) for tracking while moving at twice the normal speed.

Use Poison: A saer’vahn is trained in the use of poison and never risk accidentally poisoning them when applying poison to a blade.

Death Attack: If a saer’vahn studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralysing or killing the target (saer’vahn’s choice). While studying the victim, the saer’vahn can undertake other actions so long as his attention stays focused on the target and the target does not detect the saer’vahn or recognize the saer’vahn as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the saer’vahn’s class level + the saer’vahn’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the saer’vahn. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the saer’vahn has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the saer’vahn does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Token: All who become Saer’Vahn are marked as beings sworn to lolth and have the mark of the Dark Blessing branded into the skin of their foreheads during their initiation ceremony. This symbol marks them in such a was that they radiate evil, which causes a –1 morale penalty to attack rolls as well as a –1 morale penalty to saves versus fear effects to all within 10 feet of them. Those immune to fear or mind influencing effects are unaffected by this effect. A slight chill in the air marks the presence of a saer’vahn. Thanks to the nature of this brand when a saer’vahn dies they dissolve into a black ichor preventing them from being raised or resurrected. A saer’vahn may be brought back with as True Resurrection or Wish spell however so long as the saer’vahn hasn’t reached level 10 in this prestige, after that point their souls belong to lolth and when they die they go to serve her in her realm in the afterlife.

Claw and Bite (Ex): Starting at 2nd level, a saer’vahn gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6

A saer’vahn is considered proficient with these attacks. When making a full attack, a saer’vahn uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

Lolth’s Blessing (Su): A Saer’Vahn as he dedicates himself to his dark goddess becomes more and more her creature as its soul is slowly subsumed by her will, transforming them slowly into something wholly more fiendish in nature.
Starting at 2nd level his ability scores increase, initially providing him a +2 bonus to Dexterity. At 4th level he gains another +2 Dexterity. At 6th level a saer’vahn's Strength increases by +2. And finally at 8th level their Strength is raised +2 again.
These increases stack and are gained as if through level advancement.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Hide in Plain Sight (Su): A Saer’Vahn can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a saer’vahn can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Natural Armour Increase (Ex): At 4th level the saer’vahn gains a point of natural armour, which stack with existing natural armour (if any). As their skin thickens, a saer’vahn takes on more and more of a fiendish appearance.

Marked Foe (Su): A Saer’Vahn have a supernatural ability to track any mark they have previously inflicted at least one point of actual damage on. Provided they have done so then they can ignore any modifiers to their Survival checks for the purposes of tracking that foe that are incurred from the age of a trail, as well as any modifiers due to weather conditions and visibility of the trail. Provided a mark can avoid a saer’vahn for a year and a day then the saer’vahn loses this benefit against that mark, and would have to inflict harm on them again before being able to track them unerringly in this way again.

Traceless Passage (Su): When they reach 7th level, a saer’vahn becomes permanently affected as though by a non-detection spell as lolth clouds their presence from those who would seek them out (and any gear they wear or carry), and as a result of this a saer’vahn cannot be located by clairaudience/clairvoyance, locate object, or detect spells and also detection from magic items such as crystal balls. If a divination is attempted against a saer’vahn, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 12 + saer’vahn’s level + their Int modifier in order for the divination to succeed.

The Becoming (Su): Finally upon reaching 10th level, a saer’vahn’s soul as part of their pact with lolth becomes hers and the saer’vahn transforms further into a fiend gaining +2 Constitution, Immunity to poison, Damage reduction 5/magic, Darkvision 60 feet (reduction), Resistance to Fire 10 and their type changes to Outsider. At this stage the Drow now appears as an ebon skinned, muscular yet sinuous creature with long knife like class and needle sharp teeth. Their long white hair grows long and down their backs and their eyes glow with an inner red light. They have a tendency to move on all fours when running and at other times stand hunched with their clawed hands before them ready to strike as they sniff the air for signs of their quarry. Saer’vahn at this point can still use tools and wear clothing, armour and even speak but are now more thing than Drow.

The Saer’Vahn Spell List:
A Saer’Vahn must choose their spells from the following list:
1st level: Disguise self, Detect poison, Feather fall, Ghost sound, Obscuring mist, True strike, Sleep, Alarm.

2nd level: Alter self, Cats grace, Detect thoughts, Blur, Knock, Invisibility, Pass without trace, Rope trick, Locate object.

3rd level: Deep slumber, Deeper darkness, Arcane sight, Magic circle against good, Displacement, Gaseous form.

4th level: Clairvoyance/Clairauidence, Dimension door, Freedom of movement, Greater invisibility, Locate creature, Modify memory, Enervation.

Saer’Vahn Advancement
Level Attack Fort Ref Will Special 1st 2nd 3rd 4th

1st +1 +0 +2 +2 Swift Tracking, Use Poison, Death Attack, Token 0 - - -

2nd +2 +0 +3 +3 Lolth’s Blessing (+2 Dex), Claw & Bite 1 - - -

3rd +3 +1 +3 +3 Sneak Attack +1d6, Hide in Plain Sight 2 0 - -

4th +4 +1 +4 +4 Lolth’s Blessing (+2 Dex), +1 Natural Armour 3 1 - -

5th +5 +1 +4 +4 Marked Foe 3 2 0 -

6th +6 +2 +5 +5 Lolth’s Blessing (+2 Str), Sneak Attack +2d6 3 3 1 -

7th +& +2 +5 +5 Traceless Passage 3 3 2 0

8th +8 +2 +6 +6 Lolth’s Blessing (+2 Str) 3 3 3 1

9th +9 +3 +6 +6 Sneak Attack +3d6 3 3 3 2

10th +10 +3 +7 +7 The Becoming 3 3 3 3


THE SAER’VAHN (Certain Chaos)
Saer’Vahn Origins
“Lil waela lueth waela ragar brorna lueth wund nind, kyorlin elghinn” (The foolish and unwary find surprises and among them, waiting death)

The Saer’Vahn, pronounced (Sair Varn) date back almost to the Crown Wars, during which the Illyithiri elves (the Drow) warred with their surface cousins and were banished to the underdark. Out of the Chaos that was created during that time, today’s Drow were born, and to perpetuate chaos, and to create fear, as well as to remove those who would cause her problems. Lolth put into place a plan, by which she would have her priests test those most skilled to find the perfect subjects, those who met the required qualities. These Drow, Lolth would spirit away to a place in the Abyss, where she would have them trained and conditioned, and infused with her dark vile power, to make these chosen Drow the ultimate slayers, of course the price was the Drow’s Soul, not that they were given the choice to refuse mind.
When those chosen would finally be returned to their cities, they would no longer belong to any noble house, or family, they were given instructions to form hidden groups called “Hezjel” which means “the Hidden” in undercomman, these Hezjel would lay in wait for the call from their goddess, they were bound to no rules, and no authority other than Lolth’s. She would often use a Saer’Vahn to remove a Drow noble, leaving evidence to implicate another house simply to create chaos, the Saer’vahn are so skilled at slaying without detection, that this has worked thousands of times over the centuries. It is unknown for certain how many dead the Saer’Vahn are responsible for, but it would be wise to suspect far, far more than they have ever be accredited for. Occasionally the Hezjel would be given leave to contact a Drow house and offer their services in the removal of a rival, the reasons they are allowed to do this are uncertain, but no doubt it is part of furthering Lolth’s aims, and breeding more fear and Chaos.
No other faction in the underdark has ever created as much fear, and terror in the Drow and their enemies than the Saer’Vahn, their name is only spoken in hushed whispers if at all, for fear that to do so may draw their attention. In some underdark cultures like the Svirfnebli, the stories they tell their children of bogey men, and creatures who will slip into their rooms and cause them hurt unless they do as they are told and behave, all stem from the myth created by the awesome abilities of the Saer’Vahn.

Saer’Vahn Structure
“Xun izil dos phuul quarthen, lueth dro” (Do as you are ordered, and live)

Contrary to the mystique of the Saer’Vahn brotherhood, they are actually not just lone individuals, but a network, of well organized and informed operatives. There is one Hezjel sect in each Drow city. And within each Hezjel there is a ranking structure.
Those who are newly initiated, and have only just been given the Dark Blessing are called “Kyorlin Elghinn” (waiting death), every six Kyorlin Elghinn are overseen, and given orders by the next highest ranking position in Saer’Vahn Hezjel’s called the “Veldrin del Elghinn” (Shadows of Death), every six of these reports in turn to the Highest ranking member of each
Hezjel who is called “Jabbuk del Elghinn” (Master of Death).
Every Hezjel reports to a Handmaiden of Lolth via magical means, this may be the same handmaiden or different, but it or they in turn, report direct to Lolth.

Saer’Vahn Purpose
“Vel’uss zhaun alur taga lil quarval-sharess?” (Who knows better than the goddess?)

The Purpose of the Saer’Vahn within Drow society is actually very crucial, following the tenets of the Drow’s spider goddess, they promote chaos, they inspire fear and terror, and more importantly they almost never fail. They remove rivals, and enemies, those who threaten or upset Lolth’s plans, they are used to foster disputes, and cause general panic. They are the nightmare of any civilized world.
Not even the Drow noble houses know the structure of the Saer’Vahn, or even what a Hezjel is, and they definitely do not know why they do what they do, or who for, the only thing anyone is certain of, is that the Saer’Vahn are almost perfect killing machines, capable of going where almost none can undetected. And that in their passing there is always someone, or something left dead.

Saer’Vahn Methods
“Nindyn vel’uss kyorl nind ratha thalra elghinn dal lil alust” (Those who watch their backs meet death from their front).

Nothing inspires fear like a Saer’vahn hunting you, except the knowledge a Saer’Vahn IS hunting you. Their abilities are without a doubt unmatched and awesome, but their reputation has made them feared and dreaded even in the corrupt Drow society.
They employ numerous techniques, but most commonly, they will identify a foe by gathering information on their habits, description, locale etc, this is done mostly by magic or scrying, but occasionally personally. Once the target is found, a single Saer’Vahn is chosen for the job, the rank of Saer’Vahn is determined by the judged strength and skill of the foe, it is rare for
More than one to be sent on any mission, except where the foes are in vast numbers, or are extremely tough beyond normal means. The Saer’Vahn also have a policy of avenging their dead, this is mostly because Lolth does not want them to gain the reputation of being vanquish able. And so if one Saer’Vahn fails, two will follow, and then three, and so on, up to an entire Hezjel if needs be, but no existing records have ever indicated an instance where that many have ever been needed.
Once a mark is tracked to their locale, they are commonly marked quickly, so that they may be tracked should the need arise, they never underestimate their prey. They will then lie in wait, watching from a distance, learning their preys tactics and routine, and when the time is right they wait until the target in the ideal place for them to finish their job, and move in for the kill, they try to deliver the killing strike as quickly and quietly as possible. This they refer to as “Belbol del Elghinn” which roughly translated means “Gift of Death”, and once done they are always sure to remove all traces of their presence afterwards, by normal means or magical.
Once the mark is dead they collect the victims soul in a soul gem and return to their Hezjels with the gem as proof. If necessary they can use the gem to extract any useful information, all of which is filtered back through the ranks to Lolth keeping her very well informed without the need for overuse of avatars.
The use of the Soul Gems is integral, as while a soul is in them, they deceased cannot be raised, or resurrected, this promotes the image that anyone slain by a Saer’Vahn is dead forever, as commonly if such miracles are to be performed they are done in the first few days.

Saer’Vahn Specialized Items
“Lil alurl velve zhah lil velkyn uss” (The best knife is the unseen one)

All Saer’Vahn are provided with below specialized Equipment, and access to a few unique items, of Drow manufacture. Note these items are not available anywhere, and even in Drow society they are not available for sale, they are ONLY found on Saer’Vahn.

Adamantine Kill Discs (Exotic Ranged)
An Adamantine kill disc is a vicious disc shaped with handgrips on the top surface, it is perfectly weighted and shaped for
Throwing. They have serrated edges along the rim of the disc; these awesome weapons can ct through flesh and bone like butter, and wood and stone with a bit more effort. They have a 20 hardness, and 40 hit points. And provide the user a natural +1 to attack rolls because of the Adamantine used to make them, and when used to sunder or attack objects ignore all hardness below 20.
Cost Damage Critical Range Increment Weight Type
N/A 2d4 18-20/x2 30 ft. 3lb Slashing

Tri Bolt Hand Crossbows (Exotic Ranged)
A tri Bolt Hand Crossbow, is a unique design, they appear as normal Hand crossbow, except they are made of Adamantine as
Opposed to wood, and have a design that allows the launching of three quarrels at once, as opposed to one, the quarrels are
Arranged in a triangular pattern, and to load the crossbow they are pushed into the firing end, which pushed the string back until it catches; this action requires a strength of at least 13 to perform.
The quarrels are slightly smaller than normal hand crossbow quarrels, the weapon is 20 Hardness, and 40 hit points because of
It’s Adamantine construction, and it provides the user a natural +1 bonus to attack rolls.
Cost Damage Critical Range Increment Weight Type
N/A 1d3x3 18-20/x2 30 ft. 5lb Piercing

Reinforced Leather
The Saer’Vahn use a special process of reinforcing leather in vital places with an Adamantine weave, this adds a little to the weight, but provides comparable protection as Studded leather, with little of the hindrances. The secret of this amours construction and how to make a thin weave of Adamantine is not known outside of the Saer’Vahn. Not enough adamantine is used in the construction to provide damage reduction as a full suit of adamantine light armor normally would.
Cost Armor bonus Max Dex Armor Chk Spell fail Weight
N/A +3 +5 0 10% 20lb

MAGIC ITEMS
“lil valsharess del veldrin, belbau orthae faer belbol” (The queen of shadows, gives holy magical
gifts)

These Magic Items, are not found on every Saer’Vahn, but may be used by them, the higher-ranking Saer’Vahn are more likely to have more of them. These items are not provided to all automatically, the below items are simply those created by and used exclusively by the Saer’Vahn.

Bracers of Draining
These Adamantine bracers 20 hardness, 40 hit points, are worn around the forearms of the Saer’Vahn, They allow the wearer to drain the life from a target on a touch attack 1/Day, if the target is drained 6d6 Hit points. The Saer’Vahn gains an amount equal to that drained, up to normal maximum +10, these temporary Hit points vanish after one hour.
Caster Level: 12th; Prerequisites: Craft Wondrous magic Item, Vampiric touch;
Market Price: 17,400 gp; XP Cost: 696; Cost to Make: 8,700 gp; Time to Make: 18 days

Dark Power Amulet
The Dark power amulet, are made of Obsidian, and engraved with the silver symbol of Lolth, they must be worn over naked skin to function, and if worn by a person of any non-evil alignment they receive no benefits. The amulet when worn it provides continual regenerative abilities, granting the Saer’Vahn regeneration 1 point, allowing them to treat all damage as non lethal, which they heal at one point of damage each round from any source except fire and acid, which does actual lethal damage to them they cannot regenerate.
While this amulet is in contact with the Saer’Vahn’s flesh they can also regenerate lost limbs, organs, or any other body part. Note only damage taken while wearing the amulet, is regenerative.
Caster Level: 15th; Prerequisites: Craft Wondrous magic Item, Regenerate;
Market Price: 182,000 gp; XP Cost: 7,280; Cost to Make: 91,000 gp; Time to Make: 183 days

Soul gems
These magical clear, multi faceted gems, are designed to hold the life essence of a recently deceased person, for a short time. Basically when a Saer’Vahn slays a target if a soul gem is placed upon the deceased persons forehead within 3 rounds of their death, their soul is pulled into the gem. Once a gem is full it glows and sparkles with white light. A soul gem will hold the spirit of a deceased for 6 days and nights, at the beginning of the seventh day, the soul gem shatters and the spirit goes free to it’s afterlife. Note while a soul is within a gem it can be questioned as if by a Speak with Dead spell 1/day, and the contained souls body cannot be raised, or resurrected while their soul is in the gem, it can however be animated.
Caster Level: 20th; Prerequisites: Craft Wondrous magic Item, Magic jar, speak with Dead;
Market Price: 6,600 gp; XP Cost: 264; Cost to Make: 3,300 gp; Time to Make: 7 days

Shadow Cloak
These cloaks, are made from black spider silk, and enchanted with special rites, they allow the wearer to Shadow Walk once per day. When activate the wearer is transported to the realm of Shadow, where he can remain for 6 hours, every 10 minutes within this realm, the wearer can move at a rate of seven miles distance relative to the prime material plane, thus being able to move through the shadow plane and return to the prime long distances away in a short time.
Caster Level: 18th; Prerequisites: Craft Wondrous magic Item, Shadow Walk;
Market Price: 38,880 gp; XP Cost: 1,555; Cost to Make: 19,440; Time to Make: 39 days

“Vel’uss dhu olist dal lil elamshinn” (who can hide from the will of Lolth)
 

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THE RISEN FIEND:

Contrary to popular belief not all Draegloth half fiends occur due to the union between a Drow and a glabrezu during a ceremonial ritual. Indeed now that a number of Draegloth over the generations have occurred within Drow society the genetic propensity for draegloth to occur in any bloodline that can trace a draegloth in their family line now exists for any Drow children from that point on to at some point spontaneously undergo a transformation into a draegloth as their fiendish bloodline takes over and the Drow matures.
The risen fiend is one such individual, one of their ancestors was a draegloth who later sired children with a normal Drow and the dormant trigger for the draegltoh transformation was passed through each successive generation until the character, in whom it is active. Risen fiends are commonly followers of lolth, having a tendency to also be sorcerers (explaining their predisposition to magic use), but do not necessarily have to be lolth worshippers all the same.

Hit Die: d8

Requirements
To qualify to become a Risen Fiend, a character must fulfil all of the following criteria:
Alignment: Any Chaotic
Race: Drow elf
Base Attack Bonus: +6
Skills: Knowledge (religion) 8 ranks, Knowledge (planes) 2 ranks
Feats: Alertness, Blind Fight, Power Attack
Language: Abyssal
Special: Must have performed some significant service in the name of Lolth.

Class Skills
The Risen Fiend's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int) and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Risen Fiend prestige class:
Weapon and Armour Proficiency: Risen Fiends are proficient with no additional arms or armours.

Natural Armour Increase (Ex): Starting at 1st level the risen fiend gains a point of natural armour, which stack with existing natural armour (if any). As their skin thickens, a risen fiend takes on more and more of a draegloth-like appearance, growing sinuous limbs and long grey-white fur. The risen fiend gains another point of natural armour at 4th level and a final point at 7th.

Deepening Darkness: The Risen Fiend gains the Deepening Darkness feat as a free bonus feat, which increases the number of times the Drow may use his Darkness spell-like ability by three times per day.

Claw and Bite (Ex): Starting at 2nd level, a risen fiend gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6

A risen fiend is considered proficient with these attacks. When making a full attack, a risen fiend uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

Ability Boost (Ex): As a risen fiend gains levels in this prestige class, his ability scores increase as noted on Table below: Risen Fiend advancement.
These increases stack and are gained as if through level advancement.

Resistances (Ex): From 3rd level, a risen fiend begins to gain the resistances they will have once their transformation into a dreagloth is complete. Initially the risen fiend must choose one resistance from among the following Acid, Cold, Electricity or Fire and they receive a resistance 5 in it. Upon reaching 5th level they choose a second one from the list (cannot choose the one they chose previously again) and the resistance in this and the previous choice are now both resistance 10. When the risen fiend reaches 7th level they choose a third resistance from the remaining two and all three resistances now become resistance 15. Finally when the risen fiend reaches 9th level they gain the final resistance and all four resistances become 20.

Desecrate (Sp): From 2nd level, a risen fiend can cast the spell desecrate 1/day as though cast by a sorcerer of the same level.

Large: When the risen fiend becomes 5th level, they grow in size becoming a large sized creature, as a result of this as Large creatures risen fiends suffer a -1 size penalty to Armour Class and attack rolls, and a -4 size penalty to all Hide checks. They also have double the lifting and carrying limits of a medium creature.

Unholy Blight (Sp): When the risen fiend has reached level 9, they gain the ability to cast unholy blight 1/day as though cast by a sorcerer of the same level.

Forever Damned (Su): Finally upon reaching 10th level the transformation of the Drow into a draegloth half fiend is complete. The character gains a +4 bonus to their Strength score; Immunity to poison, and sleep; they receive a further +2 increase to their natural armour bonus and to complete the transformation their type becomes Outsider.

Risen Fiend Advancement
Level Attack Fort Ref Will Special

1st +1 +2 +2 +0 Natural Armour +1, Deepening Darkness

2nd +2 +3 +3 +0 Ability boost (+2 Str), Claw & Bite

3rd +3 +3 +3 +1 Resistances 1, Desecrate 1/day

4th +4 +4 +4 +1 Ability boost (+2 Str), Natural Armour +2

5th +5 +4 +4 +1 Large, Resistances 2

6th +6 +5 +5 +2 Ability boost (+2 Con)

7th +& +5 +5 +2 Natural Armour +3, Resistances 3

8th +8 +6 +6 +2 Ability boost (+2 Str)

9th +9 +6 +6 +3 Resistances 4, Unholy Blight 1/day

10th +10 +7 +7 +3 Forever Damned
 

DWARVEN FORGEPRIEST:

Among the Dwarven clans all across Faerun the skill of their smiths is undisputed, forging weapons and armour and constructing dwarfholds of incredible beauty and resilience, yet none are so skilled or respected among their number than the Forgepriests.
A forgepriest is one blessed by their deity with the secrets of crafting the likes of, which no normal smith can possibly hope to re-create. They can bind the elements to their creations or create items of incredible strength or resilience. All forepriests are well versed and trained in the ancient arts of runecrafting too and frequently enrune items they create with magical effects that can be called upon in times of need.

Hit Die: d8

Requirements
To qualify to become a Dwarven Forgrepriest, a character must fulfil all of the following criteria:
Race: Any Dwarven subtype
Patron: Dugmaren Brightmantle, Dumathoin, Laduguer or Moradin
Base Fortitude Save: +6
Skills: Craft (armoursmithing, Weaponsmithing or stonemasonry) 13 ranks, Craft (one of the other two not chosen) 8 ranks, Knowledge (religion) 4 ranks.
Feats: Skill Focus (craft-any one of the three above), Craft Arms & Armour, Inscribe Rune
Special: Ability to cast 5th level divine spells and access to the Craft domain.

Class Skills
The Forgepriest's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcane) (Int), Knowledge (architecture & engineering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Dwarven Forgepriest prestige class:
Weapon and Armour Proficiency: Forgepriests are proficient with all simple and martial weapons, and light armours.

Spells Per Day: A forgepriests training focuses on magic that will aid him in his work of crafting magical arms and armour. Thus, when a character gains an odd level of forgepriest, he gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example).
If a character had more than one divine spellcasting class before he became a forgepriest, he must decide to which class he adds each level of forgepriest for purposes of determining spells per day when he adds the new level.

Mastercrafting: A forgepriest is able to produce items of such craftsmanship that they are a class above masterwork. This new quality of items is referred to as masterpiece items. Masterpiece items as with masterwork may be weapons, armour, shields, or tools. As with masterwork items, masterpiece items confer a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterpiece item, you create the masterpiece component as if it were a separate item in addition to both the standard item and the masterwork item. The masterpiece component has its own price (1,200gp for a weapon or 600 gp for a suit of armour or a shield) and a craft DC, which varies depending upon the nature of the masterpiece effect. Once the standard, masterwork, and masterpiece components are completed, the masterpiece item is finished. Note: The cost you pay for the masterpiece item is one-third of the given amount, just as it is for the cost of raw materials.
Masterpiece Effect Craft Skill Craft DC
+1 Attack Bonus (on top of Masterwork bonus) Weaponsmithing 25
+1 Damage bonus Weaponsmithing 30
Increased Threat Range 1 step (20,19-20,17-20,15-20 etc.) Weaponsmithing 35
Increased Critical Multiplier +1 (x2, x3, x4, x5 etc.) Weaponsmithing 40
+1 Armour Bonus Armoursmithing 30
-1 Armour Check Penalty (on top of Masterwork bonus) Armoursmithing 25
+1 Maximum Dexterity Bonus Armoursmithing 30
10% Weight Reduction Armour or Weaponsmithing 25
+5 Hardness Armour or Weaponsmithing 30
+20% Hit Points Armour or Weaponsmithing 25
+50% Item value Varies 30
+2 Circumstance bonus to a Tool (on top of masterwork bonus) Varies 25

Masterpiece bonuses are varied as shown on the table above and are in addition to an items masterwork bonus. No more than one masterpiece effect can be applied to a single masterpiece item. So a masterpiece greataxe for example could have a +1 damage bonus or an increased threat range but could not have both.

Productivity: A forgepriest is so adept at crafting items on a large scale and with such regularity that when crafting normal non-magical, non-masterwork items they are always created in half the time normally required. For purposes of crafting they only need to meet have the items price for it to be complete instead of the full amount.

Built to Last (Ex): From 2nd level, a forgepriest has mastered the Dwarven techniques of forging as taught to them by thier god, enabling them to create items or structures that will last for hundreds of years. A forgepriest adds +1 hardness for every other level of this prestige (round down), and +5 hit points as a bonus to any item they craft for each and every level in this prestige. For example: Durenor, has 5 levels of Forgepriest and adds +2 hardness and 25 hit points to the basic hardness and hit points of the material for a common item of that type when he crafts one. So when crafting a greataxe, which normally has 5 hardness and 10 hit points, the ones he crafts have 7 hardness and 35 hit points.

Bonus Feats: Starting from 3rd level, a forgepriest receives a bonus feat every third level (3rd, 6th, and 9th), which must be either an Item Creation feat, Magical Artisan, or a Metamagic feat.

Bind Element (Su): Upon reaching 4th level, a forgepriest learns the secrets of the elements and how to bind them to there magical craftings. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item.
Element Special Ability (weapon) Price Special Ability (armour) Price
Earth Shock +1 bonus Electricity Resistance +18,000gp
Air Throwing +1 bonus Sonic Resistance +18,000gp
Fire Flaming +1 bonus Fire Resistance +18,000gp
Water Frost +1 bonus Cold Resistance +18,000gp

For example: If Durenor the 7th level Cleric / 5th level Forgepriest was crafting a +1 Greataxe it would normally cost 320gp for the masterwork great axe + bonus squared (1x1=1) x 2,000gp = 2,000gp for a total cost of 2,320gp and 93 xp. He decides to bind the element of fire to the axe, which as a +1 bonus is priced the same as the +1 greataxe, therefore costing him another 2,320gp but does NOT cost another 93 xp. So Durenor binds the element to the +1 Great Axe, making it a +1 Elemental Great Axe (Fire) and it costs him 2,320gp to make (remember half the base price is the cost to produce a magic item), and it has a market price 4,640gp and 93 xp to make and will take five days to make.

Runecraft (Ex): A forgepriest from 5th level gains a +1 bonus on Craft checks made to inscribe runes. Magical runes are commonly applied to arms and armours they make.
Number of Uses or Trigger Method Base Price Forgepriest Level1
One Spell level1 x caster level x 50 gp -
Charges3 Spell level1 x caster level x charges x 50 gp 3rd
Charges per day3 Spell level1 x caster level x charges x 400 gp 8th
Permanent (Until spell level1 x caster dispelled) level x 2,000 gp 8th
Works when touched Base cost -
Works when read Base cost x 2 or passed 3rd
1 A 0-level spell counts as ½ level.
2 The minimum forgepriest level to inscribe a rune of this type. “_” indicates the default ability granted by inscribe rune feat.
3 If the spell has a component or XP cost, add that cost times the number of charges to the base price of the rune.
4 If the spell has a component or XP cost, add 100 times that cost to the base price of the rune.

Improved Runecasting (Su): A forgepriest of 3rd level and again at 8th level, gain the ability to create runes that function more than once and have different kinds of triggers. These extra features increase the cost of the rune, as shown on the table.

Fortified Item (Su): Upon reaching 7th level, a forgepriest learns the secrets of magical girding their creations. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item.
Fortification (weapon) Price Special Ability (armour) Price
Fortified +1 +1 bonus 25% Fortification +1 bonus
Fortified +2 +2 bonus 50% Fortification +2 bonus
Fortified +3 +3 bonus 75% Fortification +3 bonus

A Fortified weapon counts as being a greater enhancement than normal for the purposes of overcoming damage reduction. For example a +1 longsword with the Fortified +1 bonus counts as a +2 weapon for the purposes of overcoming damage reduction. The +1 longsword however still only adds +1 to attack and damage rolls as normal.

Bind Item (Su): finally upon reaching 10th level, a forgepriest is able to specifically bind a weapon or armour to a specific individual during it’s crafting. To do this the person it is to be bound to must be present and a ceremony that takes 4 hours and ends in the forgepriest expending some gold pieces in raw materials and experience points to forge the bond as follows.
Caster level of Item + level of person being bonded x 500 gp and costs 1/25 Xp also.
So for example: Durenor our 7th level Cleric / 7th level Forgepriest is forging a +1 Battleaxe for his nephew, he pays the usual gold and xp costs to make the item as usual and at the end of the ceremony he decided to bind the axe to his nephew. His nephew spends the next four hours in his uncles forge while Durenor performs the ceremony. His nephew is a 5th level Fighter.
Durenor made the battle axe as a 3rd level item so the cost to forge the bond is 3rd x 5th x 500gp = 7,500gp and will cost 300 xp, the gold and experience is deducted and the ceremony completes with the bond having been forged.

Once an item is bound to an individual they can as a free action “recall” the item to their hand when called from any distance, provided it is on the same plane of existence. This means that the weapon or armour cannot be lost, stolen or otherwise misplaced.

Dwarven Forgepriest Advancement
Level Attack Fort Ref Will Special Spells / Day

1st +0 +2 +0 +2 Mastercrafting, Productivity +1 level of existing divine class

2nd +1 +3 +0 +3 Built to Last -

3rd +2 +3 +1 +3 Bonus Feat, Improved Runecasting +1 level of existing divine class

4th +3 +4 +1 +4 Bind Element -

5th +3 +4 +1 +4 Runecraft +1 +1 level of existing divine class

6th +4 +5 +2 +5 Bonus Feat -

7th +5 +5 +2 +5 Fortified Item +1 level of existing divine class

8th +6 +6 +2 +6 Improved Runcasting -

9th +6 +6 +3 +6 Bonus Feat +1 level of existing divine class

10th +7 +7 +3 +7 Bind Item -
 


I cannot express my gratitude enough for taking the time to post all of that.

I absolutly love the wolfrider class.

Thanks again fro posting it all, and thanks once again. :lol:

-Sravoff
 

Sravoff said:
I cannot express my gratitude enough for taking the time to post all of that.

I absolutly love the wolfrider class.

Thanks again fro posting it all, and thanks once again. :lol:

-Sravoff

Your welcome :)
 

Neo, I have to say that this is an awesome accumulation of work that will definitly get added as a link in my Tasty Bits thread (see signature). I ahve to ask - whatwas the inspiration for most of you PrC's? in some cases, i see Dragon is mentioned, but did you think up of many of them?

Also, just thought I'd add a link here - another Goblin Wolfrider PrC (adn it's 5 levels too, :P) that i ahve on my Tasty Bits thread.

Goblin Wolf-Rider
this is right out of LotR
http://www.enworld.org/showthread.php?t=149617

cheers! And thanks for the plethora of work here!
 

Nyaricus said:
Neo, I have to say that this is an awesome accumulation of work that will definitly get added as a link in my Tasty Bits thread (see signature). I ahve to ask - whatwas the inspiration for most of you PrC's? in some cases, i see Dragon is mentioned, but did you think up of many of them?

Also, just thought I'd add a link here - another Goblin Wolfrider PrC (adn it's 5 levels too, :P) that i ahve on my Tasty Bits thread.

Goblin Wolf-Rider
this is right out of LotR
http://www.enworld.org/showthread.php?t=149617

cheers! And thanks for the plethora of work here!

Thanks :)

The Inspiration for the PRC's came from many sources.. Some like the Windrider, Unicorn Rider and Skindancer were originally Kit Ideas from second edition AD&D's Elven Race sourcebook that I turned into Prestige Classes.
The Royal Scouts were presented in Dragon magazine but only as a 5 level PRC, I liked it but expanded it into a 10 level PRC.
The Arms Captain, Spell Captain, Agent of the Sad Queen, Councillor of the Trees etc were all titles presented in 2nd edition AD&D's Cormanthyr supplement and turned into PRC's.
The Bard of Silverymoon I created as a request for someone over on the WOTC forums.
The rest were created through my own campaigns needs for various villains of to fill the aims of my PC's who couldnt find any existing PRC that suited.

Indeed many of the Elven PRC's here were by request made generic and added to a half dozen more that are not available here and became the EN World Librum Equitis IV: Side Kin PDF http://www.enworld.org/shop/index.php?do=product&productid=63&source=Product Review
 
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Zephyrus said:
could you compile these into a nice word doc or pdf for easy reading offline?

Copy and Paste into a word files works just fine, all you really need do is extend the margins and change the font color back to black.

However I will see what I can throw together when I get a moment.
 

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