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<blockquote data-quote="Neo" data-source="post: 1540288" data-attributes="member: 4139"><p>Here they are in text format for those who have Webtv etc..</p><p></p><p><strong>Agent of the Sad Queen:</strong> </p><p>Although Queen Amlaruil Moonflower “The Sad Queen” has only ruled Evermeet for a little over 200 years, she is perhaps one of the most influential and strongest leaders the elves have had for generations. He strength lies not in her power as so much as her intelligence and wisdom, for although Evermeet is guarded by the gods it is nevertheless rather exposed to possible predations as was shown recently when Lolth’s forces managed to invade through the help of two other gods and their minions.</p><p>The Queen formed the Agents of Evermeet not long after her coronation as Coronal, and she works actively with them to ensure that she through her network of agents and allies remains one of the most informed monarchs on Faerun where events, rumours and happenings are concerned. Her policy has always been one of forewarned meaning fore armed and thanks to the services of her agents Evermeet was able not only to remain hidden for many years but to remain a virtual paradise like haven for a long time as the western retreat for most of Faeruns elves.</p><p>All agents are hand picked for their dedication to the elven people and for their loyalty to the queen. They are trained and sent out into the world to collect information, follow up rumours, remove threats to their sanctity all before they have the opportunity to grow into major threats to the Island or its people themselves.</p><p>The Agents remain in close contact with the queen and her circle of High magi via means of the magical Elfrunes they are all gifted upon acceptance.</p><p></p><p><strong>Hit Die:</strong> d6</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a Agent of the Sad Queen, a character must fulfil all of the following criteria:</p><p><strong>Patron:</strong> any member of the Seldarine</p><p><strong>Alignment:</strong> Any non evil, non lawful</p><p><strong>Base Attack Bonus:</strong> +5</p><p><strong>Skills:</strong> Bluff 8 ranks, Diplomacy 5 ranks, Gather Information 8 ranks, Hide 4 ranks. </p><p><strong>Feats:</strong> Alertness, Dodge, Iron Will</p><p><strong>Special:</strong> Membership of the Agents is by invitation only.</p><p> </p><p><strong>Class Skills</strong></p><p>The Agent of the Sad Queen class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gathis Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex). </p><p></p><p><strong>Skill Points at Each Level:</strong> 6 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the Agent of the Sad Queen prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> A Agent of the Sad Queen is proficient with all simple and martial weapons, and with all types of light armour.</p><p><strong>Token (Elfrune):</strong> All Agents of the Sad Queen are gifted one of these special tokens of friendship from Queen Amlaruil herself upon their appointment as one of her agents something, which only his agents, friends and most trusted allies are ever given. The elfrunes can take a variety of forms such as brooches, circlets, rings and so forth. The power of the elfrune is to allow instantaneous two-way communication between its bearer and the Queen or one of his High Magi. Elfrunes will not work for anyone but their attuned user. It is rumoured that the queens most closest and trusted agents elfrunes even allow their user to teleport back to Evermeet.</p><p><strong>Informant Network:</strong> All agents find it necessary to gather a network of informants in order to stay apprised of events and rumours circulating the realms. As a result an agent may make a special informant network check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the agent has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)</p><p>A successful informant network check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. </p><p></p><p>DC Type of Knowledge</p><p>10 Common, known by at least a substantial minority drinking; common legends of the local population.</p><p>20 Uncommon but available, known by only a few people legends.</p><p>25 Obscure, known by few, hard to come by.</p><p>30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.</p><p></p><p><strong>Precise Attack:</strong> Starting at 1st level, an agent gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.</p><p>When making a precise strike, an agent cannot attack with a weapon in his other hand or use a shield. An agent’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 4th level, the extra damage on a precise strike increases to +2d6, then +3d6 at 7th level and finally +4d6 at 10th level. Precise Strike damage bonus cannot stack with other damage bonuses such as Sneak attack and so on.</p><p><strong>Bonus Languages:</strong> Starting at 2nd level an agent have learned much from their travels in their Queens service, and as a result gain one bonus language every other level.</p><p><strong>Uncanny Dodge (Ex):</strong> Starting at 2nd level, an agent retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He 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).</p><p><strong>Brave (Ex):</strong> At 3rd level an agent receives a +4 morale bonus on all Will saves against Fear effects.</p><p><strong>Hide in Plain Sight (Su):</strong> At 3rd level, an agent can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an agent can hide himself from view in the open without having anything to actually hide behind.</p><p>He cannot, however, hide in his own shadow.</p><p><strong>Slippery Mind (Ex):</strong> At 4th level if an agent is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects occur normally.</p><p><strong>Improved Uncanny Dodge (Ex):</strong> At 5th level, an agent can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the agent. The exception to this defence is that a rogue at least four levels higher than the agent can flank him (and thus sneak attack him).</p><p>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.</p><p><strong>Undetectable Alignment (Ex):</strong> At 5th level an agent is protected by an effect, which functions like the undetectable alignment spell, except that when it is active, as an extraordinary ability the agent is subject to neither dispelling or suppression by dead magic zones and the like.</p><p><strong>Spot Scrying (Ex):</strong> Upon reaching 6th level an agent of the sad queen is able to notice magical sensors such as those created by arcane eye, scryng, crystal balls or the like on a successful Spot check (DC 10 + Scrier’s level).</p><p><strong>Dodge Critical (Ex):</strong> Once per day at 8th level an agent can make a Reflex save (DC 20 + enhancement bonus if any possessed by weapon) to turn a critical hit dealt upon him into a normal hit. Must be aware of the attack and not be flat-footed, and must also declare the attempt to reduce the effect of the critical hit before the damage from the hit is rolled.</p><p><strong>Fearless (Ex):</strong> Upon reaching 9th level, all agents gain full immunity to all fear spells and effects.</p><p></p><p>Agent of the Sad Queen Advancement:</p><p>Level Attack Fort Ref Will Special </p><p>1st +0 +0 +2 +2 Token, informant Network, Precise attack +1d6</p><p>2nd +1 +0 +3 +3 Uncanny dodge, Bonus language</p><p>3rd +2 +1 +3 +3 Brave, Hide in plain sight</p><p>4th +3 +1 +4 +4 Slippery mind, Bonus language, Precise attack +2d6</p><p>5th +3 +1 +4 +4 Improved uncanny dodge, Undetectable alignment</p><p>6th +4 +2 +5 +5 Bonus language, Sport Scrying</p><p>7th +5 +2 +5 +5 Precise attack +3d6</p><p>8th +6 +2 +6 +6 Bonus language, Dodge critical</p><p>9th +6 +3 +6 +6 Fearless</p><p>10th +7 +3 +7 +7 Bonus language, Precise attack +4d6</p></blockquote><p></p>
[QUOTE="Neo, post: 1540288, member: 4139"] Here they are in text format for those who have Webtv etc.. [b]Agent of the Sad Queen:[/b] Although Queen Amlaruil Moonflower “The Sad Queen” has only ruled Evermeet for a little over 200 years, she is perhaps one of the most influential and strongest leaders the elves have had for generations. He strength lies not in her power as so much as her intelligence and wisdom, for although Evermeet is guarded by the gods it is nevertheless rather exposed to possible predations as was shown recently when Lolth’s forces managed to invade through the help of two other gods and their minions. The Queen formed the Agents of Evermeet not long after her coronation as Coronal, and she works actively with them to ensure that she through her network of agents and allies remains one of the most informed monarchs on Faerun where events, rumours and happenings are concerned. Her policy has always been one of forewarned meaning fore armed and thanks to the services of her agents Evermeet was able not only to remain hidden for many years but to remain a virtual paradise like haven for a long time as the western retreat for most of Faeruns elves. All agents are hand picked for their dedication to the elven people and for their loyalty to the queen. They are trained and sent out into the world to collect information, follow up rumours, remove threats to their sanctity all before they have the opportunity to grow into major threats to the Island or its people themselves. The Agents remain in close contact with the queen and her circle of High magi via means of the magical Elfrunes they are all gifted upon acceptance. [b]Hit Die:[/b] d6 [b]Requirements[/b] To qualify to become a Agent of the Sad Queen, a character must fulfil all of the following criteria: [b]Patron:[/b] any member of the Seldarine [b]Alignment:[/b] Any non evil, non lawful [b]Base Attack Bonus:[/b] +5 [b]Skills:[/b] Bluff 8 ranks, Diplomacy 5 ranks, Gather Information 8 ranks, Hide 4 ranks. [b]Feats:[/b] Alertness, Dodge, Iron Will [b]Special:[/b] Membership of the Agents is by invitation only. [b]Class Skills[/b] The Agent of the Sad Queen class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gathis Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex). [b]Skill Points at Each Level:[/b] 6 + Int modifier. [b]Class Features[/b] All the following are class features of the Agent of the Sad Queen prestige class: [b]Weapon and Armour Proficiency:[/b] A Agent of the Sad Queen is proficient with all simple and martial weapons, and with all types of light armour. [b]Token (Elfrune):[/b] All Agents of the Sad Queen are gifted one of these special tokens of friendship from Queen Amlaruil herself upon their appointment as one of her agents something, which only his agents, friends and most trusted allies are ever given. The elfrunes can take a variety of forms such as brooches, circlets, rings and so forth. The power of the elfrune is to allow instantaneous two-way communication between its bearer and the Queen or one of his High Magi. Elfrunes will not work for anyone but their attuned user. It is rumoured that the queens most closest and trusted agents elfrunes even allow their user to teleport back to Evermeet. [b]Informant Network:[/b] All agents find it necessary to gather a network of informants in order to stay apprised of events and rumours circulating the realms. As a result an agent may make a special informant network check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the agent has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful informant network check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. DC Type of Knowledge 10 Common, known by at least a substantial minority drinking; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. [b]Precise Attack:[/b] Starting at 1st level, an agent gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll. When making a precise strike, an agent cannot attack with a weapon in his other hand or use a shield. An agent’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 4th level, the extra damage on a precise strike increases to +2d6, then +3d6 at 7th level and finally +4d6 at 10th level. Precise Strike damage bonus cannot stack with other damage bonuses such as Sneak attack and so on. [b]Bonus Languages:[/b] Starting at 2nd level an agent have learned much from their travels in their Queens service, and as a result gain one bonus language every other level. [b]Uncanny Dodge (Ex):[/b] Starting at 2nd level, an agent retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He 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). [b]Brave (Ex):[/b] At 3rd level an agent receives a +4 morale bonus on all Will saves against Fear effects. [b]Hide in Plain Sight (Su):[/b] At 3rd level, an agent can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an agent can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow. [b]Slippery Mind (Ex):[/b] At 4th level if an agent is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects occur normally. [b]Improved Uncanny Dodge (Ex):[/b] At 5th level, an agent can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the agent. The exception to this defence is that a rogue at least four levels higher than the agent can flank him (and thus sneak attack him). 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. [b]Undetectable Alignment (Ex):[/b] At 5th level an agent is protected by an effect, which functions like the undetectable alignment spell, except that when it is active, as an extraordinary ability the agent is subject to neither dispelling or suppression by dead magic zones and the like. [b]Spot Scrying (Ex):[/b] Upon reaching 6th level an agent of the sad queen is able to notice magical sensors such as those created by arcane eye, scryng, crystal balls or the like on a successful Spot check (DC 10 + Scrier’s level). [b]Dodge Critical (Ex):[/b] Once per day at 8th level an agent can make a Reflex save (DC 20 + enhancement bonus if any possessed by weapon) to turn a critical hit dealt upon him into a normal hit. Must be aware of the attack and not be flat-footed, and must also declare the attempt to reduce the effect of the critical hit before the damage from the hit is rolled. [b]Fearless (Ex):[/b] Upon reaching 9th level, all agents gain full immunity to all fear spells and effects. Agent of the Sad Queen Advancement: Level Attack Fort Ref Will Special 1st +0 +0 +2 +2 Token, informant Network, Precise attack +1d6 2nd +1 +0 +3 +3 Uncanny dodge, Bonus language 3rd +2 +1 +3 +3 Brave, Hide in plain sight 4th +3 +1 +4 +4 Slippery mind, Bonus language, Precise attack +2d6 5th +3 +1 +4 +4 Improved uncanny dodge, Undetectable alignment 6th +4 +2 +5 +5 Bonus language, Sport Scrying 7th +5 +2 +5 +5 Precise attack +3d6 8th +6 +2 +6 +6 Bonus language, Dodge critical 9th +6 +3 +6 +6 Fearless 10th +7 +3 +7 +7 Bonus language, Precise attack +4d6 [/QUOTE]
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