The Lightweavers, prestige classes mentioned to follow later: -
Brotherhood of Lightweavers
STRUCTURE
LEADER: -
High Executioner -[name]-
CAPTAINS: -
Archmage -[name]- of the Brotherhood of Lightweavers
Hierophant -[name]- of the Brotherhood of Lightweavers
Deathmaster -[name]- of the Brotherhood of Lightweavers
LIGHTWEAVERS: -
Executioner -[name]- of the Brotherhood of Lightweavers (under High Executioner)
Arcane -[name]- of the Brotherhood of Lightweavers (under Archmage)
Disciple -[name]- of the Brotherhood of Lightweavers (under Hierophant)
Harbinger -[name]- of the Brotherhood of Lightweavers (under Deathmaster)
AIM OF THE LIGHTWEAVERS
To bring light to the dark places of the Earth. To destroy the evil Drow, Duergar, and all other abhorations, especially from the Underdark. To bring down the reigns of undead, and to be a beacon of hope to the good civilised races, and to act whether the law allows it, or not.
JOBS
HIGH EXECUTIONER
To lead the Lightweavers, and to execute the highest members of the enemy. Must put his cause before his life, and before he dies give the name of the next executioner. Most executioners use two-handed sword.
ARCHMAGE
To advise the high executioner on matters of the arcane. To train ‘Arcane’s’ in the way of magic, and to enchant weapons for the executioners and harbingers. To personally aid the High Executioner. Also by the teaching set in place by Acrona, Master of the Elements, they aim to master all of the elements, and create spells of control
HIEROPHANT
To advise the high executioner on matters of the divine. To train ‘Disciples’ in the way of the power, and to use runes, where possible, to power weapons and ward bases. To personally aid the High Executioner. When they reach this rank, they gain a spell called ‘Grand Lightweave’
This causes an effect to appear around them, pure light strands, which can be shaped to either blast as a cone (70 feet long, doing 20d10 damage, double vs. undead, and Underdark creatures), burst (40 feet wide, doing 15d10 damage, double vs. undead, triple vs. Underdark creatures) or as true light.
True light causes a dome of light, which is 40-foot diameter, and any disciples of level 5 hierophant or higher may take up the dome, adding 20 foot to the diameter each person. They must continue the weave as long as the spell stays in effect, and may effectively continue you forever; using a level eight spell from each per day. All members may swap around. Within this no ‘darkness’ effects work, no undead can be summoned, no gates may be opened except by Lightweavers, all lycanthropes revert to normal shape, no divination spells work, or can enter, except from Lightweavers, all Lightweavers get +1 bonus to everything, and Drow are blinded.
DEATHMASTER
To act as spymaster, to find enemies and bring information. As bounty hunter, to trap enemies, and an assassin if necessary. A torturer, rarely, to extract information. To train ‘harbingers’ in their duty, and to carry off the most dangerous missions. They have one of these special abilities, depending on what they specialise in.
For a thief they have ‘Stealer’ in which they are undetectable, able to go invisible at will 5 times a day, move silently, and can unlock any doors with a successful open locks check, even if they are warded (DC 26).
For an assassin they have ‘Death Wish’ in which they get +6d6 to their sneak attack’s, all hits are poisoned, and they can use dimension door once a day.
For a bounty hunter they have ‘Capture’ in which they can cast a spell ‘Hold Creature’, which holds any creature, negating Freedom of Movement, and a mass teleport to get them away.
All abilities last 1 hour/combined level of classes
EXECUTIONERS
The main force of the Lightweavers. The front line in any fight, all have at least a level in the executioner prestige class, and the Lightweaver prestige class. The best one works with the High Executioner as a bodyguard, and one guards the Hierophant and the Archmage. Most use great-swords. Generally work in a four with one executioner, one hierophant, and one harbinger.
ARCANE’S
Wielders of the art, these mages blast the enemy with spells from behind the ranks of the executioners, and strip their spell defences, and to summon in powerful elementals. Have levels in the Arcane prestige class and Lightweaver Prestige Class. Generally work in a four with one executioner, one hierophant, and one harbinger.
DISCIPLES
Used to call to the Gods for help, these are usually disciples of Lathander and Shevarash, and rarely, Kossuth. Used either to bring divine fury on the enemies, or to use runes to ward the bases and safe areas. Have levels as a Divine Disciple and in the Lightweaver Prestige Class. Generally work in a four with one executioner, one hierophant, and one harbinger. All disciples destroy undead.
HARBINGERS
Used in covert wars and operations, these men are spies and spy catchers, assassins and bounty hunters. Rarely fight in wars, unless they are desperate for troops. Have levels as a guild thief (the Lightweavers count as a guild), either an assassin or divine seeker and as a Lightweaver. Best one works with the Deathmaster, as an ally and helper. Generally work in a four with one executioner, one hierophant, and one harbinger.
Brotherhood of Lightweavers
STRUCTURE
LEADER: -
High Executioner -[name]-
CAPTAINS: -
Archmage -[name]- of the Brotherhood of Lightweavers
Hierophant -[name]- of the Brotherhood of Lightweavers
Deathmaster -[name]- of the Brotherhood of Lightweavers
LIGHTWEAVERS: -
Executioner -[name]- of the Brotherhood of Lightweavers (under High Executioner)
Arcane -[name]- of the Brotherhood of Lightweavers (under Archmage)
Disciple -[name]- of the Brotherhood of Lightweavers (under Hierophant)
Harbinger -[name]- of the Brotherhood of Lightweavers (under Deathmaster)
AIM OF THE LIGHTWEAVERS
To bring light to the dark places of the Earth. To destroy the evil Drow, Duergar, and all other abhorations, especially from the Underdark. To bring down the reigns of undead, and to be a beacon of hope to the good civilised races, and to act whether the law allows it, or not.
JOBS
HIGH EXECUTIONER
To lead the Lightweavers, and to execute the highest members of the enemy. Must put his cause before his life, and before he dies give the name of the next executioner. Most executioners use two-handed sword.
ARCHMAGE
To advise the high executioner on matters of the arcane. To train ‘Arcane’s’ in the way of magic, and to enchant weapons for the executioners and harbingers. To personally aid the High Executioner. Also by the teaching set in place by Acrona, Master of the Elements, they aim to master all of the elements, and create spells of control
HIEROPHANT
To advise the high executioner on matters of the divine. To train ‘Disciples’ in the way of the power, and to use runes, where possible, to power weapons and ward bases. To personally aid the High Executioner. When they reach this rank, they gain a spell called ‘Grand Lightweave’
This causes an effect to appear around them, pure light strands, which can be shaped to either blast as a cone (70 feet long, doing 20d10 damage, double vs. undead, and Underdark creatures), burst (40 feet wide, doing 15d10 damage, double vs. undead, triple vs. Underdark creatures) or as true light.
True light causes a dome of light, which is 40-foot diameter, and any disciples of level 5 hierophant or higher may take up the dome, adding 20 foot to the diameter each person. They must continue the weave as long as the spell stays in effect, and may effectively continue you forever; using a level eight spell from each per day. All members may swap around. Within this no ‘darkness’ effects work, no undead can be summoned, no gates may be opened except by Lightweavers, all lycanthropes revert to normal shape, no divination spells work, or can enter, except from Lightweavers, all Lightweavers get +1 bonus to everything, and Drow are blinded.
DEATHMASTER
To act as spymaster, to find enemies and bring information. As bounty hunter, to trap enemies, and an assassin if necessary. A torturer, rarely, to extract information. To train ‘harbingers’ in their duty, and to carry off the most dangerous missions. They have one of these special abilities, depending on what they specialise in.
For a thief they have ‘Stealer’ in which they are undetectable, able to go invisible at will 5 times a day, move silently, and can unlock any doors with a successful open locks check, even if they are warded (DC 26).
For an assassin they have ‘Death Wish’ in which they get +6d6 to their sneak attack’s, all hits are poisoned, and they can use dimension door once a day.
For a bounty hunter they have ‘Capture’ in which they can cast a spell ‘Hold Creature’, which holds any creature, negating Freedom of Movement, and a mass teleport to get them away.
All abilities last 1 hour/combined level of classes
EXECUTIONERS
The main force of the Lightweavers. The front line in any fight, all have at least a level in the executioner prestige class, and the Lightweaver prestige class. The best one works with the High Executioner as a bodyguard, and one guards the Hierophant and the Archmage. Most use great-swords. Generally work in a four with one executioner, one hierophant, and one harbinger.
ARCANE’S
Wielders of the art, these mages blast the enemy with spells from behind the ranks of the executioners, and strip their spell defences, and to summon in powerful elementals. Have levels in the Arcane prestige class and Lightweaver Prestige Class. Generally work in a four with one executioner, one hierophant, and one harbinger.
DISCIPLES
Used to call to the Gods for help, these are usually disciples of Lathander and Shevarash, and rarely, Kossuth. Used either to bring divine fury on the enemies, or to use runes to ward the bases and safe areas. Have levels as a Divine Disciple and in the Lightweaver Prestige Class. Generally work in a four with one executioner, one hierophant, and one harbinger. All disciples destroy undead.
HARBINGERS
Used in covert wars and operations, these men are spies and spy catchers, assassins and bounty hunters. Rarely fight in wars, unless they are desperate for troops. Have levels as a guild thief (the Lightweavers count as a guild), either an assassin or divine seeker and as a Lightweaver. Best one works with the Deathmaster, as an ally and helper. Generally work in a four with one executioner, one hierophant, and one harbinger.