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A Work Intensive Approach to World Creation

PrC's

Prestige Classes are a new kind of hell for GM's. Giving PC's powers that can sometimes be unbalanced, the quickest way to handle PrC's is to give them more structure than what is usually found in the description.

Let's start with the DMG PrC's, and maybe we'll make a few more.

Arcane Archer
This PrC is mainly accessable to those elves who hail from Avellerum, the region that gave birth to this potent archery style. It is only available through the Hallowed Order of the Bow in Avellum, or the Way of the Striking Shaft monastery located in Vellexa.

Hallowed Order of the Bow
[sblock]
In order to join the Hallowed Order of the Bow, the applicant must be elven (half-elves cannot join), must have patronage of a high ranking military officer, and must have served at least 5 years on the border, or taken part in a dozen raids of neighboring lands. In addition, at least 2 noblemen must sign off on the petition.

The applicant must create a bow of enchantment quality from virgin wood, and put it before the Guardians of the Holy Bow. The bow must be enchanted, and bonded to the applicant (This will cost the applicant 1000 XP and 5 HP), and the applicant must succeed at a series of trials.

Trial of the Eagle's Eye
The applicant must hit targets placed at 300, 450, 600, 750, 900 feet. The target is man-sized, and has rings to denote score. (AC 10 for +1, AC 11 for +2 ... AC 15 for +5, and AC 18 for a bullseye, with penalties for distance added) The applicant cannot use magic of any type. Should the applicant gain 20 or more points, they then move on to the Trial of the Hidden.

Trial of the Hidden
This involves a series of targets that are either partially or fully concealed. The AC for the four targets is: AC 16, 18, 20, 22, 24. The applicant must hit at least 3 out of five to pass onto the Trial of Movement.

Trial of Movement
During this trial, the applicant is expected to run a targeted obstacle course, shooting on the run, and finished within two minutes while hitting 8 out of 13 targets. The course is broken down by section, of which there are 15 of them. Each section will consume 6 seconds or more, according to the description.

Section One:
First obstacle: A low log that must be either climbed over (DC: 8) or hurdled (Jump Check, DC: 12). Climbing over the obstacle will take an additional 6 seconds.

Section Two:
First Target: Is a silloutte of a goblin warrior, and requires a Spot Check DC 15 to spot. The target has an AC of 14. If the applicant fires while running, they suffer a -4 to their attack roll unless they possess the shot on the run feat, if they stop and fire, it will add 6 seconds to thier time.

Section Three
Second Target: A target will pop up, swinging a wooden sword covered in red paint. This will require a Reflex Check of 14 to avoid. In addition, the applicant is expected to hit the target before it flops back down. If the applicant does not have the point blank shot, they will suffer a -4 penalty to hit the target before it drops away.

Section Four
Second Obstacle: The applicant must jump a 15 foot trench, and fire at the target at the bottom WHILE IN MIDAIR. The Jump Check DC is 15, and the attack roll is made at -6, -4 if the applicant has shot on the run.

Section Five
Fourth Target: The target is in between a set of rotating planks. Those without the Precise Shot feat suffer a -4 penalty to the attack roll, on top of the -4 penalty for moving (unless the applicant has shot on the run). If someone stops to attack, it will add 6 seconds per attempt.

Section Six
Third Obstacle: The character must dodge a swinging log trap or take 2d6 points of damage (Reflex check, DC: 15) If the applicant is hit, they are knocked down and take an additional 6 seconds to regain their feet.

Section Seven
Fouth Obstacle: The character must avoid two sets of wooden practice blades coated in red paint that will swing out onto the trail. The DC to avoid each of them is a Reflex Check, DC: 14 and 16 respectively.

Section Eight
Fifth Obstacle and Fifth Target: The applicant must climb a 10 foot wall coated in vines (DC: 10) and fire at a moving target once they reach the top (AC: 15). The applicant has only one try to do this.

Section Nine
Sixth Obstacle and Sixth, Seventh and Eighth Targets: The applicant must run across a 3" plank and engage three targets. The plank requires a Balance Check (DC: 12 + 2 for each arrow fired without stopping) The targets have AC: 12, 16, and 20 respectively. If character stops to engage the target, rather than taking the -4 penalty for shooting while moving (unless the shot on the run feet is possessed) it will add 6 seconds per target stopped for.

Section Ten
Seventh Obstacle: The applicant must jump over a break in the wall, and then leap up to window and climb through. Jump Check DC: 8 to clear gap and 16 to reach the window.

Section Eleven
Targets Nine and Ten: Two orcish targets will appear, one of which has partial cover behind a table, giving them an AC of 18 and 14.

Section Twelve
Obstacle Eight: The applicant must jump down a hole onto a plank over a spiked pit. This will require a Jump Check (DC: 8) and a balance check (DC: 12)

Section Thirteen
Targets 11 and 12, Obstacle Nine: The applicant must hit two targets and travel 60 feet uphill. This will require a Fortitude Check (DC: 12) to accomplish without slowing down (Two checks, +6 seconds for each failure). The targets are AC 16 and 18, and if the applicant stops to engage them, rather than taking the Shot on the Run penalty, the applicant takes a 6 second penalty per target.

Section Fourteen
Obstacle Ten: The applicant must row a boat across a small stream. This requires a Str Check (DC: 12 and 14 respectively) twice, or suffer a 6 second penalty for each failure.

Section Fifteen
Obstacle 11 and Target 13: The target must climb a rope over a cliff and fire at a popup target halfway up. The Climb DC is 10, and the Spot Check for the target is 15. The common way of shooting is to wrap one's legs around the rope, drop over backwards, and fire with a -6 penalty at the AC: 10 target.

Should the applicant succeed in all the tests, they will be inducted into the Hallowed Order of the Bow. Thier bonded bow will become a Composite Longbow of Distance with a +1 attack bonus per 4 character levels of the applicant. The bow will continue to gain power, gaining a +1 per three levels of the PrC taken. At 3rd level it will gain the Seeking ability, at 6th level it will gain one of the following Bane's (GM's choice, depending on foes fought) Human, orc, goblin, half-elf, kobold. At Ninth Level it will gain the Speed Ability, and for those who take the 10th level, it gains the Brilliant Energy Ability[/sblock]

Way of the Striking Shaft
Founded in Vellexa, the Way of the Striking Shaft monastery studies all bow and crossbow weapons, following the philosophy that a clear mind, balanced body and focused mind can enable anyone to excell with bows or crossbows.

For an applicant to be inducted in the Way of the Striking Shaft, they must be able to pass the following test.

[sblock]Test of the Body
The applicant must fast for 6 days, taking only sips of water from a cup every three hours. The applicant must sit in the outdoors, exposed to the elements. To avoid passing out from exposure or hunger, the applicant must make three Fortitude Checks to simulate the last three days. The DC is: 16, 18, 20 respectively.

If this is accomplished, they then move to the next task.

Test of the Soul
The exhausted and fasting applicant must prepare a poem, given only a quill, inkpot, and single piece of paper. This requires a Concentration Check (DC: 14) and a Craft (Writing) Check (DC: 12) and the applicant will be under a -4 penalty due to exhaustion and hunger.

Next is:

Test of the Mind
The exhausted applicant must overcome his tired body with his mind. He will be handed a bow, and told to hit the ribbons tied to the trees. In order to avoid a -6 penalty due to hunger, thirst and exhaustion, the character will need to make a Willpower Check (DC: 15) with a -4 penalty. The ribbons are: Blue, yellow, red, and green, and are AC: 13, 15, 17, and 19 respectively. The order does not matter, but the applicant must hit all of them in under 10 arrows.

Test of Balance
The applicant, still without food or rest, must walk across a peice of rice paper without tearing it. This will require a balance check, DC: 16, and the applicant will be suffering a -6 penalty unless they succeeded in hitting all four ribbons on their first tires.

Should all of these be accomplished, the applicant, regardless of race may become an Arcane Archer.[/sblock]
 
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Arcane Trickster
Figuring out a spot for this one was tricky, but looking at recent history inspired me slightly.

The Arcane Trickster is the signature theif of the Fourteen Rocks theives guild of Strenfjord. This PrC is a fairly recent invention in the rough and tumble gold-rush-esque kingdom, and are often hired by the Great Library of Strenfjord to "acquire" texts and scrolls of interest.

In order to become an Arcane Trickster, one must be either recruited by the Fourteen Rocks guild, or recommended by the Great Library. Once this has been accomplished, the applicant has to pass the following test, as administered by the Guild. This test has been crafted in such a way that Arcane Tricksters above 5th class level can administer the test.

Sack Beating
The applicant is tied up and put in a sack with the end tied shut. After thirty seconds, the tester will begin beating the sack with a stick until either the applicant escapes the sack or is clubbed unsconscious. The DC to escape the ropes is 23, the DC to escape the bag is 15. Each round after the fifth, the applicant will take 14+2 points of nonlethal damage.

It'll Hurt If You Aren't Careful
The applicant must pick up a flask of oil with a rag stuffed in it via mage hand and place it on a shelf above thier head while lying at the bottom of a pit, or alternately, they can put it on a branch/roof at least 30 feet away. It sounds simple, until the tester starts banging pot lids together, or otherwise distracting the applicant. The applicant must make two concentration checks (DC: 10 and 12) to successfully place the object. If they fail, the oil will fall toward them, but the tester will grab it before it breaks.

And then kick the applicant for 1d4 nonlethal damage.

You Might Want to Hurry
The applicant will have their right foot placed in a mechanical boot, and will be told to disable the winding mechanism which is getting ready to crush thier toes. The Disable Device DC is 23, and they have 2 rounds to do it before the device begins crushing their toes. Starting on the third round, the applicant will take 1d4 nonlethal damage, with an additional 1d4 added per round, until 5d4 is reached, on which case the boot will pop open, and the applicant has failed the test.

What Does This Say?
The applicant will be given a coded missive to decipher. THe message is directions to a nearby tavern, and will require four seperate Decipher Scripts to decode, at 17, 19, 21, and 23 respecitively.

All Right, Kid, What Can You Do?
At this time, all the applicant must demonstrate is that they can cast a 3rd level spell.

If all of these are accomplished, the applicant is officially a member of the Brotherhood of Arcane Tricksters, and an honorary member of the Fourteen Rocks Guild.
 

The Archmage
Only the nation of the Shingar Dominion produces these powerful spellcasters, and their companions in power: The Theurge.

Those that journey to the Shingar Dominion must search out one of the great masters of magic (Research Check: DC: 30) that are still living, finding out where they are located, their name, and what they like.

They must then gift the Archmage with gifts of no less than 50,000 gp.

Below is a sample Archmage and what she may require.
[sblock]Acaoven CR16
Female Human Wizard 13/Archmage 3
NG Medium Humanoid
Init 0; Senses Listen +4, Spot +6
Languages Common, Gnoll, Halfling, Infernal, Undercommon, Sylvan

AC 10 (), touch 10, flat-footed 10
hp 45 (16HD)
Fort +8 Ref +10 Will +16

Speed 30 ft. (6 squares)
Melee +4 club +10/+5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +6
Wizard Spells Memorized (CL 16, +6 melee touch, +7 ranged touch)
8th--sympathy (DC 23/W)
7th--symbol of stunning (2) (DC 22/W)
6th--disintegrate (2) (DC 21/F)
5th--cloudkill (2) (DC 20/F), permanency (3)
4th--charm monster (DC 19/W), illusory wall (2) (DC 19/W), resilient sphere (2) (DC 19/R)
3rd--clairaudience/clairvoyance, deep slumber (DC 18/W), haste (DC 18/F), lightning bolt (DC 18/R), sleet storm
2nd--command undead (DC 17/W), darkness, fog cloud, hideous laughter (DC 17/W), misdirection (DC 17)
1st--jump (DC 16/W), mage armor (DC 16/W), protection from evil (DC 16/W), ray of enfeeblement, reduce person (2) (DC 16/F)
0--acid splash, detect poison, resistance (DC 15/W)

Abilities Str 8, Dex 10, Con 11, Int 21, Wis 14, Cha 11
SQ familiar, mastery of shaping, mastery of counterspelling and mastery of elements
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Heighten Spell, Lightning Reflexes, Skill Focus (Spellcraft), Spell Focus (Necromancy, Evocation, Abjuration and Conjuration)
Skills Appraise +13 (+8 ranks, +5 int), Climb +2 (+3 ranks, -1 str), Concentration +16 (+16 ranks), Decipher Script +20 (+15 ranks, +5 int), Escape Artist +8 (+8 ranks), Heal +9 (+7 ranks, +2 wis), Jump +9 (+10 ranks, -1 str), Knowledge (Arcana) +24 (+19 ranks, +5 int), Knowledge (Local) +13 (+8 ranks, +5 int), Listen +4 (+2 ranks, +2 wis), Search +12 (+7 ranks, +5 int), Spellcraft +29 (+19 ranks, +5 int, +2 synergy,+3 skill focus), Spot +6 (+4 ranks, +2 wis)(+9 in bright light).
Possessions +4 club, cloak of resistance +3, oil of magic weapon, potion of water breathing, potion of pass without trace, potion of jump, 11 pp, 13 gp, 12 sp, 19 cp, 2950 gp in other assets.
Spellbook Wizard: spells prepared plus: 0--arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, touch of fatigue
1st--burning hands, cause fear, charm person, chill touch, color spray, detect secret doors, detect undead, disguise self, erase, expeditious retreat, feather fall, hypnotism, magic weapon, obscuring mist, protection from chaos, silent image, unseen servant
2nd--blindness/deafness, continual flame, flaming sphere, ghoul touch, glitterdust, mirror image, owl's wisdom, see invisibility, summon monster II, touch of idiocy, web, whispering wind
3rd--fireball, gaseous form, gentle repose, heroism, keen edge, magic circle against evil, secret page, stinking cloud, water breathing
4th--bestow curse, black tentacles, confusion, enervation, fear, greater invisibility, phantasmal killer, shout
5th--break enchantment, false vision, mind fog, overland flight, summon monster V, transmute mud to rock
6th--greater dispel magic, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom
7th--limited wish, mass hold person, forcecage
8th--symbol of insanity
Spell Book value: 14100 gp.

Personal Info: Background: Explorer - Mage, Ht: 5' 4", Wt: 129lbs, Hair: Blond, Eyes: Grey, Age: 53.

Acaoven`s hawk familiar: hp 22

Mastery of Shaping: Acaoven can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or special. The alteration consists of creating spaces in the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable (S) spells have a minimum dimension of 5 feet instead of 10 feet.

Mastery of Counterspelling: When Acaoven successfully counterspells any spell subject to spell turning, she reflects it fully back on the original caster. A spell not subject to spell turning is merely counterspelled.

Mastery of Elements: Acaoven can prepare any arcane spell she knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element. For example, a fireball may be prepared to deal sonic damage instead of fire damage.

Gaining Acoaven's Tutelage
Acoaven requires those who wish to be an archmage to perform the following tasks:

  • Remain completely silent for 1 month, not speaking at all.
  • Follow her to the Valley of the Ancients, which contain old looted tombs from an unknown time in the mists of history. During this time, the supplicant may not use magic, but instead must be able to correctly identify a potion of endure elements from a flask of normal water, or a flask of poison (FOrtitude Check: DC: 22, Damage 1d4 Int) each of the three days it will take to reach the Valley.
  • Identify runes carved on the outer wall of the largest aboveground tomb. The supplicant must correctly identify ALL of the runes. (Knowledge (Arcana): DC: 28) They are: Pain, Death, Robbery, Afterlife, and Woe
  • The supplicant must then be able to memorize the spells given to them by Acoaven, which are: transmute rock to mud, forcecage, and summon monster V and then cast them in that order on the bubbling mudflats.
  • Once these are accomplished, Acoaven will take the supplicant under her wing and teach then the arts of the Archmage
[/sblock]
 

Assassin
The assassin is normally a reviled and hidden profession, one that keeps away from the light of day and the eye of the law for fear of being rooted out and destroyed. However, in the kingdom of Deventua-Ullem and the Nine Desert Kingdoms both have well know (and feared) assassin organizations.

Nine Desert Kingdoms
In the harsh desert lands of the Nine Desert Kingdoms an assassin is a valued tool, admired by members of his village for his ability to bring in wealth to support the village, and by the desert warriors for his skill with weapons.

The only way to become an assassin in the Nine Desert Kingdoms is to be trained by an existing master (who must be at least a 4th level assassin) at the same time as another is trained, or slay the master's current student.

Finding a master requires several Gather Information checks (DC: 18)

The master will then train the applicants in the dagger, short sword, and crossbow.

The master will then require the two prospective assassins to steal a flask of water from a bedoiun camp, using only a brazen disguise.

The master will then take a month to teach the prospective assassin in the proper wearing of leather armor as well as learning where the critical points on the body.

Then they must use stealth (Hide and Move Silently) to sneak into a village and steal water from the oasis.

Once this is accomplished, another month of training takes place, after which the two prospective assassin's must battle to the death, the winner fleeing out into the desert, and the master persuing. If the master is able to locate the prospective assassin within three days, he will kill him, but, if the assassin escapes, then he is free.

This assassin type has the following changes:
  • Level Two: Replace bonus to poison with two weapon fighting
  • Level Four: Replace poison bonus with Point Black Shot
  • Level Six: Replace poison bonus with Two Weapon Defense
  • Level Eight: Replace poison bonus with Far Shot
  • Level Ten: Replace poison bonus with Improved Two Weapon Fighting
In addition the Nine Desert Kingdoms assassin's are limited to knife, dagger, short sword, light and heavy crossbow for weapons, and leather armor for armor.

Deventua-Ullem
The Order of the Wire is a long standing organization with a chilling reputation and fearsome skill. The Order of the Wire accepts only the best, usually those they seek out, or who manage to seek them out. While the Order of the Wire may be known to operate by nearly everyone, finding a member requires a dedicated search not able to be reflected with simply a die roll.

Once the Order begins testing the possible recruit, they follow this pattern:

Test of the Blade
The recruit must outfight, 5 to one or more, any of the Bone Shapers Guild's grave robbers, using only a single dagger and no armor.

The following is a 6 man Bone Shaper Guild grave robbing team
[sblock]Bone Shaper Guild Graverobber (x4) CR8
Male Human Warrior 9
LE Medium Humanoid
Init 6 (+2 Dex, +4 Improved Initiative); Senses Listen +2, Spot +1
Languages Common, Sylvan, Elven

AC 18, touch 10, flat-footed 18
hp 74 (9HD)
Fort +11 Ref +7 Will +6

Speed 20 ft. (4 squares)
Melee +1 heavy pick +11/+6 (1d6+4/x4) and +1 short sword +11 (1d6+2/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +12

Abilities Str 17, Dex 15, Con 16, Int 14, Wis 13, Cha 13
Feats Blind-Fight, Endurance, Improved Initiative, Toughness, Two-Weapon Fighting
Skills Concentration +5 (+2 ranks, +3 con), Handle Animal +13 (+12 ranks, +1 cha), Intimidate +12 (+11 ranks, +1 cha), Jump +4 (+7 ranks, +3 str, -6 acp), Knowledge (Local) +6 (+4 ranks, +2 int), Listen +2 (+1 ranks, +1 wis), Ride +10 (+6 ranks, +2 dex, +2 synergy), Swim +1 (+10 ranks, +3 str, -12 acp).
Possessions +1 half-plate, +1 short sword, +1 heavy pick, cloak of resistance +2, 4 pp, 12 gp, 18 sp, 10 cp, 324 gp in other assets.

Personal Info: Background: Street Thug, Ht: 5' 9", Wt: 164lbs, Hair: Dark brown, Eyes: Brown, Age: 29.

Grave Robber Mystic CR7
Male Human Adept 8
N Medium Humanoid
Init -1 (-1 Dex); Senses Listen +9, Spot +5
Languages Common, Infernal, Sylvan

AC 9 (-1 Dex), touch 9, flat-footed 9
hp 37 (8HD)
Fort +3 Ref +1 Will +5

Speed 30 ft. (6 squares)
Melee +1 quarterstaff +6 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Adept spells prepared (CL 8, +5 melee touch, +3 ranged touch)
2nd--bull's strength (DC 15/W), cure moderate wounds (DC 15), see invisibility
1st--comprehend languages (DC 14/W), detect evil, detect law, obscuring mist
0--detect magic, ghost sound (DC 13/W), purify food and drink (DC 13/W)

Abilities Str 12, Dex 9, Con 13, Int 15, Wis 16, Cha 14
SQ familiar
Feats Combat Casting, Improved Counterspell, Spell Focus (Evocation), Spell Penetration
Skills Concentration +7 (+6 ranks, +1 con), Handle Animal +6 (+4 ranks, +2 cha), Heal +14 (+11 ranks, +3 wis), Knowledge (Local) +4 (+2 ranks, +2 int), Listen +9 (+6 ranks, +3 wis), Spellcraft +9 (+7 ranks, +2 int), Spot +5 (+2 ranks, +3 wis)(+8 in bright light), Survival +10 (+7 ranks, +3 wis).
Possessions +1 quarterstaff, potion of shield of faith +5, 12 pp, 17 gp, 9 sp, 17 cp, 3500 gp in other assets.

Personal Info: Background: Diplomat, Ht: 5' 3", Wt: 135lbs, Hair: Brown, Eyes: Grey, Age: 31.

Grave Robber Mystic`s hawk familiar: hp 18

Lookout CR6
Male Human Rogue 6
CG Medium Humanoid
Init 3 (+3 Dex); Senses Listen +12, Spot +6
Languages Common, Goblin, Gnoll, Infernal

AC 16 (+1 leather (ac 2), +3 Dex), touch 13, flat-footed 13
hp 47 (6HD)
ASF 10%
Fort +5 Ref +8 Will +4

Speed 30 ft. (6 squares)
Melee +1 longspear +7 (1d8+4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +6
Special Atk sneak attack +3d6

Abilities Str 15, Dex 17, Con 16, Int 16, Wis 14, Cha 15
SQ trapfinding, evasion, trap sense +2 and uncanny dodge
Feats Alertness, Combat Expertise, Run, Weapon Finesse
Skills Diplomacy +13 (+9 ranks, +2 cha, +2 synergy), Disguise +10 (+8 ranks, +2 cha), Escape Artist +12 (+9 ranks, +3 dex), Gather Information +11 (+9 ranks, +2 cha), Hide +12 (+9 ranks, +3 dex), Listen +12 (+8 ranks, +2 wis, +2 alertness), Move Silently +12 (+9 ranks, +3 dex), Search +12 (+9 ranks, +3 int), Sense Motive +11 (+9 ranks, +2 wis), Spot +6 (+2 ranks, +2 wis, +2 alertness), Swim +10 (+8 ranks, +2 str), Tumble +11 (+8 ranks, +3 dex), Use Rope +12 (+9 ranks, +3 dex).
Possessions +1 leather, +1 longspear, potion of cure moderate wounds, 8 pp, 13 gp, 3 sp, 11 cp, 230 gp in other assets.

Personal Info: Background: Diplomat, Ht: 5' 11", Wt: 198lbs, Hair: Red, Eyes: Brown, Age: 33.

Sneak Attack (Ex): Any time Lookout's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 3d6 points of damage.

Trapfinding: Lookout can use the Search skill to find traps with Search DCs higher than 20.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Lookout takes no damage with a successful saving throw.

Trap Sense (Ex): Lookout has a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps.

Uncanny Dodge (Ex): Lookout retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
[/sblock]



Test of the Hand
First, the recruit must sneak onto the manor of one of the lords, and then, in unarmed combat, the recruit must slay at least four servants and remove the bodies, placing the bodies at the local hospice.

The patrolling guards are to be avioded, and if the recruit attacks or is attacked by a guard, they have failed, and now, must die. The patrolling guards have an average Spot and Listen of +8 each.

The servants will be level 3-5 commoners.

Test of the Wire
The recruit must wait, hidden, until the body-snatching wagon from the Bone Shaper Guild arrives, and then must use a garrotte to kill the wagon rider/body-snatcher.

The following is a typical "Wagon-Man"
[sblock]Wagon Man CR12
Male Human Fighter 7/Rogue 5
NG Medium Humanoid
Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen +16, Spot +16
Languages Common, Undercommon, Goblin

AC 17 (+1 buckler (ac 1), +1 studded leather (ac 3), +1 Dex), touch 11, flat-footed 16
hp 89 (12HD)
ASF 20%
Fort +8 Ref +7 Will +3

Speed 30 ft. (6 squares)
Melee rapier +12/+7 (1d6+2/18-20)
Ranged +3 heavy crossbow with +1 bolt +14/+9 (1d10+3/17-20)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +12
Special Atk sneak attack +3d6

Abilities Str 15, Dex 13, Con 15, Int 15, Wis 11, Cha 9
SQ trapfinding, evasion, trap sense +1 and uncanny dodge
Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Improved Critical (heavy crossbow), Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Intimidate), Track
Skills Concentration +10 (+8 ranks, +2 con), Handle Animal +7 (+8 ranks, -1 cha), Intimidate +16 (+14 ranks, -1 cha, +3 skill focus), Jump +17 (+15 ranks, +2 str), Knowledge (Local) +13 (+11 ranks, +2 int), Listen +16 (+14 ranks, +2 alertness), Ride +11 (+8 ranks, +1 dex, +2 synergy), Search +17 (+15 ranks, +2 int), Spot +16 (+14 ranks, +2 alertness).
Possessions +1 studded leather, +1 buckler, +3 heavy crossbow with 20 +1 bolts, rapier, potion of greater magic fang +5, 14 gp, 12 sp, 10 cp.

Personal Info: Background: Assassin, Ht: 5' 7", Wt: 138lbs, Hair: Red, Eyes: Blue, Age: 32.

Sneak Attack (Ex): Any time Wagon Man's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 3d6 points of damage.

Trapfinding: Wagon Man can use the Search skill to find traps with Search DCs higher than 20.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Wagon Man takes no damage with a successful saving throw.

Trap Sense (Ex): Wagon Man has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Uncanny Dodge (Ex): Wagon Man retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

[/sblock]

Once this is accomplished, the Order of the Wire will induct the recruit into the order by cutting a slit in the recruit's side and hiding the loop-handled wire garrotte used to kill the Bone Shaper man into the slit. The guild will then pour an alchemical mixture which will allow a thin scar to from over the mouth of the cut, but keep the inner "pocket" from healing up. The recruit can open the "scar" by taking 1 HP of damage, and withdraw the coiled garotte.

Unless a character is at least 8th level, they have little chance of passing the test. Usually Monk/Rogue or Fighter/Rogue or FIghter/Monk are the class combinations chosen.
 
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Sure is. I thought I posted it here already, but I'll put up a set here. One with ZIP, one with RAR.

Once again, you'll need the map viewer from www.profantasy.com it's free.

We've almost got the book of the main kingdoms done, and that contains map images of each seperate kingdom, and it will be put in the Fiat Lux thread.
 

Attachments

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The Blackguard​

The blackguard. The arm and fist of the evil gods. Fallen paladins, warlords soaked in blood, agents of chaos and evil and destruction.

Blackguards are few and far between. Directly strengthened by an evil god, the last known Blackguard was over 20 years ago, a human by the name of Hamaad Van Dorset, a powerful fallen Paladin from the Deventua-Ullem who was strengthened by Ares himself, given a powerful half-fiend lover/advisor, and given the power to raise the dead to fight for him. Following Ares commands, he led his host to the Shadtree Dominion

Van Dorset was killed in pitched fighting against the God Thargrum's worshippers, and his head was posted on the gates of Thargum's Glory, the capital of the Shadtree Dominion, and his body was rent into 5 peices, with each peice being buried in a different place.

[sblock]Blackguards are a feared menace in the world. Only those vile enough to attract the eyes of evil gods are brought into the feared "brotherhood" of the blackguard. Each God does a different trial, and many demand the the possible blackguards life if they fail. Some demand it even if they succeed.

The blackguard is a confirmed NPC only PrC, for these are the evil and horrible minions that even the Book of Divine Evil only whispers about.

Blackguards are often accompanied by an "advisor", a direct contact to the evil God.

It is recommended that blackguards stay an NPC PrC, and that only the most foul and horrible, strong enough to cow a lich, and evil enough to cause strokes in low level good cleric, be allowed to be blackguards.

Currently, there is only one rumored blackguard out there.

Cunvella Ton Anphetrion
CR17
Female Half-Elf Half-Red Dragon Fighter 7/Blackguard 8
CE
Medium Dragonkind (Augmented Humanoid)
Init 3 (+3 Dex); Senses low-light vision and darkvision 60 ft.; Listen +9, Spot +8
Aura Despair

Languages Common, Elven, Sylvan, Dwarven

AC 33 (+4 natural, +4 heavy steel shield (ac 2), +4 full plate (ac 8), +1 Dex), touch 11, flat-footed 32

hp 157 (15HD)

Immune to sleep, paralysis and fire

ASF 50%

Fort +23 Ref +15 Will +16

Speed 20 ft. (4 squares)

Melee +4 battleaxe +28/+23/+18 (1d8+14/x3) and bite +18 (1d6+4) or 2 claws +23 (1d4+8) and bite +18 (1d6+4) or +4 battleaxe +28/+23/+18 (1d8+14/x3)

Ranged +4 heavy crossbow with +1 bolt +22/+17/+12 (1d10+4/17-20)

Space 5 ft.; Reach 5 ft.

Base Atk +15; Grp +23

Special Atk smite good 2/day, sneak attack +2d6, breath weapon (30-ft. cone of fire) 1/day and rebuke undead 11/day

Blackguard spells prepared (CL 4, +23 melee touch, +18 ranged touch)
4th--inflict critical wounds (DC 16/W)
3rd--summon monster III
2nd--eagle's splendor (DC 14/W), shatter (DC 14)
1st--cure light wounds (DC 13), doom (DC 13/W), inflict light wounds (DC 13/W)

Abilities: Str 27, Dex 16, Con 19, Int 15, Wis 15, Cha 26

SQ low-light vision and darkvision 60 ft., immunity to sleep, paralysis and fire, half-elf traits, low-light vision, detect good, poison use, aura of despair, aura of good, dark blessing and special mount

Feats: Blind-Fight, Cleave, Improved Critical (heavy crossbow), Improved Sunder, Iron Will, Point Blank Shot, Power Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe and heavy crossbow)

Skills: Concentration +7 (+3 ranks, +4 con), Diplomacy +15 (+5 ranks, +8 cha, +2 racial), Gather Information +15 (+5 ranks, +8 cha, +2 racial), Handle Animal +11 (+3 ranks, +8 cha), Hide +7 (+10 ranks, +3 dex, -6 acp), Intimidate +10 (+2 ranks, +8 cha), Knowledge (Local) +3 (+1 ranks, +2 int), Knowledge (Religion) +9 (+7 ranks, +2 int), Listen +9 (+6 ranks, +2 wis, +1 racial), Ride +4 (+1 ranks, +3 dex), Search +7 (+4 ranks, +2 int, +1 racial), Spot +8 (+5 ranks, +2 wis, +1 racial).

Possessions: +4 full plate (Heavy Fortification), +4 heavy steel shield (Bashing), +4 battleaxe (Unholy, Wounding, Keen), +4 heavy crossbow (Unholy, Speed) with 25 +3 bolts (Wounding, Unholy), cloak of charisma +6, amulet of proof against detection and location, bracers of greater archery, oil of greater magic weapon +3, potion of greater magic fang +1, potion of greater magic fang +4, Nightmare mount, hooves of midnight, saddle of the dead, 8 gp, 9 sp, 9 cp.


Smite Good: Cunvella Ton Anphetrion may attempt to smite evil with one normal melee attack. She adds +8 to her attack roll and deals 8 extra points of damage. If Cunvella Ton Anphetrion accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Sneak Attack (Ex): Any time Cunvella Ton Anphetrion's opponent is denied her Dexterity bonus to AC, or if a she flanks her opponent, she deals an extra 2d6 points of damage.

Breath Weapon (Su): Cunvella Ton Anphetrion can use her breath weapon once per day, she can breath a 30-foot cone of fire that deals 6d8 points of fire damage to creatures within its area. A successful Reflex save (DC 14) reduces the damage by half.

Rebuke Undead (Su): Cunvella Ton Anphetrion rebukes undead as a level 6 cleric.

Half-Elf Traits: Cunvella Ton Anphetrion is immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); +1 racial bonus to Listen, Spot, and Search checks, +2 racial bonus to Diplomacy and Gather Information checks. (already figured into the statistics given above).

Low-Light Vision: Cunvella Ton Anphetrion can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Detect Good (Sp): Cunvella Ton Anphetrion can detect evil at will, as the spell of the same name.

Poison Use (Ex): Cunvella Ton Anphetrion is not at risk of being poisoned when handling poisons to coat weapons.

Aura of Despair (Su): Enemies within 10 feet of Cunvella Ton Anphetrion take a -2 penalty on all saving throws.

Aura of Evil (Ex): Cunvella Ton Anphetrion's aura of evil (see the detect evil spell) is equal to that of a level 8 cleric.

Dark Blessing (Su): Cunvella Ton Anphetrion gains a +8 bonus on saving throws.

Fiendish Servant (Sp): Cunvella Ton Anphetrion may have a servant, an animal with the fiendish template.

Personal Info:

Background: Scout for the Lellentree Rebellion

Ht: 5' 2"

Wt: 125lbs

Hair: Red

Eyes: Gold

Age: 44.

Formerly a fighter with a serious case of anger toward the elves of the Lellentree Empire, Cunvella moved deeper and deeper into committing atrocities on enemies she faced during battle. Well known for weilding a crossbow even during melee combat, she was eventually presumed killed during the Burning of the Sequoia City, when she was seen plunging from one of the catwalks with a crossbow bold in her chest.

While she lay dying, she was visited by the spirit of Ares, who asked her if she was willing to surrendering her soul if she could continue her vengeance. She spit bloody froth from her lips and swore she would. Ares asked her if she would give her soul, and she agreed. She found herself fully healed and standing in a darkened glade, her crossbow in her hand, standing over a bound elf she recognised as her father, the elf who had raped her human mother while her mother was attempting to care for refugees from a flood.

"Kill him. Show me." Cunvella did so with glee, and her father was replaced by her mother, who looked terrified. It was repeated, and Cunvella did it, reviling her mother for her weakness. Then her infant son, who was hidden away by other rebels. Him she sacrficed, and Ares was pleased, healing her and returning her to life.

Ares himself strengthened her, and showed her where to find an axe worthy of her. Her axe, Bloodraker, acts as a Talisman of Ultimate Evil once per month (No limit), as well as causing foul wounds that drip with evil (wounding). Her body was fused with evil, her fair skin burning a deep, smokey red, her eyes turning from green to gold, and her hair becoming as red as the blood she spills.

Currently, Cunvella is busying herself gathering those steeped in evil and hate to her side. She plans on attacking within the next year, just before harvest, with the intent of burning the crops to the ground, and putting everyone to the sword in Ares name.
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OK, next, after the PrC's, is going to be a major undertaking.

Putting the monsters on a spreadsheet, and deciding which ones are where, commoner nicknames, sage names, etc.

That oughta be fun.
 

The Dragon Disciple doesn't really fit the idea of the setting so far. Dragons are supposed to be engines of destruction, some smart, some not to bright. Fearsome monsters, not sages in super-heavy plate.

So, we're pulling the Dragon Disciple from the PrC list.

"But wait, that woman had a half-dragon template!"

Yeah, she did. I used the half-dragon template to get the EFFECTS I wanted. After all, why make up a special template just for her? The half-dragon template worked perfectly. She doesn't REALLY have draconic blood, Ares just strengthened her and the half-dragon template was the best thing availble.

So no dragon disciple.

NEXT!

The Duellist
Duellists are commonly found in courts, rather than out adventuring. With blood-fueds, challenges, and the like common to courts, a professional duellist can either be a clan/family/positional champion, or a "sword for hire."

Many people look down on the swords for hire, seeing them as little better than thugs and petty mercenaries.

However, duellists are highly competitive, often watching other duellists and learning their skills, habits, and "creases" in case they have to ever duel one another. A "crease" refers to the old philosophy that every person has a different "tell" that can let an opponent know that they are about to attack.

Duellists also commit to attempting to overwhelm one another with sheer force of personality. At the start of each duel duellists will engage in opposed Willpower Checks. The loser is considered shaken for as many rounds as the winner has Charisma bonus points.
 

I've been trying to convert the map over to CC3 version, but so far, CC3 keeps crashing on me while I've been doing this, so we won't bother to convert it over, sound good?

Now, we've got the basics down on the kingdoms, so I guess tonight or tommorrow, I'll add a new section, probably to the South.

I picture the southern kingdoms, as we wrote with the Archmages, as decedant, slowly disintegrating empires.

Picture roman-esque clothing, Egyptian construction, Middle East attitudes.

"The men in the village all wear togas, and bow to you, the armored and armed strangers, as you exit the trees."

Or something.
 

Into the Woods

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