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<blockquote data-quote="las" data-source="post: 176226" data-attributes="member: 889"><p><strong>Heres how it looks now.</strong></p><p></p><p>Knight of Dramore</p><p>The Knight¡¦s of Dramore are the first and for most the first line of defense for dramore. They seam stronger on there home turf which might explain why know one fights dramore on the island itself. When things get rough they can poll throw with the help of the other programs (like their Spell casting guild ones) since they can work as a team to great affect. It can be tough to be a knight of dramore but that doesn¡¦t stop the countless people how try out each year most of which do not make it but they will just try next year. </p><p>Hit Die: d10</p><p></p><p>Requirements</p><p>To qualify to become a knight of dramore (Kod), a character must fulfill all the following criteria.</p><p> Alignment: Any nonevil and nonchaotic</p><p> Base Attack Bonus: +4</p><p> Region: Dramore</p><p> Skills: Concentration 2 ranks, Iaijutsu Focus 5 ranks.</p><p> Feats: Endurance, Iron Will, Power Attack, and Toughness</p><p> Language: Dramen</p><p> Special: Membership in the knights of dramore</p><p></p><p>Knight of Dramore</p><p>Class Level Base Attack Bonus Fort Save Ref Save Will Save Special</p><p>1st +1 +2 +2 +0 Rallying Cry</p><p>2nd +2 +3 +3 +0 Home Turf +2</p><p>3rd +3 +3 +3 +1 Sudden action</p><p>4th +4 +4 +4 +1 Home Turf +4</p><p>5th +5 +4 +4 +1 Greater Rallying Cry</p><p></p><p>Class Skills</p><p>The knights of Dramore¡¦s class skills (and the key ability for each skill) are Craft (Int), Climb (Str), Concentration (Con), Intimidate (Cha), Iaijutsu Focus (Cha), Jump (Str), and Swim (Str). See chapter 4: skills in the Player¡¦s Handbook for skill description. See chapter 4: skills in Oriental Adventures for the Iaijutsu Focus Skill.</p><p> Skill points at each level: 2 + Int modifier.</p><p></p><p>Class Features</p><p>All the following are class features of the knight of dramore prestige class.</p><p> Weapon and Armor Proficiency: A Knight of Dramore gains knew proficiencys.</p><p> Rallying Cry (Su): The knight can utter a powerful shout (typically ¡§For Dramore, charge!¡¨) That causes all allies within 60 feet to gain a +1 moral bonus on their next attack roll and increases their speed by 5 feet until the knights next turn. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. At 5th level the knight of dramore gains a greater rallying cry which is as above but with the following changes, the moral bonus is +2 their, speed increases by 10 feet and it lasts for 5 rounds. This mind-affecting ability may be used up three times per day.</p><p>Home Turf: When in the country of dramore or other dramoren land they get the benefit of a toughness feat and a +2 moral bonus to their melee attacks. At 4th level the moral bonus increases to +4 and they get the benefit of two toughness feats.</p><p> Sudden Action: Learning that to act fast means the opponent most likely will not be there any more they have learned to burst into sudden action. This gives him a +4 bonus on his Initiative check for that combat.</p><p></p><p>Plus one I made a mounth or to ago.</p><p></p><p>Fire Wizard of Dramore</p><p>Class Level Base Attack bonus Fort Save Ref Save Will Save Special Spells Per day</p><p>1st +0 +2 +0 +2 Membership, Energy Admixture (Fire), Guild Robe +1 level of existing class</p><p>2nd +1 +3 +0 +3 Spellpool I +1 level of existing class</p><p>3rd +1 +3 +1 +3 Power of Fire +1 +1 level of existing class</p><p>4th +2 +4 +1 +4 Jet of Fire 1/day +1 level of existing class</p><p>5th +2 +4 +1 +4 Power of Fire +2 +1 level of existing class</p><p>6th +3 +5 +2 +5 Spellpool II +1 level of existing class</p><p>7th +3 +5 +2 +5 Power of Fire +3 +1 level of existing class</p><p>8th +4 +6 +2 +6 Jet of Fire 2/day +1 level of existing class</p><p>9th +4 +6 +3 +6 Power of Fire +4 +1 level of existing class</p><p>10th +5 +7 +3 +7 Spellpool III +1 level of existing class</p><p></p><p>One of many energy guilds in Dramore they learn to better draw power from their chosen energy. This one also one of the many guilds that have are sponsored by the government as part of its protection plan. Their power can¡¦t be denied being one of the biggest guilds in the nation.</p><p>Hit Die: d4</p><p></p><p>Requirements</p><p>To qualify to become a Fire Wizard of Dramore (Fwd), a character must fulfill all the following criteria.</p><p> Alignment: Any nonchaotic</p><p> Skills: Knowledge (arcana) 8 ranks, Knowledge (The Planes) 8 ranks, Spellcraft 8 ranks.</p><p> Feats: Energy Substitution, Elemental Tattoo, and any one other metamagic feat.</p><p> Spellcasting: Ability to cast 3rd-level arcane spells.</p><p> Special: Prospective members must pay an initiation fee of 1,000 gp or go on a quest set by the guild.</p><p></p><p>Class Skills</p><p>The fire wizard¡¦s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (any) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int). See Chapter 4:Skills in the Player¡¦s Handbook for skill descriptions.</p><p> Skill Points at Each Level: 4 + Int modifier.</p><p></p><p>Class Features</p><p>All the following are class features of the fire wizard prestige class.</p><p> Weapon and Armor Proficiency: Fire wizards gain no proficiency with any weapon or armor.</p><p> Spells per Day: A fire wizard¡¦s training focuses on magic. Thus, when a character gains a new level of guild wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).</p><p> If a character had more than one spellcasting class before she became a fire wizard, she must decide to which class she adds each level of guild wizard for purposes of determining spells per day when she adds the new level.</p><p> Membership: The character becomes a full member of the Fire Wizards of Dramore. She is entitled to vote on issues before the entire membership, use the order¡¦s libaray and workrooms (though access to these facilities is based upon seniority), and replenish her store of material components (common components are usually free or carry a nominal fee, while components that carry a gold piece value are available ¡§at cost¡¨)</p><p> Membership in the guild incurs the following duties and responsibilities:</p><p>„h Monthly membership dues of 10 gp (payable up to 1 year in advance);</p><p>„h Obedience to the rulings of the masters;</p><p>„h Aid to other members in time of need (this normally means aiding other guild members who are in danger, but can mean aiding them in their other endeavors as well);</p><p>„h Defense of the country of Dramore when called upon by the Masters or legitimate authorities of the Dramoren government.</p><p></p><p> Energy Admixture: The fire wizard gains the energy admixture feat even if he/she does not meet all the perquisites.</p><p> Guild Robes: These red robes have the guilds symbol. These are, Suelouis Robe of Magical Enhancement there + represents what level in the guild you are hire the number more other people respect you. When you take one this prestige class you have a +1 robe you can do deeds or other services such as showing great wisdom or be in the guild for a very long time.</p><p> Spellpool (Sp): Beginning at 2nd level, members of the Fire Wizard of Dramore can call 1st- through 3rd-level spells from a common source known as a spellpool. At 6th level, they may call up to 6th-level spells from the spellpool, and at 10th level they may call spells of up to 9th level from the spellpool. See the Spellpool description in the previous section.</p><p> Power of Fire: Add this number to DC for all saving throws against spells with the fire descriptor, and it¡¦s a bonus on caster level checks (1d20 + caster level) to beat a creatures spell resistance when casting spells with the fire descriptor. This number is also get added to the difficulty of your the Spell Save DC of your spells when you cast spells with the fire descriptor.</p><p> Jet of Fire: A character with this ability can shot out a jet of fire from there hand as a ranged touch attack it deals 1d6 per level of this prestige class. This ability may be used the indicated number of time per day.</p><p></p><p>All of the following are gust like the one above but with these differences.</p><p>Name Jet damage type Robe color Power of ability difference Tattoo different energy type Abreaction</p><p>Cold Wizard of Dramore Cold Light Blue Its Power of Cold Cold Cwd</p><p>Sonic Wizard of Dramore Sonic White Its Power of Sonic Sonic Swd</p><p>Acid Wizard of Dramore Acid Green Its Power of Acid Acid Awd</p><p>Electric Wizard of Dramore Electricity Yellow Its Power of Electricity Electricity Ewd</p></blockquote><p></p>
[QUOTE="las, post: 176226, member: 889"] [b]Heres how it looks now.[/b] Knight of Dramore The Knight¡¦s of Dramore are the first and for most the first line of defense for dramore. They seam stronger on there home turf which might explain why know one fights dramore on the island itself. When things get rough they can poll throw with the help of the other programs (like their Spell casting guild ones) since they can work as a team to great affect. It can be tough to be a knight of dramore but that doesn¡¦t stop the countless people how try out each year most of which do not make it but they will just try next year. Hit Die: d10 Requirements To qualify to become a knight of dramore (Kod), a character must fulfill all the following criteria. Alignment: Any nonevil and nonchaotic Base Attack Bonus: +4 Region: Dramore Skills: Concentration 2 ranks, Iaijutsu Focus 5 ranks. Feats: Endurance, Iron Will, Power Attack, and Toughness Language: Dramen Special: Membership in the knights of dramore Knight of Dramore Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +0 Rallying Cry 2nd +2 +3 +3 +0 Home Turf +2 3rd +3 +3 +3 +1 Sudden action 4th +4 +4 +4 +1 Home Turf +4 5th +5 +4 +4 +1 Greater Rallying Cry Class Skills The knights of Dramore¡¦s class skills (and the key ability for each skill) are Craft (Int), Climb (Str), Concentration (Con), Intimidate (Cha), Iaijutsu Focus (Cha), Jump (Str), and Swim (Str). See chapter 4: skills in the Player¡¦s Handbook for skill description. See chapter 4: skills in Oriental Adventures for the Iaijutsu Focus Skill. Skill points at each level: 2 + Int modifier. Class Features All the following are class features of the knight of dramore prestige class. Weapon and Armor Proficiency: A Knight of Dramore gains knew proficiencys. Rallying Cry (Su): The knight can utter a powerful shout (typically ¡§For Dramore, charge!¡¨) That causes all allies within 60 feet to gain a +1 moral bonus on their next attack roll and increases their speed by 5 feet until the knights next turn. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. At 5th level the knight of dramore gains a greater rallying cry which is as above but with the following changes, the moral bonus is +2 their, speed increases by 10 feet and it lasts for 5 rounds. This mind-affecting ability may be used up three times per day. Home Turf: When in the country of dramore or other dramoren land they get the benefit of a toughness feat and a +2 moral bonus to their melee attacks. At 4th level the moral bonus increases to +4 and they get the benefit of two toughness feats. Sudden Action: Learning that to act fast means the opponent most likely will not be there any more they have learned to burst into sudden action. This gives him a +4 bonus on his Initiative check for that combat. Plus one I made a mounth or to ago. Fire Wizard of Dramore Class Level Base Attack bonus Fort Save Ref Save Will Save Special Spells Per day 1st +0 +2 +0 +2 Membership, Energy Admixture (Fire), Guild Robe +1 level of existing class 2nd +1 +3 +0 +3 Spellpool I +1 level of existing class 3rd +1 +3 +1 +3 Power of Fire +1 +1 level of existing class 4th +2 +4 +1 +4 Jet of Fire 1/day +1 level of existing class 5th +2 +4 +1 +4 Power of Fire +2 +1 level of existing class 6th +3 +5 +2 +5 Spellpool II +1 level of existing class 7th +3 +5 +2 +5 Power of Fire +3 +1 level of existing class 8th +4 +6 +2 +6 Jet of Fire 2/day +1 level of existing class 9th +4 +6 +3 +6 Power of Fire +4 +1 level of existing class 10th +5 +7 +3 +7 Spellpool III +1 level of existing class One of many energy guilds in Dramore they learn to better draw power from their chosen energy. This one also one of the many guilds that have are sponsored by the government as part of its protection plan. Their power can¡¦t be denied being one of the biggest guilds in the nation. Hit Die: d4 Requirements To qualify to become a Fire Wizard of Dramore (Fwd), a character must fulfill all the following criteria. Alignment: Any nonchaotic Skills: Knowledge (arcana) 8 ranks, Knowledge (The Planes) 8 ranks, Spellcraft 8 ranks. Feats: Energy Substitution, Elemental Tattoo, and any one other metamagic feat. Spellcasting: Ability to cast 3rd-level arcane spells. Special: Prospective members must pay an initiation fee of 1,000 gp or go on a quest set by the guild. Class Skills The fire wizard¡¦s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (any) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int). See Chapter 4:Skills in the Player¡¦s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. Class Features All the following are class features of the fire wizard prestige class. Weapon and Armor Proficiency: Fire wizards gain no proficiency with any weapon or armor. Spells per Day: A fire wizard¡¦s training focuses on magic. Thus, when a character gains a new level of guild wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example). If a character had more than one spellcasting class before she became a fire wizard, she must decide to which class she adds each level of guild wizard for purposes of determining spells per day when she adds the new level. Membership: The character becomes a full member of the Fire Wizards of Dramore. She is entitled to vote on issues before the entire membership, use the order¡¦s libaray and workrooms (though access to these facilities is based upon seniority), and replenish her store of material components (common components are usually free or carry a nominal fee, while components that carry a gold piece value are available ¡§at cost¡¨) Membership in the guild incurs the following duties and responsibilities: „h Monthly membership dues of 10 gp (payable up to 1 year in advance); „h Obedience to the rulings of the masters; „h Aid to other members in time of need (this normally means aiding other guild members who are in danger, but can mean aiding them in their other endeavors as well); „h Defense of the country of Dramore when called upon by the Masters or legitimate authorities of the Dramoren government. Energy Admixture: The fire wizard gains the energy admixture feat even if he/she does not meet all the perquisites. Guild Robes: These red robes have the guilds symbol. These are, Suelouis Robe of Magical Enhancement there + represents what level in the guild you are hire the number more other people respect you. When you take one this prestige class you have a +1 robe you can do deeds or other services such as showing great wisdom or be in the guild for a very long time. Spellpool (Sp): Beginning at 2nd level, members of the Fire Wizard of Dramore can call 1st- through 3rd-level spells from a common source known as a spellpool. At 6th level, they may call up to 6th-level spells from the spellpool, and at 10th level they may call spells of up to 9th level from the spellpool. See the Spellpool description in the previous section. Power of Fire: Add this number to DC for all saving throws against spells with the fire descriptor, and it¡¦s a bonus on caster level checks (1d20 + caster level) to beat a creatures spell resistance when casting spells with the fire descriptor. This number is also get added to the difficulty of your the Spell Save DC of your spells when you cast spells with the fire descriptor. Jet of Fire: A character with this ability can shot out a jet of fire from there hand as a ranged touch attack it deals 1d6 per level of this prestige class. This ability may be used the indicated number of time per day. All of the following are gust like the one above but with these differences. Name Jet damage type Robe color Power of ability difference Tattoo different energy type Abreaction Cold Wizard of Dramore Cold Light Blue Its Power of Cold Cold Cwd Sonic Wizard of Dramore Sonic White Its Power of Sonic Sonic Swd Acid Wizard of Dramore Acid Green Its Power of Acid Acid Awd Electric Wizard of Dramore Electricity Yellow Its Power of Electricity Electricity Ewd [/QUOTE]
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