Prelude: I am about to begin a campaign in the Unapproachable East. One of the main characters is going to be a Witch in training to become a Hathran with a second person being a Barbarian/Fighter. There may be a 3rd player that is a wild card right now but possibly a Druid/Ranger of Aglarond. In such a small party, I want at least one decent melee class, and I also want a real prestige class for the meleer to achieve to equal the Hathran, as well as be dedicated to the Hathran's defense (thus making them a real team). Thus I came up with the Rashemi Witchknight. Thoughts and coments welcome.
RASHEMI WITCHKNIGHT
(Adapted from: Witchknight (AEG: Magic), Bodyguard of the Crimson Shield (Mongoose: Quintessential Wizard), Devoted Defender (WotC: Sword & Fist), and Thayan Knight (WotC: Lords of Darkness))
The Hathrans (also known as the Witches of Rashemen) are deadly opponents, but their reliance on magic means that a strong opponent with a large weapon, such as a Thayan Knight, can make short work of a Hathran if they get in close. Therefore, the Hathran often look for allies with open minds and strong arms. These allies are the Rashemi Witchknights.
If a Rashemi warrior is talented and strong, and can pass the Hathran Tests of Loyalty, they can be trained as a Witchknight. Rashemi Witchknights are the personal guardians and protectors of the Hathrans, and can even be granted the power to channel a small amount of magical energy and are also trained to stand against the enemy spellcasters Hathrans must always face.
Almost all Rashemi Witchknights are Barbarians or Barbarian/Fighters or even Barbarian/Ranger. Rashemi Witchknights technically serve all of the Hathrans, but are linked to one specific Hathran as their charge.
Many Witchknights go on to become Runescarred Berserkers as well as their role as a Witchknight.
REQUIREMENTS:
To qualify to become a Rashemi Witchknight, a character must fulfill the following criteria.
Region: Rashemen
Base Attack Bonus: +5
Alignment: N or NG
Skills (Required Ranks): Heal (4), Intimidate (4), Survival (4)
Feats: Bodyguard, Iron Will, Survivor
Special: Must have the ability to Rage at least once per day.
Special: The Hathran perform a special magical ritual on the prospective Witchknight, which determines the truth of their loyalty and imbues them with the ability to sense and channel magical energy, albeit to a limited degree. This ritual takes 16 hours and is performed by a circle of Hathran consisting of no less than 6 Hathran. If the Witchknight fails the test, a series of Illusory "encounters", they will spend 1d4 days in a coma before awakening, generally far from the original site of the testing, and with no memory of the previous events other than the knowledge that they failed the test to become a Witchknight. Only on the rarest of occasions is a Rashemi allowed a second testing.
Special: Due to the Witchknight's dedication to a single cause, they may never take the Leadership feat, nor any other "command" style ability or feat.
CLASS SKILLS: 4+INT mod./Level
(NOTE: This would be 2+ in CORE rules but we increased ALL classes by 2 in our campaigns.)
The Witchknight’s class skills are: Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble, and Use Magic Device.
CLASS FEATRURES:
All of the following are class features for the Rashemi Witchknight.
Hit Die: d10
Weapon and Armor Proficiency: Witchknights do not gain any new proficiency with the use of weapons, armor or shields.
SPECIALS:
Bodyguard Feat: At each level that this ability is gained, the Witchknight may take one of the following feats as a Bonus feat.
Quintessential Wizard: Absorb Blast, Arrow Shield, Draw Attack, Enemy Focus, Leaping Defense, Provide Cover, Selfless Sacrifice, and Shield Other
Defensive Strike (Ex): The Witchknight may make an attack of opportunity against any adjacent opponent who attacks their charge in melee (as designated by the Harm’s Way ability). There is no limit to the number of attacks of opportunity the Witchknight may make, other than that they are still restricted in being only able to make one attack of opportunity per opponent.
Deflect Attack (Ex): The Witchknight can attempt to parry a melee attack against their charge if they are within 5’ of the charge (as designated by the Harm’s Way ability) and wielding a melee weapon or a shield. Once per round when the Witchknight’s charge is attacked, they may make an opposed attack roll. They gain a competence bonus equal to their Witchknight class level for this roll. If the attack roll beats the attacker’s roll, the Witchknight deflects the blow.
Evasion (Ex): The Witchknight gains the ability of Evasion. If they are exposed to any effect normally allowing a Reflex saving throw for half damage, they take no damage with a successful saving throw. This can only be used when wearing light or no armor.
Harm’s Way (Ex): The Witchknight may elect to place themselves in the path of danger in order to protect their charge. The Witchknight’s Hathran charge for the encounter is designated (as a free action) at the time initiative is rolled and the designation may not be changed for the duration of the encounter. Any time that the Witchknight is within 5’ of their charge, and their charge suffers an attack, the Witchknight may switch places with their charge and receive the attack in their place. The Witchknight must declare this before the attack roll is made.
Hathran Tattoos (Su): A Witchknight is tattooed with a series of magical tattoos at the end of their testing and after their acceptance of the role of a Witchknight. These tattoos grant the following abilities.
Conditioning: Rashemi Witchknights value the life of their charge almost more than their own. The thought of intentionally harming the Hathran they defend, or any Hathran, is akin to considering suicide in the Witchknight's mind. The Hathran Tattoos reinforce this ideology, and Witchknights thus become immune to all Mind-Affecting spells and effects used to cause them to harm a Hathran either through their actions or lack of action. This protection does not extend to anyone other than a Hathran.
Healing: The Hathran Tattoos grant the Witchknight a limited ability to channel magical energy into an ability to heal, much like the Lay on Hands ability. Unlike a Paladin, they cannot use this ability to harm undead. A Witchknight can heal up to 10hp per Witchknight level per day, but may be used any number of times per day up to their maximum amount of healing.
Intimidate: The tattoos, when visible, grant the Witchknight a +2 circumstance bonus to all Intimidate skill checks, as well as to all Charisma based skill checks when dealing with other Rashemi.
Hathran’s Champion (Ex): A Witchknight becomes immune to Fear, magical or otherwise. Unlike a Paladin’s aura of courage, this confers no special benefits on their allies.
Also, upon reaching the status of a Hathran’s Champion, the Witchknight must choose a Berserker Lodge, to which they petition and are granted membership to. This membership grants all of the benefits of lodge membership as well as granting lodge’s berserker feat as a virtual feat.
Hathran’s Defender (Ex): A Witchknight gains a +2 morale bonus on attack and damage rolls against any creature that attacks or that they have previously seen attack a Hathran.
Improved Evasion (Ex): The Witchknight increases their Evasion ability such that they still take no damage on a successful Reflex saving throw, but they now only take half damage on a failed Reflex saving throw.
Ex-Rashemi Witchknight:
A Witchknight who ceases to be of an appropriate alignment, or who violates their Witchknight code of ethics leading to the harm of a Hathran, may not again progress in level as a Witchknight. The Witchknight looses any ability that specifically functions with or for a Hathran, they lose the ability to channel magical energy into healing, and lose any membership in a berserker lodge (and any virtual feat acquired through that membership).
RASHEMI WITCHKNIGHT
(Adapted from: Witchknight (AEG: Magic), Bodyguard of the Crimson Shield (Mongoose: Quintessential Wizard), Devoted Defender (WotC: Sword & Fist), and Thayan Knight (WotC: Lords of Darkness))
The Hathrans (also known as the Witches of Rashemen) are deadly opponents, but their reliance on magic means that a strong opponent with a large weapon, such as a Thayan Knight, can make short work of a Hathran if they get in close. Therefore, the Hathran often look for allies with open minds and strong arms. These allies are the Rashemi Witchknights.
If a Rashemi warrior is talented and strong, and can pass the Hathran Tests of Loyalty, they can be trained as a Witchknight. Rashemi Witchknights are the personal guardians and protectors of the Hathrans, and can even be granted the power to channel a small amount of magical energy and are also trained to stand against the enemy spellcasters Hathrans must always face.
Almost all Rashemi Witchknights are Barbarians or Barbarian/Fighters or even Barbarian/Ranger. Rashemi Witchknights technically serve all of the Hathrans, but are linked to one specific Hathran as their charge.
Many Witchknights go on to become Runescarred Berserkers as well as their role as a Witchknight.
REQUIREMENTS:
To qualify to become a Rashemi Witchknight, a character must fulfill the following criteria.
Region: Rashemen
Base Attack Bonus: +5
Alignment: N or NG
Skills (Required Ranks): Heal (4), Intimidate (4), Survival (4)
Feats: Bodyguard, Iron Will, Survivor
Special: Must have the ability to Rage at least once per day.
Special: The Hathran perform a special magical ritual on the prospective Witchknight, which determines the truth of their loyalty and imbues them with the ability to sense and channel magical energy, albeit to a limited degree. This ritual takes 16 hours and is performed by a circle of Hathran consisting of no less than 6 Hathran. If the Witchknight fails the test, a series of Illusory "encounters", they will spend 1d4 days in a coma before awakening, generally far from the original site of the testing, and with no memory of the previous events other than the knowledge that they failed the test to become a Witchknight. Only on the rarest of occasions is a Rashemi allowed a second testing.
Special: Due to the Witchknight's dedication to a single cause, they may never take the Leadership feat, nor any other "command" style ability or feat.
CLASS SKILLS: 4+INT mod./Level
(NOTE: This would be 2+ in CORE rules but we increased ALL classes by 2 in our campaigns.)
The Witchknight’s class skills are: Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble, and Use Magic Device.
CLASS FEATRURES:
All of the following are class features for the Rashemi Witchknight.
Hit Die: d10
Code:
[color=white]
Base
Class Attack Saves
Level Bonus Fortitude Reflex Will Special
1 +0 +2 +2 +2 Hathran Tattoos, Harm’s Way, Bodyguard Feat
2 +1 +3 +3 +3 Defensive Strike, Evasion
3 +2 +3 +3 +3 Hathran’s Defender, Bodyguard Feat
4 +3 +4 +4 +4 Deflect Attack, Improved Evasion
5 +3 +4 +4 +4 Hathran’s Champion, Bodyguard Feat
[/color]
Weapon and Armor Proficiency: Witchknights do not gain any new proficiency with the use of weapons, armor or shields.
SPECIALS:
Bodyguard Feat: At each level that this ability is gained, the Witchknight may take one of the following feats as a Bonus feat.
Quintessential Wizard: Absorb Blast, Arrow Shield, Draw Attack, Enemy Focus, Leaping Defense, Provide Cover, Selfless Sacrifice, and Shield Other
Defensive Strike (Ex): The Witchknight may make an attack of opportunity against any adjacent opponent who attacks their charge in melee (as designated by the Harm’s Way ability). There is no limit to the number of attacks of opportunity the Witchknight may make, other than that they are still restricted in being only able to make one attack of opportunity per opponent.
Deflect Attack (Ex): The Witchknight can attempt to parry a melee attack against their charge if they are within 5’ of the charge (as designated by the Harm’s Way ability) and wielding a melee weapon or a shield. Once per round when the Witchknight’s charge is attacked, they may make an opposed attack roll. They gain a competence bonus equal to their Witchknight class level for this roll. If the attack roll beats the attacker’s roll, the Witchknight deflects the blow.
Evasion (Ex): The Witchknight gains the ability of Evasion. If they are exposed to any effect normally allowing a Reflex saving throw for half damage, they take no damage with a successful saving throw. This can only be used when wearing light or no armor.
Harm’s Way (Ex): The Witchknight may elect to place themselves in the path of danger in order to protect their charge. The Witchknight’s Hathran charge for the encounter is designated (as a free action) at the time initiative is rolled and the designation may not be changed for the duration of the encounter. Any time that the Witchknight is within 5’ of their charge, and their charge suffers an attack, the Witchknight may switch places with their charge and receive the attack in their place. The Witchknight must declare this before the attack roll is made.
Hathran Tattoos (Su): A Witchknight is tattooed with a series of magical tattoos at the end of their testing and after their acceptance of the role of a Witchknight. These tattoos grant the following abilities.
Conditioning: Rashemi Witchknights value the life of their charge almost more than their own. The thought of intentionally harming the Hathran they defend, or any Hathran, is akin to considering suicide in the Witchknight's mind. The Hathran Tattoos reinforce this ideology, and Witchknights thus become immune to all Mind-Affecting spells and effects used to cause them to harm a Hathran either through their actions or lack of action. This protection does not extend to anyone other than a Hathran.
Healing: The Hathran Tattoos grant the Witchknight a limited ability to channel magical energy into an ability to heal, much like the Lay on Hands ability. Unlike a Paladin, they cannot use this ability to harm undead. A Witchknight can heal up to 10hp per Witchknight level per day, but may be used any number of times per day up to their maximum amount of healing.
Intimidate: The tattoos, when visible, grant the Witchknight a +2 circumstance bonus to all Intimidate skill checks, as well as to all Charisma based skill checks when dealing with other Rashemi.
Hathran’s Champion (Ex): A Witchknight becomes immune to Fear, magical or otherwise. Unlike a Paladin’s aura of courage, this confers no special benefits on their allies.
Also, upon reaching the status of a Hathran’s Champion, the Witchknight must choose a Berserker Lodge, to which they petition and are granted membership to. This membership grants all of the benefits of lodge membership as well as granting lodge’s berserker feat as a virtual feat.
Hathran’s Defender (Ex): A Witchknight gains a +2 morale bonus on attack and damage rolls against any creature that attacks or that they have previously seen attack a Hathran.
Improved Evasion (Ex): The Witchknight increases their Evasion ability such that they still take no damage on a successful Reflex saving throw, but they now only take half damage on a failed Reflex saving throw.
Ex-Rashemi Witchknight:
A Witchknight who ceases to be of an appropriate alignment, or who violates their Witchknight code of ethics leading to the harm of a Hathran, may not again progress in level as a Witchknight. The Witchknight looses any ability that specifically functions with or for a Hathran, they lose the ability to channel magical energy into healing, and lose any membership in a berserker lodge (and any virtual feat acquired through that membership).
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