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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

Other Sources

The Dungeon Dimension
The Sleeping Imperium
Vaults of Pandius

 

Book of Prestige Classes

A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

A

Acentran Knight Knight UPRC1pp24-27 [OGC]

The tradition of knighthood is integral to the Vulmuran feudal system.  It ties together government and religion like no other institution.  Though variants of this exist across the western kingdoms, the core ideal of the Acentran Knight holds true.  Since the last Acentran-Dekàlan war (1244-1246 HK) the role and nature of many Acentran Knights has changed.   In fact, many of those of the Order of Aracen, have and will never set foot upon their chosen homeland, instead serving vigilant and tirelessly to observe and thwart all efforts to reclaim Dekàlas by those lingering forces of the Old Empire.  It may also be noted that their ancient Elfin allies are no longer trusted, after their abandoning of Empire lands in the 1st century DR (in the wake of which thousands of Acentran settlers were killed).  The path chosen by the Acentran Knight is not easy, but none see a reasonable alternative.  Hit Die: d10.  Requirements: To become an Acentran Knight, a character must fulfill all the following criteria. Race: Uren (exceptions may be made); Base Attack Bonus: +5; Feats: Armor Proficiency (heavy), Leadership, Martial Weapon Proficiency (in weapon favored by order), Mounted Combat; Skills: Ride +6, Knowledge (religion) +4, Speak Language (any Acentran); Special: Many orders have specific initiation requirements and rituals which must be undertaken to become an Acentran Knight of that group.  The Acentran Knight class skills (and the key ability for each skill) are Concentrate (Con), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (area heraldry) (Int), Knowledge (religion) (Int), Profession (Wis) and Ride (Wis).  Skill Points at Each Level 2 + Int modifier.  Class Features:  All of the following are class features of the Acentran Knight prestige class.  Weapon and Armor Proficiency: An Acentran Knight is proficient with all simple and martial weapons and all armor and shields.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
Retainers, Possessions
2nd
+2
+3
+0
+0
Bonus Feat
3rd
+3
+3
+1
+1
Knightly Virtue
4th
+4
+4
+1
+1
Bonus Feat
5th
+5
+4
+1
+1
Lord, Responsibility of Command
6th
+6
+5
+2
+2
Bonus Feat
7th
+7
+5
+2
+2
Prior, Responsibility of Command
8th
+8
+6
+2
+2
Knightly Virtue
9th
+9
+6
+3
+3
Commander, Responsibility of Command
10th
+10
+7
+3
+3
Bonus Feat

Spells per Day*
 
1
2
3rd
1
  
8th
2
1
* The ability to cast Paladin spells is predicated on the character's potential for spellcasting.

Special Abilties: Retainers: Most Vulmuran Acentran Knights of prosperous Orders are provided the service of 1-5 retainers.  Most Teréthori knights are not afforded this luxury, but are sometimes granted 1 or 2 retainers.  Vulmuran knights may add an additional retainer for each additional level of Acentran Knight achieved beyond the first.  Retainers killed in action are replaced upon returning to the Order's consistory.  Most starting retainers are level 1.  Retainers include: Squires: A knight may have one or more squires in his service, though squires can exceed 5th level while in the knight's service.  Squires may not be asked to join combat that the knight is not also engaged in.  Squires are typically Fighters.   Grooms: A knight typically has one groom that takes care of his steed.  Grooms are typically Commoners, Experts or Warriors with the Profession (Groom) skill.  A groom may never exceed half his knight's level while in his service.  Man-at-arms: A knight may have a single man-at-arms whose duty it is to protect the knight when he lays down his arms.  The man-at-arms is typically a fighter; Possessions: Vulmuran knights are provided for by their Orders.  These provisions include weapons, armor, warhorse (or other steed), retainers, shelter, training and subsistence.  These things are not considered personal property and must be surrendered to the Order should they be requested.  Additionally, Vulmuran knights may not augment these possessions with personal wealth.  All excess treasure is likewise offered to the Order or governing temple.  Treasure is considered 'excess' with the exception of one combat mount, any number of smaller riding and pack beasts, a personal weapon that is consistent with the Order's chosen weaponry (may be magical), personal magic items (small) so long as the value is not excessive (1,000d * level of knight), all personal and familial effects of small or no value; Bonus Feat: Knight may chose one bonus feat from the list of Fighter bonus feats; Knightly Virtue: Knights with divine spellcasting potential may cast Paladin spells. 3rd level spellcasting ability requires Knowledge (religion) +6 and 8th level spellcasting requires Knowledge (religion) +8; Responsibility of Command: At different levels of knighthood, a knight gains responsibilities to the Order.  Lord: A knight lord may lead a consistory of up to a dozen knights.  Among the Teréthori Order of Aracen, there is no body larger than this.  Prior: A knight prior may lead several consistories on the battlefield.  Commander: Depending on the Order there may only be a limited number of knight commanders.  Knight commanders rule the largest consistories of their Order.  Among knight commanders there may only be one Grand Master of the Order.  The knight grand master is most often the senior member of a given Order.

[Acolyte of the Skin] NA

[Alienist] NA

Aràdara TE rf. Sirkùla: Arádara

[Arcane Trickster] Arcane Trickster TABpp47-49

B

[Berserker] Berserker UPRC1pp13,14

Bladedancer TE

[Bladesinger] Bladesinger TABpp59,50

[Blessed of Gruumsh] rf. Ortori Warpriest

Blood Mage TE

[Blood Magus] Blood Magus TABpp50-52

[Brawler] Brawler UPRC1pp14-16

Brewmaster TE

Brother of the Broken Circle TE

Brother of the Night Lotus TE

Above the north shore of the City of Jadth stands a magnificent fortress without windows or doors.  Here resides the Brotherhood of the Night Lotus, a mysterious fraternity of martially inclined adherents whose purpose...

[Buccaneer] Buccaneer UPRC1pp16-18

C

[Candle Caster] Candle Caster TABpp52-55

Celecan Archer Master Bowman UPRC1pp32-34 [OGC]

History's first mention of the Celecan Archers appears in the 1819 BW entry of the Annals of Arrutar Tylay as a "...forest militia that drove the wolves back to their red ships".  Oral tradition of the area tells of a hero named Adren who came to the Black Forest and taught the soldiers secrets of archery known only to the Elve.  True or not, the archers of the region showed impressive discipline and skill during the first Battle of the Black Forest.  Historians on both sides reported that the Dekàlans were outmatched and forced to retreat to the sea following the first conflict.  A third battle was avoided years later when the forest was burned and the defenders routed.   In the years to follow, the Celecan Archers and others formed resistance groups which plagued the 'new' colony for two hundred years.  Thankful for the efforts of the archers, the group leaders were given lordly rights over the Black Forest following the Second Acentran-Dekàlan War which their descendants hold to this day.  Hit Die: d8.  Requirements: To become a Celecan Archer, character must fulfill all the following criteria.   Base Attack Bonus: +8; Feats: Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (any bow), Weapon Specialization (any bow).  Skills: Concentration +4, Craft (bowyer/fletcher) +8. It should be noted here that most recruiting into the group is done from within the ranks of the organization.  Those advancing along the prestige class path are considered the group's leaders and elite; Class Skills: The Celecan Archer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (bowyer/fletcher) (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis) and Swim (Str).  Skill Points at Each Level 2 + Int modifier.  Class Features:  All of the following are class features of the Celecan Archer prestige class.  Weapon and Armor Proficiency: A Celecan Archer is proficient with all simple and martial weapons, and light armor.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+0
Apprentice Archer, Master Shot
2nd
+2
+0
+3
+0
Journeyman Archer, Shoot the Opening
3rd
+3
+1
+3
+1
Master of the Bow, Master Aim
4th
+4
+1
+4
+1
Captain of the Bow, All-Seeing Eyes
5th
+5
+1
+4
+1
Archer General, All-Seeing Aim

Rank titles of the Celecan Archers reflect the group's philosophy that once a member is accepted into the group, his training begins anew.  Special Abilities: Master Shot (Ex): This ability allows the archer to add his level to attack and damage rolls by taking one shot in the round (i.e. +1 to hit and damage at 1st, +2 to hit and damage at 2nd, etc.).  Taking a Master Shot counts as a single action and may only be done once per round.  The ability is used most commonly for Called Shots; Shoot the Opening (Ex): A powerful ability, the 2nd level Celecan Archer with bow in-hand threatens a 20' radius area in which he may make single shot Attacks of Opportunity; Master Aim (Ex): Aiming carefully, the archer can place his arrows with exact precision and lethality.  The archer may add 1d6 points of damage to all successful attacks made with his bow so long as he does not move or take a move-equivalent action during that same round; All-Seeing Eyes (Ex): An experienced Celecan Archer can never be caught flat-footed by other archers of which he is aware; All-Seeing Aim (Ex): The archer's expert eye insures that no opponent or target may benefit of more than one-quarter cover or concealment.

Champion TE

Chemist TE

D

Deepholdan Defender TE

The Valley of Bones harbors many Northwood mysteries, not the least of which is the ancient fortress of Deephold.  The Order of Deephold is an ancient fraternity of Uren warriors with sacred duties to protect the lands east of the Tor'n Evalshat. Hit Die: d8. Requirements: To become a Deepholdan Defender, a character must fulfill all the following criteria: Race: Halvarel, Uren, (exceptions may be made); Base Attack Bonus: +5; Feats: Martial Weapon Proficiency, Track.  Skills: Hide +5, Intuit Direction +5, Move Silently +5, Wilderness Lore +5; Class Skills: The Deepholdan Defender's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).  Skill Points at Each Level 2 + Int modifier.  Class Features:  All of the following are class features of the Deepholdan Defender prestige class.  Weapon and Armor Proficiency: A Deepholdan defender is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+0
+2
Defensive Blow +1
2nd
+2
+0
+0
+3
Ranged Sneak Attack +1d6
3rd
+3
+1
+1
+3
Defensive Blow +2, Iron Will
4th
+4
+1
+1
+4
Ranged Sneak Attack +2d6
5th
+5
+1
+1
+4
Defensive Blow +3, Spells (Ranger)*
6th
+6
+2
+2
+5
Ranged Sneak Attack +3d6
7th
+7
+2
+2
+5
Defensive Blow +4
8th
+8
+2
+2
+6
Ranged Sneak Attack +4d6
9th
+9
+3
+3
+6
Defensive Blow +5
10th
+10
+3
+3
+7
Ranged Sneak Attack +5d6
* The inability to cast spells does not prevent a character from being a defender but does prevent them from gaining spell ability with this prestige class
Spells per Day
 
1
2
3
4
5th
0
 
   
6th
1
0
   
7th
1
1
0
 
8th
2
1
1
0
9th
2
2
1
1
10th
3
2
2
1

Special Abilties: Defensive Blow (rf. Knight Protector); The morale bonus to attack and damage rolls applies whenever the defender is actively protecting Deephold or interests within the Northwoods; Ranged Sneak Attack (rf. Order of the Bow Initiate); Spells: Deepholdan defenders gain the ability to cast spells two levels later than rangers, but progress at the same rate.  A defender must have a Wisdom score of at least 10 + the spell's level to cast a spell.  In addition to the ranger class spell selection, defenders may also gain spells from the clerical domain of Protection.  Deepholdan defenders do not gain the Protection domain granted power.  Defender spell slots and ranger spell slots stack, but Protection domain spells cannot be used in ranger spell slots.

Desert Assassin TE

[Dragon Disciple] NA

[Dragonkith] NA

Dragonslayer (Shajk-lar) Dragon Slayer UPRC1pp18-20 [OGC]

The people of the northern reaches of Vulmura, have a problem few others in the world can imagine.  The pale skies above this frozen territory are ruled by dragons (shajk), as they have been since before the Uren age.  A bronze age people, the nomadic Wurm have learned to survive among the great monsters and in some rare cases, have learned to fight back.  Though the stories of the Wurmish people tell of a handful of Shajk-lar, it is understood that no person can stand against the primal creatures alone.  Fighting the shajk is a group endeavor.   But for those elite few who excel in this most rare and short-lived profession, no other title holds greater respect.  Hit Die: d10.  Requirements: Base Attack Bonus: +5; Feats: Iron Will, Power Attack; Special: Character must have been primarily involved in the killing of a dragon previously; Character must also have tasted dragon flesh.  Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str).  Skill Points at Each Level 2 + Int modifier.  Class Features: All of the following are class features of the Dragonslayer prestige class.  Weapon and Armor Proficiency: A Dragonslayer is proficient with all simple and martial weapons, all shields and all armor.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
Improved Power Attack
2nd
+2
+3
+3
+0
Latch Attack
3rd
+3
+3
+3
+1
Fearless
4th
+4
+4
+4
+1
Penetrating Blow
5th
+5
+4
+4
+1
Improved Critical vs. Dragons
6th
+6
+5
+5
+2
Aura of Invincibility
7th
+7
+5
+5
+2
Relentless Attack
8th
+8
+6
+6
+2
Fearless (immune)
9th
+9
+6
+6
+3
Spot Vulnerability
10th
+10
+7
+7
+3
Improved Penetrating Blow

Special Abilties: Improved Power Attack (Ex): Doubles the damage done when using the Power Attack feat; Latch Attack (Ex): Allows the Shajk-lar to latch onto the limb of an attacking Huge or larger creature and proceed to stab the creature repeatedly.  The Latch Attack begins as a held action followed by a touch attack to grab hold.  Each subsequent attack on the creature gain a +4 to hit and damage although the Shajk-lar loses Dexterity and dodge bonuses to AC.  The latched character can be shaken free with a full-round action and a winning Strength check.  If the creature loses the Strength check, it tumbles and takes appropriate falling damage if any; Fearless (Ex): Due to a heady mixture of confidence and a failing sense of self-preservation, the Shajk-lar gains a +4 bonus against all fear effects.  At 8th level the character becomes immune to fear; Penetrating Blow (Ex): If a dragonslayer rolls maximum on any initial damage die, he may re-roll that die and add the result.  Damage added in this fashion is not modified by Strength, magic, etc.; Aura of Invincibility (Ex): The Shajk-lar's confidence and reputation inspires those around him.  If the dragonslayer uses a free action each round to encourage his allies, they gain a +1 morale bonus to attacks and saves, a +2 morale bonus if the group is fighting a dragon; Relentless Attack (Ex): A Shajk-lar reduced to 0 or fewer hit points can continue fighting as normal by making a Fortitude check (DC 25) each round.  The DC of this save is increased by 2 for every point below 0 hit points; Spot Vulnerability (Ex): On a successful Spot check (DC 20) a dragonslayer can find an unarmored point (if there is one) among the dragon's scales.  Striking this point incurs a -4 penalty to hit, but the dragon does not receive the benefit of natural armor.  Only one attack per round benefits from this ability.  The number of vulnerable spots on a dragon is inversely proprotional to the age of the dragon, with older dragons having more; Improved Penetrating Blow (Ex): As Penetrating Blow except that for every maximum die roll another die roll may be added, ad infinitum.

Examples:  None (but one can see how Silda would have been an asset against Izzaradragulth, if she'd actually been a Shajk-lar)

Dragonspeaker TE

[Duelist] Duelist Drag275pp96,97

[Dwarven Defender] rf. Dwürden Guard

Dwürden Guard Dwarven Defender DMGpp32-34

Dwürden Runemaster TE

Footnotes

  1. PHB - WotC: Players Handbook NA
  2. PHB35 - WotC: Players Handbook 3.5 NA
  3. DMG - WotC: Dungeon Masters Guide
  4. DMG35 - WotC: Dungeon Masters Guide 3.5
  5. BVD - WotC: Book of Vile Darkness
  6. DOF - WotC: Defenders of the Faith
  7. DDG - WotC: Deities and Demigods
  8. ELH - WotC: Epic Level Handbook
  9. FRCS - WotC: Forgotten Realms Campaign Setting
  10. MOF - WotC: Magic of Faerûn
  11. MOW - WotC: Masters of the Wild
  12. SAS - WotC: Song and Silence
  13. SAF - WotC: Sword and Fist
  14. TAB - WotC: Tome and Blood DONE (entries)
  15. AEGE - AEG: Evil
  16. AEGM - AEG: Mercenaries
  17. TBG - Atlas Games: Touched by the Gods
  18. DLM - Chaosium: Dragon Lords of Melnibone
  19. BOR - Green Ronin: Arcana: Book of the Righteous
  20. SCN - Green Ronin: Arcana: Secret College of Necromancy NA
  21. MCA - Green Ronin: Master Class: Assassin's Handbook
  22. MCS - Green Ronin: Master Class: Shaman's Handbook
  23. MCW - Green Ronin: Master Class: Witch's Handbook
  24. PGA - Green Ronin: Pocket Grimoire: Arcane NA
  25. PGD - Green Ronin: Pocket Grimoire: Divine NA
  26. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  27. KKV - Kenzer Co: Kingdoms of Kalamar Villain Design Handbook
  28. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  29. LLSS - Legends & Lairs: Spells and Spellcraft
  30. BNA - Living Imagination: Broadsides! Naval Adventuring
  31. BEM1 - Malhavoc Press: Book of Eldritch Magic
  32. BEM2 - Malhavoc Press: Book of Eldritch Magic 2
  33. UF1 - Mongoose Publishing: Ultimate Feats Vol. 1
  34. UPRC1 - Mongoose Publishing: Ultimate Prestige Classes Vol. 1
  35. WS - Mystic Eye Games: Wild Spellcraft
  36. DRAG - Paizo Publishing: Dragon Magazine
  37. RR1 - Sword & Sorcery: Relics & Rituals
  38. DAD - Sword & Sorcery: Divine and the Defeated

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Site content not OGC unless otherwise labeled

Classes

Uren

Acentran Knight
Br. of the Night Lotus
Deepholdan Defender
Desert Assassin
Dragonspeaker
* Duelist
* Eldritch Master
Ezmiran Hex Witch
Flame Steward
Forest Runner
* Hunter of the Dead
Initiate of Kandlan
Iruleun Weaponmaster
Iràen Sunward
Knight of Dekàlas
Knight of Kandal 
* Mystic
Ormsmith
Panàthan Loremaster
Pathic Scribe
Poisoner
Red Knight
* Sea Captain
Sister of Balm
Zyrrn Blacklancer

Craw

Blood Mage

Dwürden

Dwürden Guard
Dwürden Runemaster
* Stonemaster
Tunnel Fighter

Elve

Bladedancer
Dragonslayer
Elfin Archer
Elfin Messenger
Sylvan Guardian
Vigilant

Gnorm

Chemist
Shadowsmith
Tunneller

Halver

Brewmaster

Ortori

Champion
Huntmaster
Ortori Warpriest

Sha'al

Br. of the Broken Circle
Farcaster

Werrid

Moon Shaman

Categories

The House Rules are divided into the following categories.

Defense
Errata
Feats
Hit Points
Humor
Prestige Classes
Racial Traits
Skills
Spell List
Variants

 

Ref. PHB (Player's Handbook), © Wizards of the Coast