"...[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
 |
|
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.
[Arcane
Trickster] |
Arcane Trickster
TABpp47-49 |
|
B
[Berserker] |
Berserker
UPRC1pp13,14 |
[Bladesinger] |
Bladesinger
TABpp59,50 |
[Blood
Magus] |
Blood Magus
TABpp50-52 |
[Brawler] |
Brawler
UPRC1pp14-16 |
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.
|
D
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.
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)
[Duelist] |
Duelist
Drag275pp96,97 |
Dwürden
Guard |
Dwarven
Defender DMGpp32-34 |
|
|
|