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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

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E

Eldra (Eld'a) TE rf. Sirkùla: Eldra

[Eldritch Master] Eldritch Master Drag280pp88,89

The secrets of the Eldritch Masters have surfaced in different places at different times.  Within the city-state of Panath, several members of the Cult of Nurz were gathered and executed for practicing non-canon magics (circa 1415 HK), and a covenant of sorcerers in the mountains of eastern Allyria are believed to master a spell-form called Yllohorym believed to have been taught to their predecessors by Elve masters.  Review of the report similarities have led many sages to believe that the studies are the same, and that perhaps practitioners of the art, are somehow joined in a brotherhood of knowledge with others across Teréth End.

[Elemental Savant] Elemental Savant TABpp57,58

Elfin Archer(Ylfay Llyryndal) TE Elve

Among the Elve, there are few weapons more highly regarded than the bow and arrow.  Mastery of these weapons among the Anahla and Nekrul are viewed highly within those societies.  Elfin archers use the bow (usually self-bows) exclusively.  Elfin archers are master ambushers, able to move stealthfully, attacking suddenly with deadly accuracy.  Hit Die:  d8.  Requirements:  To qualify to become an elfin archer, a character must fulfill all the following criteria.  Race:  Elve (any).  Base Attack Bonus: +5.  Feats:  Weapon Focus (any Elve bow), Point Blank Shot, Precise Shot.  Skills:  Craft (Bowmaking) +8.  Class Skills:  Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Use Rope (Dex), and Wilderness Lore (Wis).  Skill Points at Each Level: 4 + Int modifier.  Class Features:   All of the following are class features of the Elfin Archer prestige class.  Weapon and Armor Proficiency:  Elfin Archers are proficient with all bows except crossbows, light armor and medium armor.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+0
True Shot, Improved Rapid Shot
2nd
+2
+0
+3
+0
Blind Shot, Power shot +1d6
3rd
+3
+1
+3
+1
Ranged Disarm
4th
+4
+1
+4
+1
Power Shot +2d6
5th
+5
+1
+4
+1
Ranged Pin
6th
+6
+2
+5
+2
Power Shot +3d6
7th
+7
+2
+5
+2
Ranged Sunder
8th
+8
+2
+6
+2
Power Shot +4d6
9th
+9
+3
+6
+3
Deflect Ranged Attack
10th
+10
+3
+7
+3
Power Shot +5d6

Special Abilities: Blind Shot: This enables the archer to "perceive" a target without sight or sound using Targetsense (Su).  Vision and loud noise distract from Targetsense.  Blind Shot is a full-round action that cannot be performed as part of a multiple attack.  Blind Shots lose all benefits of aiming (Dex modifier) but gain an incremental +1 to hit (+1 at 2nd, +2 at 4th, +3 at 6th, +4 at 8th, +5 at 10th level Elfin Archer).  To use Targetsense the archer must be blinded (i.e. closed eyes, blindfolded, darkness).  The archer is flat-footed while blind shooting.  Blind Shots ignore concealment but not cover.  Targetsense cannot compliment normal senses.  Targetsense does not reveal a target's exact location and only works within a 120º arc + 10' per level of the character.  Marks outside this range cannot be detected or targeted.  If the shot is successful, the archer senses this and may select the same target next round.  Archers cannot discern between friend and foe but may distinguish between Elve or non-Elve. This ability may not be used with the Power Shot and True Shot class abilities or other feats; Power Shot: is a standard attack that does additional damage due to an enchantment when fired at point blank range (or in conjunction with a True Shot).  Arrows fired with a Power Shot are considered Keen for purposes of determining critical threats.  Power Shot may be used once/day for each level of the character.  When notched, the archer whispers an Elve enchantment on the arrow just before it is released.  The enchantment cannot be placed on arrows before drawing as they only last long enough to strike the opponent.  The enchantment may be counterspelled by a readied Dispel Magic.  Arrows enchanted with Power Shot are treated as +1 only with regard to Damage Resistance.  Power Shot may only be used once per round.  Only one arrow per round may benefit from Power Shot.  Normal arrows fired using Power Shot are always destroyed; True Shot: is a standard attack that has a much greater chance of hitting than other attacks.  A True Shot has a +1 to hit for every level of Elfin Archer (i.e. +1 at 1st, +2 at 2nd, etc.); this is in addition to the archer's normal Base Attack Bonus.  True Shot may be used once.day for each level of the character.  The Power Shot and True Shot may be used together as a full-round action to combine their effects.  True Shot may only be used once per round.  Only the first arrow fired in a round may benefit from True Shot.  Combined, a 10th level elfin archer may fire a True Power Shot with a +10 to hit and +5d6 damage.  Keep in mind, that a 5th level Fighter/10th level Elfin Archer with an 18 Dex using True Shot would have a +30 attack with one arrow, a round. (Elfin archer, © 2000, D. Stanley)

Examples: Mishara Mithdaras of Calsador, Illydphryl Nyllyraz of Nazhalyr...

Elfin Messenger(Ylfay Irlerymyd) Fleet Runner of Ehlonna Drag283pp44-46

Elfin Spellguard (Ylfay Ylyadalyrr) Green Sentinel UPRC1pp22-24

Eoyn Spiritrider Nomad Lord UPRC1pp35-37

The horsemen of Aylyra repelled the first Dekàlans near Dysway in 26 HK.  These mounted archers proved fast and deadly, out-maneuvering invaders and causing heavy loses.  Dekàlan accounts of the routing described small groups of horsemen led by horse-shamans.  Though not wholly accurate, the observation was nevertheless astute given the haste with which the invaders reportedly retreated to their ships.  Among the ancient horse clans of the Eoyn (i.e. Athwyn, Hedrym, Nadryn, Tirwyn, Widrym...) were a select number of "riders" whose connection to the island horses was magical in nature.  These spiritriders were known to have an uncanny ken with their steeds that allowed them to perform amazing feats from horseback.  Additionally, in the presence of a spiritrider, other horses could be coaxed to perform beyond their abilities.  Most of the spiritriders were hunted down and executed by the second century HK, in preparation of High Lord Alfard's crowning.  For centuries rumors existed that a handful of the ancient riders still roamed the highlands of Ildûn, waiting to ride against the occupying empire. Following the collapse of Kyrm Orydraun in 1246 HK the spiritriders reappeared on the island nation. Some have suggested that the ancient riders aided the empire's enemies.  Though uncommon, Eoyn Spiritriders are easy to identify by their uniquely painted bodies and steeds.  Hit Die: d10.  Requirements:  To qualify to become an Eoyn spiritrider, a character must fulfill all the following criteria.  Race:  Uren (Aylyran).  Base Attack Bonus: +4.  Feats:  Mounted Combat, Ride-by Attack, Mounted Archery.  Skills:  Handle Animal +4, Ride +6, Survival +2.  Special: Must be descendant of Eoyn horse clan, must have been born under full face of Woad.  Class Skills:  Animal Empathy (Cha, exclusive), Craft (Int), Handle Animal (Cha), Jump (Str), Profession (Wis), Ride (Dex), Survival (Wis).  Skill Points at Each Level: 4 + Int modifier.  Class Features:   All of the following are class features of the Eoyn Spiritrider prestige class.  Weapon and Armor Proficiency:  Eoyn Spiritriders are proficient with all simple and martial weapons, as well as light armor.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+2
Favorite Mount, Safe in Saddle, Share Defenses
2nd
+2
+0
+3
+3
Wheeling Attack
3rd
+3
+1
+3
+3
Improved Evasion
4th
+4
+1
+4
+4
Empathic Link
5th
+5
+1
+4
+4
One Life

Special Abilities: Favorite Mount (Su): A favorite mount is a spiritrider's companion, steed and friend.  These mounts are not more intelligent than other animals of their kind, but they are steadfastly loyal.  The ability of Favorite Mount is similar to a paladin's Special Mount ability. If the spiritrider is a paladin, the bonus hit dice and natural armor benefits will stack;

...
HD
Armor
Speed
1st
+0
+1
+10
2nd
+1
+2
+15
3rd
+2
+3
+20
4th
+3
+4
+25
5th
+4
+5
+30

Safe in Saddle (Ex): The spiritrider ignores penalties for attack and concentration for combat and spellcasting while riding.  Other steeds within 60 feet of spirit mount gain a +2 bonus to all Ride, handling and morale checks; Share Defenses (Su): A spiritrider with this ability shares defenses with his mount.  Any attack that targets both requires only one saving throw, using the best modifier. The rider also is able to share improved evasion with his mount at higher levels and use Mounted Combat to negate attacks made toward himself or his mount; Wheeling Attack (Ex): A spiritrider with this ability does not need to move in a straight line when using Ride-by Attack or Mounted Archery. This ability allows the rider to ride forward, make an attack, turn completely around and continue moving; Improved Evasion (Ex): A spiritrider or his mount that is subjected to an attack that requires a Reflex save for half damage take no damage on a successful save. This ability only works when the character is on his mount; Empathic Link (Su): The spiritrider with this ability has developed an empathic rapport with his mount up to a distance of one mile. This empathic link allows for rudimentary (and fallible) communication between the rider and his mount; One Life (Su): The most accomplished Eoyn Spiritriders unite their life energies with that of their mount.  While mounted, the rider may apply any damage suffered by either himself or his mount to either of them.  Instances where both the rider and mount would take damage from a single attack, are applied to only one or the other.  This ability creates an inseparable bond between the rider and one mount.  If the mount dies, the character suffers a -4 morale penalty to all skill rolls, saves and attacks until another mount is chosen.  4th and 5th level abilities are not regained until another level in Eoyn Spiritrider is gained.  Spiritrider mounts must be chosen from pedigrees associated with one's horse-clan.

Examples: ...

Eréthanra TE rf. Sirkùla: Eréthanra

Ezmiran Hex Witch (Ezmiri Arçhek) part. Hexer MOWpp63-65

Ezmiri Arçhek rf. Ezmiran Hex Witch

F

[Fate Spinner] Fatespinner TABpp58-60

Farcaster TE Sha'al

[Flame Steward] Flame Steward Drag283pp84,85

[Fleet Runner of Ehlonna] rf. Elfin Messenger

Forest Runner TE Jadth

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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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
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.

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