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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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I

Ilára TE rf. Sirkùla: Ilára

Ilvìra TE rf. Sirkùla: Ilvìra

Iràen Sunward Lightbearer Drag285pp70,71

Iruleun Weaponmaster TE Irul, Ummon

The weaponmasters of Wyrthyr Tor are renown throughout the lands of Terèthor for their discipline and monastic devotion to their art.  Organized within suborders of the Sacred Order of the Crossed Swords, the weaponmasters are devoted to the arms (mace, spear or sword) and techniques of Irul and have distinguished themselves within their suborder.  Devotees single-mindedly strive to perfect their art and master their weapon or style of choice.  Single-classed fighters make the best weaponmasters, as their attentions are not distracted from their art.  Weaponmasters are viewed with great respect in Ummon and are expected to carry their weapon of choice at all times.  Dishonorable actions (determined by a strict code) forfeit all rights and further learning among the Sacred Order and its suborders.

Examples: ...

J

...

K

Kaválra TE rf. Sirkùla: Kaválra

[Knight] rf. Acentran Knight

Knight of Dekàlas (Thard an Dekàlas) TE Old Empire

There are many orders of knights through the Old Empire.  In addition to the orders of each city-state there are a few ordus thardram that span the Empire.  Among these is the esteemed Order of the Knights of Dekàlas (Ordus Thardram an Dekàlas).  Thardram of a Dekàlan city-state may be invited into this Order if they're viewed as being worthy by a member (in good standing) of the Order.  Unlike other orders, the Ordus Thardram an Dekàlas is a fraternity of knights that is self-ruled with the backing of the ten temples.  When a thard is chosen, they are sponsored for a time until they can be presented and tested before a Grand Circle.  If this initiation is successful, the thard is accepted into the Order.  Hit Die:  d10.  Requirements:  To qualify to become a Thard an Dekàlas, a character must fulfill all the following criteria: Race: Uren (any); Base Attack Bonus: +5.  Feats:  Armor Proficiency Medium, Martial Weapon Proficiency (any), Leadership, Mounted Combat, Weapon Focus (any melee).  Skills:  Diplomacy +2, Knowledge (religion) +2, Ride +5.  Class Skills:  The Knight of Dekàlas class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (area customs) (Int), Knowledge (area heraldry) (Int), Knowledge (religion) (Int) and Ride (Dex).  Skill Points at Each Level: 4 + Int modifier.  Class Features:   All of the following are class features of the Knight of Dekàlas prestige class.   Weapon and Armor Proficiency: A Knight of Dekàlas 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
Thr. Initiate, Enemy 1, Second Skin 1
2nd
+2
+3
+0
+0
Thr. Br., Ride-By-Attack, Threatening Display
3rd
+3
+3
+1
+1
Thr. Sgt., Enemy 2, Second Skin 2
4th
+4
+4
+1
+1
Thr. Lt., Call of Challenge, Spirited Charge
5th
+5
+4
+1
+1
Thr. Cmdr., Enemy 3, Second Skin 3

Special Abilities: Call of Challenge (rf. Oath of Wrath, FRCSp50); Enemy of the Empire: This ability is similar to the Ranger class ability Favored Enemy in that it is only effective against a limited number of enemies.  It gives the knight a +1 to hit (per level of the Enemy of the Empire ability) versus enemies defined by the ten temples.  Enemies of the Empire are organized groups and are not as broadly defined as all members of one race. Additionally, critical hits against these enemies gain an additional +1d6 damage (i.e. seeing a Dekàlan knight twist his sword inside an Elve is not uncommon).  At the third level of this ability, the critical add is increased to +2d6.  Because of the extra effort and rage involved in slaying their enemies, Dekàlan knights receive a -1 (per level of the Enemy of the Empire ability) to their fumble determination rolls against these same opponents.  A knight may only have one enemy (per level of the Enemy of the Empire ability) at any given time.  An enemy is defined by a high priest of one of the ten temples during a ritual for the knight(s).  Following this ritual the knight's dreams are riddled with visions of the horrors that this enemy has transgressed against the Empire.  Some current enemies are: Jadth - Bru, Kandal - Ortor, Oth - Elve, Taldàna - Ortor, Ummon - Ortor, Zyrr - Elve; Second Skin: This ability allows a thard to act and move more naturally in armor.  Each level of Second Skin grants the wearer a +1 Maximum Dex Bonus, a +1 to the Armor Check Penalty and + 5 ft. to maximum Speed allowed while wearing any armor up to and including half-plate; Threatening Display: If the thard takes a full-round action to flourish his weapon menacingly, he may make a Intimidate skill check.  This skill check may be modified by feats that grant a + to the thard's ability to hit.  If the intimidation is successful, the opponent suffers a -2 morale penalty to attack rolls and saves. vs. fear while fighting the thard.  This effect is similar to the first level cleric spell Bane, but only benefits the thard.  Elaborate weapon flourishes are an ancient tradition within the Ordus Thardram an Dekàlas where challenges and jousts are commonly used to establish a pecking order within the levelled ranks.

Examples: ...

Knight of Kandal (Thard an Kandal) Knight of the Griffin UPRC1pp28-29 [OGC]

Kandal remains the largest city-state of the Old Empire despite encroachments by Caramis, the wicked Olood and growing Ortori mountain holdings.  The Crown of Kandal has never been able to exert great control over the entirety of its holdings.  This lack of control has created wide marches along the northern borders.  These borderlands are guarded by a network of towers and keeps that strive to protect High Lord Lor Danith's lands.  The outposts are managed by an assortment of lesser nobles and military officers, who for one reason or another were given assignments in the frontier.  Needless to say, these are not the High Lord's most trusted and loyal subjects and dissension is not uncommon among their numbers.  To keep abreast of matters in the frontier and insure that the High Lords' will and that of the Temple is followed, High Lord Kalar Zyan II founded an Order of knights to 'manage' his interests in the region.  Though monitoring the borderlands is their primary purpose, the Knights of Kandal also contend with problems appearing in other areas of the city-state.  Though most travel independently, groups of knights called 'tasks' may be assembled to deal with larger threats.  Tasks are led by Thard Sergeants.  If more than one task is required, a 'company' is formed, led by a Thard Captain.  Each region of the Kandàlan territory is overseen by a Thard Commander which reports to the Crown.  In the centuries since the Order's formation, the Thard'am an Kandal have gained a reputation for being the most loyal supporters of the Temple and Crown.  During times of crisis, it is not unprecedanted for the Crown to call the Order home.   Hit Die: d8.  Requirements: To qualify to become a Knight of Kandal, a character must fulfill all the following criteria: Race: Uren (any); Base Attack Bonus: +5.  Feats:  Mounted Combat, Weapon Focus, and either Power Attack or Point Blank Shot; Skills: Diplomacy +2, Knowledge (Kandàlan heraldry) +4, Knowledge (religion) +2.  Although fighters usually fill the majority of ranks within knightly Orders, the majority of Kandàlan knights begin as rangers.  Class Skills:  The Knight of Kandal class skills (and the key ability for each skill) are Diplomacy (Cha), Gather Information (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Survival (Wis).  Skill Points at Each Level: 2 + Int modifier.  Class Features:   All of the following are class features of the Knight of Kandal prestige class.  Weapon and Armor Proficiency: A Knight of Kandal is proficient with all simple and martial weapons and all light armor, medium armor and shields.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
Resolute
2nd
+2
+3
+0
+0
Enemy of the State 1, Controlled Charge
3rd
+3
+3
+1
+1
Thr. Sgt., Heroic Stand
4th
+4
+4
+1
+1
Thr. Capt., Enemy of the State 2, Countercharge
5th
+5
+4
+1
+1
Thr. Cmdr., Fearless Defender

Spellcasting*
1st
+ 1 level of existing class
2nd
+ 1 level of existing class
3rd
+ 1 level of existing class
4th
+ 1 level of existing class
5th
+ 1 level of existing class
* If the character had previous Druid or Ranger spellcasting abilities, each level of Knight of Kandal will increase the spellcasting capabilities of one of those classes each level.

Special Abilities: Resolute: A Knight of Kandal may add a morale bonus equal to his level versus any checks against fear; Enemy of the State (Ex): This ability acts similar to the Ranger class ability Favored Enemy except that it applies to foes of the city-state of Kandal.  The Thard an Kandal must choose an enemy based on current or past conflicts.  Bonuses receieved from Enemy of the State stack with Ranger bonuses if there is enemy overlap (i.e. Ortor Murdru).  Unlike the Ranger ability, Enemy of the State is specific to an organized group rather than a race (i.e. Bragnar Bar Ort, Oloodi, etc.); Controlled Charge (Ex): At 2nd level, the thard is able to make a charge attack without suffering a -2 penalty to armor class; Heroic Stand (Ex): This ability allows the thard to continue fighting until he reaches -10 hit points or until combat ends. A knight continues to bleed while making a Heroic Stand and has no chance of stabilizing while engaged; Countercharge (Ex): A thard that is not caught flat-footed, may meet an incoming charge with one of his own, or a Controlled Charge at his option.  Countercharge is only effective with a melee weapon; Fearless Defender (Ex): This ability is a reflection of the thard's vigilance and faith.  The Fearless ability makes the knight immune to all forms of fear when fighting in the defense of his state or in the name of his Temple.  This aura of fearlessness also grants a +4 morale check versus fear to all within 15 ft. of the defiant thard.

Examples: ...

[Knight of the Griffin] rf. Knight of Kandal

L

[Legend] NA

[Lightbearer] rf. Iràen Sunward

[Living Blade] rf. Qamari Swordmaster

Lodus TE rf. Sirkùla: Lodus

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.

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

 

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