Prestige Classes


Fäedór is home to many of the prestige classes mentioned in the DMG, Sword and Fist, Defenders of the Faith, Song and Silence and Tome and Blood as well as those that are specifically unique to Fäedór itself.  If you wish to use these created classes for your own campaign I would prefer that you let me know.  I will certainly grant permission barring it is not used for profitable gain.  PCs wanting more information regarding a particular prestige class may consult the GM.

Prestige Classes and where they can be found in Fäedór

Arcane Archer:  Sylvan Elves in the Sylvan Wood
Arcane Trickster:  Mainly Gnomes in the Gnome Hills
Assassin:  Guild in Xysos, also several can be found in the employment of nobles across Fäedór
Bladesinger:  Mainly Sylvan Elves, but Sindarin bladesingers are not unknown. 
Blackguard:  Rare, but may occasionally appear in Aasla or anywhere else in Faedor.
Bounty Hunter Independent killers-for-hire that can be found across race and culture
Cavalier:  Among knights in Tandril
Church Inquisitor:  Most commonly in Aasla
Consecrated Harrier:  Most commonly in Aasla
Contemplative:  Scattered around
Divine Oracle:  Very few and scattered
Devoted Defender:  Most commonly found in the Maldavian Guard of Firiel, but occasionally elsewhere
Duelist:  Freelancers across Fäedór, most commonly found in Xysos
Dungeon Delver:  Rogue adventurers, most common within Xysos
Dwarven Defender:  Elite guards of Urdunnil and other Dwarven cities
Elemental Savant:  Scattered about
Fist of Circanus(Hextor):  Among Goblin-kin  
Knight Protector of the Great Kingdom:  Gadania, unless traveling
Loremaster:  Most common in Tandril and Gadania, but also common among the elves, especially the Syndarin
Outlaw of the Crimson Road:  Wherever somewhat honorable bandits can be found.
Ravager: 
Goblin-kin and humans in the Wilderlands
Shadowdancer:  Common among the Mesmeratim, but there are troupes elsewhere
Solastrian Knight
Syndarin Elves last defense against the Mesmeratim
SpyMaster:  Firielian Diplomats and freelancers
Sylvan Tiger:  Sylvan Elves dedicated to the defense (or recovery) of Sylvas.
Sylvan Sentinel: 
"Sylvan" Elves in the Sylvan Woods
Templar:
  Most large temples.
Thief-Acrobat:  Wherever thief guilds can be found.
True Necromancer:  You don't want to know
Vigilante:  Scattered about, few in the ranks of the Knights of Justice
Virtuoso: Scattered around, more abundant in Bardic areas.
War Priest:  Wherever there are those who make war.
Weapon Masters:  Fairly common among the Mesmeratim, but found elsewhere as well.

Original Prestige Classes

Bounty Hunter

    Currently under review.

Solastrian Knight

    The Solastrian Knight is the stalwart defender and champion of the Syndarin race on Fäedór.  They take on the responsibility of combating the Mesmeratim's advances through the Sylvan Wood.  Their training is specifically aimed to combat the dark legions of the Mesmeratim.  Some refer to the knights as the "Warriors of Light."
    Most Solastrian Knights are trained first as paladins and are dedicated servants to Pontos Solastrian before undergoing more rigorous training in Greyhome.  Some Clerics also decide to join the cause and as well.  Rangers and Druids who see the Mesmeratim as defilers of nature may also seek Solastrian Knighthood.
    As NPCs they are most often found near Greyhome in the Sylvan Wood and near the boundaries of the spreading darkness with occasional missions into the dark mist itself.  They usually travel in pairs or sets of pairs so as to lessen the chances of being caught off-guard.
    Hit Die:  d10 

Requirements
In order to qualify as a Solastrian Knight, one must meet the following criteria
    Alignment:  L. Good
    Race:  Elf (Usually Syndarin, rarely Sylvan), or half-elf
    Base Attack:  +6
    Feats:  Blind-Fighting, Alertness
    Wilderness Lore:  2 ranks.
    Special:  Solastrian knight must have been a cleric or paladin of Pontos Solastrian or rendered extraordinary services to one.

Class Skills
The Solastrian Knights class skills (and key ability for each) are Bluff (Cha), Concentrate (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Intuit Direction (Wis), Listen (Wis), Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), and Wilderness Lore (Wis).

    Skill Points at each Level:  2 + Int modifier

Class Features:
All of the following are class features of the Solastrian Knight prestige class.
    Weapon and Armor Proficiency:  The Solastrian Knight is proficient in all simple and martial weapons, all types of armor, and shields.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
    Spells:  Beginning at first level the knight gains the ability to cast a small number of divine spells.  To cast a spell, the knight must have a wisdom score of at least 10 + the spell's level, so a knight with a wisdom of 10 or less cannot cast spells.  The knights bonus spells are based on wisdom and saving throws against these spells have a DC of 10 + spell level+ the knight's wisdom modifier.  The knight has access to any spell on the list and can freely choose which to prepare, just like a cleric.  A knight cannot, however, spontaneously cast cure spells.  The spell list is below.
    Cast Light: 
The knight can use the spell light as a spell-like ability as a sorcerer of her class level.  As the knight advances in level she can use it more often.  
    Mesmeratim Bane:  Beginning at first level the knight gains a competence bonus against Mesmeratim in the form of a +1 attack bonus and a +1d6 damage bonus.  This bonus increases at higher levels and is an extraordinary ability.
    Shadow Vision:  At 2nd level the knight gains the supernatural ability to see creatures hiding in shadows.  This grants a +4 bonus to relevant spot checks and counters the Shadowdancer's ability to Hide in Shadows when in the open.
    Spell Penetration:  At 3rd level the night gains the supernatural ability to overcome the Mesmeratim's natural spell resistance with a +2 bonus.  This is cumulative with the similar feat.
    Shadow Bane: At 5th Level the knight can apply the Mesmeratim Bane bonuses to creatures of shadow including shadows, shadow mastiff, and nightshades.
    Blindsight 5' radius:  At 5th level the Knight gains blindsight 5' radius feat described in Sword and Fist.
    Mesmeratic Change:  A 7th level knight gains the ability to alter her appearance to that of a Mesmerati.  This supernatural ability functions as an alter self spell cast by a sorcerer of the knights level.
    Demon Bane:  At 9th level, the Mesmeratim Bane ability can be used against all chaotic evil outsiders.
    Spell Resistance: The 10th level knight gains supernatural spell resistance equal to 10 plus her class level.

Solastrian Knight Spell List:
    1st level--bless, bless weapon, cure light wounds, detect poison, divine favor, endure elements, protection from evil, resistance
    2nd level--aid, delay poison, remove paralysis, resist elements, shield other, undetectable alignment
    3rd level--cure moderate wounds, discern lies, magic circle against evil, remove blindness/deafness, searing light
    4th level--cure serious wounds, dispel evil, fire shield, holy sword, neutralize poison

Class
Level
Attack
Bonus

Saves

Special Abilities

Daily Spells

Fort Ref Will 1 2 3 4
1st +1 +2 +2 +0 Mesmeratim Bane +1/1d6, Light 1/day 0 - - -
2nd +2 +3 +3 +0 Shadow Vision 1 - - -
3rd +3 +3 +3 +1 Mesmeratic Spell Penetration, Light 2/day 1 0 - -
4th +4 +4 +4 +1 Mesmeratim Bane +2/2d6 1 1 - -
5th +5 +4 +4 +1 Shadow Bane, Blindsight 5' radius 1 1 0 -
6th +6 +5 +5 +2 Light 3/day 1 1 1 -
7th +7 +5 +5 +2 Mesmeratic Change 2 1 1 0
8th +8 +6 +6 +2 Mesmeratim Bane +3/3d6 2 1 1 1
9th +9 +6 +6 +3 Demon Bane, Light 4/day 2 2 1 1
10th +10 +7 +7 +3 Spell Resistance 2 2 2 1

Sylvan Tiger

    The Sylvan Tigers were the defenders of Sylvas and suffered enormous casualties when the great Elven city fell to the Mesmeratim.  It is commonly held that all the Sylvan Tigers were slain by the Mesmeratim, but luckily such is not the case, and a handful remain--though still unknown by most.
    Sylvan Tigers are almost exclusively Sylvan Rangers, though other classes have been able to enter their ranks.
    As NPCs they remain aloof, and very aware that their existence is in danger of being wiped out.
    Hit Die:  d10 

Requirements
In order to qualify as a Sylvan Tiger, one must meet the following criteria
    Race:  Sylvan Elf (Occasionally mixed Syndarin)
    Base Attack:  +6
    Feats:  Blind-Fighting, Power Attack, Track
    Animal Empathy:  4 ranks.
    Balance:  4 ranks.
    Hide:  4 ranks.
    Move Silently:  4 ranks.
    Wilderness Lore:  4 ranks.
    Special:  Must be initiated into the order by another Sylvan Tiger

Class Skills
The Sylvan Tiger's class skills (and key ability for each) are Animal Empathy (Cha), Climb (Str), Concentrate (Con), Craft (Int), Handle Animal (CHa), Heal (Wis), Intuit Direction (Wis), Jump (Str), Know: Nature (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Wilderness Lore (Wis).

    Skill Points at each Level:  4 + Int modifier

Class Features:
All of the following are class features of the Sylvan Tiger prestige class.
    Weapon and Armor Proficiency:  The Sylvan is proficient in all simple and martial weapons, Light and Medium armor, and shields.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
    The Sylvan Tiger also enjoys the the Two-Weapon virtual feats that the Ranger does.
     Favored Enemy: 
For each level as a Sylvan Tiger, the character receives +1 level as a Ranger for determining favored enemies.  A Syvlan Tiger who is not a Ranger, receives a favored enemy at level 1 and progresses as if they had Ranger levels.
    Lycanthropic Empathy: 
A Sylvan Tiger receives this bonus when making animal empathy checks with felines.
    Alternate Form:  The Sylvan Tiger can take the form of a Tiger (or Hybrid at 5th level) as though using a polymorph self spell.  Upon assuming another form the Sylvan Tiger heals as if he/she had rested for one day.  If a Sylvan Tiger is slain, he/she returns to elven form.  If he/she loses a limb, that limb is missing in all forms.  Using this ability requires a wisdom check DC 15.
     Damage Reduction:  The Sylvan Tiger receives the listed damage reduction in all forms.
     Improved Control Shape:  This feat eliminates the wisdom check when changing to an alternate form.

lass
Level
Attack
Bonus

Saves

Special Abilities
Fort Ref Will
1st +1 +2 +2 +2 Lycanthropic Empathy +1, Alternate Form (Tiger), Damage Reduction 5/silver
2nd +2 +3 +3 +3 Lycanthropic Empathy +2
3rd +3 +3 +3 +3 Lycanthropic Empathy +3, Improved Control Shape
4th +4 +4 +4 +4 Lycanthropic Empathy +4, Damage Reduction 10/silver
5th +5 +4 +4 +4 Lycanthropic Empathy +5, Alternate Form (Hybrid)
6th +6 +5 +5 +5 Lycanthropic Empathy +6
7th +7 +5 +5 +5 Lycanthropic Empathy +7, Damage Reduction 15/silver
8th +8 +6 +6 +6 Lycanthropic Empathy +8
9th +9 +6 +6 +6 Lycanthropic Empathy +9
10th +10 +7 +7 +7 Lycanthropic Empathy +10, Damage Reduction 20/+1

Sylvan Sentinel
Sylvan Sentinels are a small group of druids who live in the Sylvan Woods.  They spend their time fighting the mist creatures and the growing mist.  These druids tattoo their skin with dirt to empower themselves with the power of nature.  One must be a druid, make a spirit quest, and return to his tribe to become full fledged Sylvan Sentinel.

Requirements
Alignment NG, N, NE
Base Attack +5
Knowledge Nature: 5 ranks
Wilderness Lore: 5 ranks


Spirit Quest
The initiative must complete a spirit quest to enter into the sylvan sentinels.  The minimum time of the spirit quest is two moons.  The initiative must return to his brethren to finish his initiation.  Many elves have started their quests and never return to their tribe.  The Sentinel may then chose to leave and continue on his own personal quest.

Class Skills
Share the same skills as the druid class.

Spells
Share the same spell matrix as the druid class.

Class Featrues:
Wild Shape- Same as druid
Tree Meld-  The druid may become on with a tree for
periods of time to rest and recover as well as hide
from enemies.
Spell Combination-  When the Sentinel is empowering
himslef with tattooes, he/she may use one extra spell
slot of the highest level spell to make a new spell
that can be casted in one combat round.  Example,
Magic Fang, Shillilegah, and Faerie Fire can be made
into one spell such as Mother Earth's Tear that counts
as four first level spells.  When combining spells of
higher levels there must be a combination of spell
levels equal to the highest spell.  Ice Storm, Spike
Stones, Flamestrike, and Call Lightning, to form
Elemental Strike will use up an additional fifth level
spell slot or a fourth and a first etc.

Updated 02/01/2002

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