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
Currently under review.
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 |
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