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Birthright Prestige Classes

Most of the prestige classes from the basic rules can be easily adapted to the Birthright setting. They should be applied as follows: Arcane Archer: This class could be found in some elven realms; the most likely candidates would include Tuarhievel, the Sielwode, Coullabhie and Rhuannach. Assassin: This class could be tied to some areas in Khinasi or Brechtr; the most likely guild to sponsor assassins would be the Society of the Serpent. Blackguard: This class does not have any place in current-day Cerilia. In the past, Azrai sponsored groups of blackguards; undead blackguards might yet be found in areas of Cerilia. Dwarven Defender: This class can be found in any dwarven realm, with the notable exception of Mur-Kilad. Loremaster: This class can be found in most Cerilian lands, with the exception of the lands of the Vos and the savage humanoids. Shadowdancer: Some sects of Elole sponsor shadowdancers most notably the Brecht temple/guild network las Quick Fingers. Some halflings also aspire to be shadowdancers.

Elf Knight
Across Cerilia, great Elven realms once stood, dominating the continent. One by one, these have fallen at the hands of the humans, or have had to retreat to the deepest woods. Much remains of the ancient traditions and works of these realms, however not least the orders of Elven knighthood across the continent. While many human realms maintain armies of cavalrymen themselves, they cannot match the skill or talent of the Elves; even Khinasi horsemanship looks like childs play when compared to one of the Sidhelien, with centuries of training. The Elven knights of Innishiere are especially awe-inspiring, with their flying steeds. Elven Knights are almost exclusively drawn from the ranks of fighters and rangers. Occasionally, a few wizards have also joined the ranks of the Elven knights, and they often become even more feared than the fighters for they fight with spells as readily as with sword and bow. Hit Die: d10 Requirements To qualify to become an Elf Knight, a character must fulfill all the following criteria. Race: Elf. Base attack bonus: +5 Handle Animal: 8 ranks Ride: 8 ranks Feats: Animal Whispers, Mounted Combat, Ride-by attack Class Skills The Elf Knights class skills (and the key ability for each skill) are as follows: Animal Empathy (Cha), Climb (Str), Handle Animal (Wis), Heal (Wis), Inspire Followers (Cha), Jump (Str), Ride (Dex), Warcraft (Int), and Wilderness Lore (Wis). Skill points at each level: 2 + Int modifier. Class Features All of the following are class features of the Elf Knight prestige class. Weapon and Armor Proficiency: The Elf Knight is proficient with all simple and martial weapons, with all armor, and with 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. Special Mount: At first level, the Elf Knight gains a special mount. This is similar in all ways to a paladins special mount, except as noted here. An elf mount is always a warhorse, though it can be heavy or light at the elfs choosing (usually light); however, its type is magical beast, not animal. Should the mount perish, the elf knight may train a new one, which must be acquired in the realm the elf knight serves or hails from. Such a mount takes one month to train per class level, up to the elf knights current class level; it effectively is the mount of an elf

knight whose levels equal the number of months in training. The elf knight may use the mount at a lower effective level while training it. Class Bonus Level HD 1-2 +2 3-4 5-7 8-10 +4 +6 +8 Natural armor 4 6 8 10 Str adj +1 +2 +3 Int 7 8 9 10 Special Elf traits, improved evasion, share spells, empathic link, share saving throws Faster movement, Improved maneuverability Command creatures of its kind Spell resistance, Faster movement

Elf traits: The mount shares many of the traits of its Elven master. The mount gains a +2 bonus on saves against enchantment spells and effects, immunity to sleep spells (though the mount must rest normally, unlike an elf), a +2 racial bonus on listen, spot and search checks, a +2 racial bonus on dexterity, and the ability to move freely through any terrain like an elf, without suffering damage or penalty. If the elf mount is from Innishiere, it has the ability to move upon air as easily as upon land. Improved evasion: If the mount is subjected to an attack that allows a Reflex save for half damage, it takes no damage on a successful save, and only half damage on a failed save. If the elf knight is riding the mount at the time, he also gains the benefit of this ability. Share spells: If the elf knight casts a spell upon himself, this spell can also affect the mount, if they are within 5 feet of each other. Should they come farther apart than this, the spell will cease affecting the mount, even if it moves within 5 feet of the elf knight again. The spell can be shared even if it cannot normally affect a creature of the mounts type (magical beast). Empathic Link: The elf knight has an empathic link with his mount out to a range of one mile. The link does not allow the elf knight to see through his mounts eyes or use its other senses, but it does allow telepathic communication. The elf knight never has to guide his mount in any way. Share saving throws: The mount uses its own or the elf knights saving throws, whichever is better. Faster movement: The mounts speed increases by 10 feet if it is a heavy warhorse, 15 feet if it is a light warhorse. Improved maneuverability: The mount need not charge in a straight line it can make a single turn of less than 90 degrees during any round in which it charges. Command: The mount can use the equivalent of the command spell on other animals of its kind with fewer Hit Dice than itself. The mount can use this ability once per day per level its master has in the elf knight class. This is a spell-like ability, usable as a free action. The mount might be required to make a concentration check if it is being ridden at the time. Spell Resistance: The mount gains spell resistance equivalent to the elf knights class level +15. Ride bonus: The elf knight can add his class level as a competence bonus on Ride checks. Improved Mounted Combat: Starting at third level, the elf knight gains a +1 competence bonus on all attack and damage rolls while mounted. You can use the mounted combat feat twice per round. Spirit Union: The elf knight may use his special mounts strength score in place of his own while mounted, if the special mount has a higher strength than the elf knight. This only applies when riding the special mount, and is a supernatural ability. Improved Ride-by attack: The elf knight can attack twice during a ride-by attack. The attacks must be aimed at different targets, and the second attack is at -5. Superior Mounted Combat: At tenth level, the elf knight gains a +2 competence bonus on all attack and damage rolls while mounted. The elf knight is immune to being tripped while mounted; i.e. he cannot be unmounted by force. You can use the mounted combat feat any number of times per round. The Elf Knight Class Base Level attack 1 +1 2 +2 3 +3 Fort save +2 +3 +3 Ref save +0 +0 +1 Will save +0 +0 +1

Special Special mount, Ride bonus Improved Mounted Combat

4 5 6 7 8 9 10

+4 +5 +6 +7 +8 +9 +10

+4 +4 +5 +5 +6 +6 +7

+1 +1 +2 +2 +2 +3 +3

+1 +1 +2 +2 +2 +3 +3

Spirit Union Improved Ride-by attack Superior Mounted Combat

Iron Guardian of Ghoere


The Iron Guardian is a member of the elite force that serves as the Baron of Ghoeres extended arm. Within Ghoere, the Iron Guard is the law, and none dare oppose them. The Iron Guard is trained for war, and while they form an elite force of their own, many also lead companies of lesser units. The Iron Guard also serves as a special police force within Ghoere, sent to investigate the Barons enemies. Iron Guardians are exclusively drawn from the ranks of warriors, fighters and aristocrats. Members of most other classes are either considered too weak or too uncivilized or untrustworthy to join the ranks of the Iron Guard, though occasionally, some serve as support for the armies lead by Iron Guardians. Hit Die: d12 Requirements To qualify to become an Iron Guardian, a character must fulfill all the following criteria. Alignment: Any lawful. Base attack bonus: +5 Intimidate: 4 ranks Ride: 4 ranks Feats: Mounted Combat, Ride-by attack, Iron Will Special: Must swear allegiance to the throne of Ghoere. Class Skills The Iron Guardians class skills (and the key ability for each skill) are as follows: Climb (Str), Handle Animal (Wis), Inspire Followers (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Search (Int), Sense Motive (Wis), Warcraft (Int). Skill points at each level: 2 + Int modifier. Class Features All of the following are class features of the Iron Guardian of Ghoere prestige class. Weapon and Armor Proficiency: The Iron Guardian is proficient with all simple and martial weapons, with all armor, and with 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. Law of the land: Within the borders of Ghoere, as long as the Iron Guardian is recognized as such, he gains a circumstance bonus to Intimidate checks equal to his class levels. This bonus also applies to any military units loyal to Ghoere, regardless of location. In Defense of Ghoere: For a number of rounds equal to his class levels each day, the Iron Guardian may continue acting normally, despite being at 0 or less hit points, or having subdual damage exceed that number. The Iron Guardian will still die when reduced to -10 or less hit points. Hardened Veteran: The Iron Guardian gains damage reduction 1/-. The Iron Guardian Class Base Fort Level attack save 1 +1 +2 2 +2 +3 3 +3 +3 4 +4 +4 5 +5 +4 Ref save +0 +0 +1 +1 +1 Will save +2 +3 +3 +4 +4

Special Law of the land In Defense of Ghoere Hardened Veteran

Manhunter
The manhunter is one of the foremost representatives of the gheallie sidhe. He hates humans, with an all-encompassing, all-consuming passion that is generally only experienced by elves. A dedicated manhunter will go to almost any length to accomplish his ultimate goal to drive the humans from Cerilia. Most manhunters, however, are patient and cunning they realize that they cannot hope to confront and drive away all of humanity on their own. They hone their combat skills, waiting for the right time to strike, engaging both in long-term planning for the downfall of humanity and the occasional hunt for lone humans. Manhunters are most commonly drawn from the ranks of elven martial classes generally fighters and rangers, and the occasional aristocrat. There are representatives of other classes found among manhunters as well, however manhunter rogues, sorcerers and wizards are not unheard of. Bardic manhunters are all but unheard of, however the philosophy of Cerilian bards is generally such that they are almost always opposed to the manhunters, rather than aligned with them. Hit Die: d8 Requirements To qualify to become a manhunter, a character must fulfill all the following criteria. Alignment: Any evil. Race: Must be an elf. Base attack bonus: +5 Hide: 4 ranks Intimidate: 4 ranks Wilderness Lore: 5 ranks Feats: Run, Track Special: Must have slain a human. Class Skills The manhunters class skills (and the key ability for each skill) are as follows: Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Warcraft (Int), Wilderness Lore (Wis). Skill points at each level: 4 + Int modifier. Class Features All of the following are class features of the manhunter prestige class. Weapon and Armor Proficiency: The manhunter is proficient with all simple and martial weapons, with light and medium armor, and with 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 1st level, the manhunter gains the ability to cast a small number of arcane spells. To cast a spell, the manhunter must have an Intelligence of at least 10 + the spells level so a manhunter with an Intelligence of 10 or lower cannot cast these spells. Manhunter bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + the spells level + the manhunters Intelligence modifier (if any). The manhunter spell list appears below. A manhunter learns, prepares and casts spells just as a wizard does. Human enemy: The manhunter has but one favored enemy humankind. Due to extensive study of this enemy, the manhunter may claim a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore skill checks when using these skills against humans. Likewise, he gains the same bonus to all melee weapon damage rolls, and to missile weapon damage rolls against targets within 30 feet. The bonus increases by +1 at 3rd, 5th, 7th and 9th level. This favored enemy bonus stacks with other human favored enemy bonuses the manhunter may have, but not with any other favored enemy bonuses. Spellbind Humans: Starting at second level, the manhunter adds his favored enemy bonus against humans to the save DC of any spell he casts that targets humans. This applies only to spells that targets a creature or group of creatures. Inspire Terror: Starting at fourth level, the manhunter gains the ability to inspire terror in any creature he encounters. As a free action, the manhunter can create an aura of fear, extending to 30 feet. Any creature that approaches within this area must make a will save (DC 10 + manhunter class level + manhunter charisma modifier; the favored enemy bonus is also added if the character is human) or become frightened. A frightened creature must flee if it can,

even to the point of using limited special abilities to do so. If unable to flee, a frightened creature may fight, but suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. A manhunter cannot affect a creature with more hit dice than himself with this ability. This is a supernatural ability, usable at most for one round per level per day. A creature that succeeds in its save against this ability remains immune to this ability when used by that particular manhunter for the rest of the day. Starting at eighth level, the manhunter causes creatures to panic instead of become frightened. Panicked creatures flee as well as they can; if unable to flee, they cower, unable to take any actions. Panicked creatures suffer a 2 morale penalty on all saves, and has a 50% chance to drop whatever they are holding. Cowering creatures gain no dexterity bonus to AC, and to-hit rolls against them are at +2. At tenth level, the manhunters ability to inspire terror becomes constant; it can always be active, if he so chooses. Fast Movement: Starting at sixth level, the manhunters base speed goes up by +10 feet; generally, this means that an unarmored, unencumbered manhunter moves at 40 feet. The Manhunter Class Base Fort Level attack save 1 +1 +2 2 +2 +3 3 +3 +3 4 +4 +4 5 +5 +4 6 +6 +5 7 +7 +5 8 +8 +6 9 +9 +6 10 +10 +7 Ref save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Spells per day 1 2 3 4 1 1 1 1 2 1 2 1 1 2 2 1 3 2 1 3 2 2 1 3 3 2 1 3 3 2 1

Special Human enemy +1 Spellbind Humans Human enemy +2 Inspire Terror Human enemy +3 Fast Movement Human enemy +4 Inspire Terror (Panic) Human enemy +5 Inspire Terror (constant)

Manhunter spell list 1st level alarm, cause fear, detect humans, entangle, fell arrow, expeditious retreat, hypnotism, jump, magic weapon, sleep, true strike 2nd level alter self, cats grace, invisibility, manslaying, scare, snare, see invisibility 3rd level contagion, dispel magic, greater magic weapon, hold person, keen edge, locate creature, nondetection 4th level arcane eye, emotion, fear, greater manslaying, improved invisibility, polymorph self, scrying

Moon Priest of Ruornil


Moon priests are one of the select few of the high priesthood of Ruornil. Only a handful exist across the lands of Cerilia; they are among the greatest workers of magic in the land, both arcane and divine. Ruornil guides them in matters of faith and magic. Moon priests strive to oppose the shadow world and the denizens therein, to protect the sources where mebhaighl gather, and to heighten the understanding of magic and to bring the teachings of Ruornil to the wizards, sorcerers, magicians and bards of the world. Moon priests are drawn from those who can cast both divine and arcane magic. Most moon priests are clerics of Ruornil and magicians; a few have been known to be druids; some are wizards, sorcerers or bards. A very rare occurence has been the admission of rangers to the ranks of the moon priests. Apart from these classes, none become moon priests. Hit Die: d4 Requirements To qualify to become a moon priest, a character must fulfill all the following criteria. Alignment: Any non-evil. Knowledge (arcana): 7 ranks Knowledge (religion): 10 ranks Spellcraft: 7 ranks Feats: Extra Turning, any one metamagic feat Ability to cast 3rd-level divine spells. Ability to cast 2nd-level arcane spells.

Special: Must be a follower of Ruornil. Class Skills The moon priests class skills (and the key ability for each skill) are as follows: Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, religion) (Int), Scry (Int), Search (Int), Spellcraft (Int). Skill points at each level: 2 + Int modifier. Class Features All of the following are class features of the moon priest of Ruornil prestige class. Weapon and Armor Proficiency: The moon priest does not gain any additional proficiency with any weapons, armor or shields. Spells per day: The moon priest continues advancing in magical ability. At each class level, the moon priest gains new spells per day as if she had gained one level in a spellcasting class she belonged to prior to becoming a moon priest. She does not gain any other benefits of that class, however. At some levels (1st, 4th, 7th and 10th), the moon priest gains two levels of existing spellcaster class ability. These levels may not both be applied to the same class, but distributed between any existing spellcasting classes the character may have. Turn Undead: The moon priest gains the ability to turn undead. This stacks with any existing ability to turn undead. Domain: The moon priest gains all the advantages of one of Ruornils domains. If she was a cleric prior to becoming a moon priest, she gains a third domain. Regardless, the domain is used with the moon priests divine spellcasting progression, and the moon priest gains one extra domain spell per divine spell level per day. Divine Insight of Ruornil: The moon priest may use Wisdom as his relevant ability score for one arcane spellcasting class of his choice, in place of whatever ability he used previously. Defy the Shadow: You can add your Wisdom bonus, if any, to turn checks. At the cost of two daily uses of turning, you can banish any turned undead to the Shadow World. Silver Magic: When the moon is clearly visible in the sky, you may freely apply the effects of any one metamagic feat you have that costs one effective spell level or less to any spell you cast that is at least one level lower than your highest-level available spell. This ability is usable once per night starting at second level, three times per night starting at sixth level, and can always be used at tenth level. Silver Light: Starting at ninth levle, the moon priest adds +4 to his effective cleric level for purposes of turning undead. The moon priest may also turn any evil-aligned denizen of the shadow world, not just undead. The Moon Priest Class Base Level attack 1 +0 2 +1 3 +1 4 +2 5 +2 6 +3 7 +3 8 +4 9 +4 10 +5 Fort save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Turn Undead, Domain Silver Magic (1/night) Divine Insight of Ruornil Defy the Shadow Silver Magic (3/night) Silver Light Silver Magic (always)

Spells per day +2 levels +1 level +1 level +2 levels +1 level +1 level +2 levels +1 level +1 level +2 levels

War Priest of Belinik


The war priests of Belinik are the leaders of the warriors of Vosgaard. They are instigators of war, strife and campaigns of terror. Mighty warriors themselves, they fuel the rage of those who are even greater masters of the martial arts. Those who have been initiated into the circle of war priests serve no other purpose than to increase the glory of their master by means of war; while they may occasionally appear to serve other goals, this invariably proves to be a deception on the part of the war priest they are ever filled with hatred. Fear of their terrible master spurs the war priests on; he has no mercy for those who prove weak.

War priests are drawn from the ranks of the clerics of Belinik and the barbarian warriors of Vosgaard; while most of them has no use for the subtleties of religion (if indeed the faith of Belinik can be called subtle), those who turn to the faith of Belinik become terrible indeed, for they rage now with a purpose previously unimagined. Hit Die: d10 Requirements To qualify to become a war priest, a character must fulfill all the following criteria. Alignment: Any evil or chaotic neutral. Base attack bonus: +5 Intimidate: 4 ranks. Feats: Power Attack, Weapon Focus (battleaxe) Ability to cast divine spells. Rage class ability. Special: Must be a follower of Belinik. Class Skills The war priests class skills (and the key ability for each skill) are as follows: Climb (Str), Concentration (Con), Inspire Followers (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Swim (Str), Warcraft (Int). Skill points at each level: 2 + Int modifier. Class Features All of the following are class features of the war priest of Belinik prestige class. Weapon and Armor Proficiency: The war priest is proficient with all simple and martial weapons, with light and medium armor, and with 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 per day: The war priest continues advancing in magical ability. At some class levels, the war priest gains new spells per day as if he had gained one level in a spellcasting class he belonged to prior to becoming a war priest. He does not gain any other benefits of that class, however. At each level, the war priest must choose one spellcasting class that he previously belonged to in which she advances. Extra Rage: At the noted levels, the war priest gains the ability to rage one extra time per day. Fearless: The war priest becomes immune to all fear effects, starting at the first class level. Fearsome: The war priest adds +2 to the DC of any fear spell or other fear effect they use, starting at the second class level. Any fear effect a war priest employs is considered enlarged, as per the metamagic feat. Inspire Rage: Starting at third level, the war priest may cause another creature to enter a rage, as per the barbarian class ability. This is a standard action for the war priest, and uses up one of the war priests own daily rages. This is an extraordinary ability. Ability Bonus: At fifth, and again at tenth level, the war priest can add +1 to either his strength or constitution. This is a special level-based ability increase, and does not count against any bonus type. Fear: Starting at eighth level, the war priest can cast the fear spell up to three, plus his charisma bonus, if any, times per day, as a spell-like ability. The War Priest Class Base Fort Level attack save 1 +1 +2 2 +2 +3 3 +3 +3 4 +4 +4 5 +5 +4 6 +6 +5 7 +7 +5 8 +8 +6 9 +9 +6 Ref save +0 +0 +1 +1 +1 +2 +2 +2 +3 Will save +0 +0 +1 +1 +1 +2 +2 +2 +3

Special Extra Rage, Fearless Fearsome Inspire Rage Extra Rage Ability Bonus Extra Rage Fear

Spells per day +1 level +1 level +1 level +1 level +1 level +1 level

10

+10

+7

+3

+3

Extra Rage, Ability Bonus +1 level

Warlord
Across the lands of Cerilia, countless warlords hold sway as leaders of kingdoms, mercenary armies, crusader armies or commanders of the armies and fleets of nations. Throughout hundreds, even thousands of years, the warlords of Cerilia have honed the art of war to a fine point; those commanders who stand out from their peers are exceptional indeed. Warlords are most often fighters or aristocrats, though barbarians and paladins also frequently aspire to join this class. Some clerics of especially martial orders have been known to become warlords. Of the other classes, it has not been unheard of for a wizard to become a warlord, combining arcane might with military training. Bards, rangers and rogues rarely join this class. Hit Die: d10 Requirements To qualify to become a warlord, a character must fulfill all the following criteria. Base attack bonus: +5 Diplomacy: 3 ranks Inspire Followers: 5 ranks Warcraft: 8 ranks Feat: Any one of Leadership, Great Leader, Military Genius or Conqueror Special: The character must have commanded an army at least once. Class Skills The warlords class skills (and the key ability for each skill) are as follows: Climb (Str), Diplomacy (Cha), Inspire Followers (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), and Warcraft (Int). Skill points at each level: 2 + Int modifier. Class Features All of the following are class features of the warlord prestige class. Weapon and Armor Proficiency: The warlord is proficient with all simple and martial weapons, with all types of armor, and with 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. Personal Banner: You have acquired a personal banner or other similar symbol tied to your person. As long as it is clearly visible upon a field of battle, any troops who can see it (generally, any troops on the battlefield) gain an extra morale icon. This is an extraordinary ability. Inspire Courage: By making an inspirational speech, any allies who can hear you for at least one full round gain a +2 morale bonus on saves against fear and charm effects, and a +1 morale bonus to attack and weapon damage rolls for as long as they can hear you, and 5 rounds thereafter. This is an extraordinary ability, which can be used once per day per class level. Battle Leadership: The warlord gains a competence bonus on all warcraft checks equal to his class level. Battlefield Charge: Once during a given battle, you can lead a charge of special significance. This adds +1 to the melee and +2 to the charge ratings of all units within one battlefield area for one war card round. This is an extraordinary ability. Master Move: You are renowned for some masterful tactics you have mastered. Choose either movement, missile, defense or melee and charge. Once per battle, for one war card round, you can add +1 to that score for all units on a battlefield which are loyal to you. This is an extraordinary ability. The Warlord Class Base Level attack 1 +1 2 3 +2 +3 Fort save +2 +3 +3 Ref save +0 +0 +1 Will save +2 +3 +3

Special Personal Banner, Inspire Courage, Battle Leadership Battlefield Charge

4 5

+4 +5

+4 +4

+1 +1

+4 +4

Master Move

Sea Captain This variant on the warlord gains bonuses to naval combat instead of land-based combat. Personal Banner: The Sea Captains personal banner effect extends only to the sea captains own square, and any adjacent squares, including diagonally adjacent. Boarding Leadership: The ship upon which the Sea Captain is located gains two bonus boarding points. Any other ship in the same square under the Sea Captains command gains one bonus boarding point. This ability replaces Battlefield Charge for the Sea Captain. Master Move: The Sea Captain may choose boarding, maneuverability, defense or missile for his master move ability.

Watch Guard
The Watch is a select group of individuals who keep the peace among the few Rjurik people settled in the Giantdowns. Watch Guards are those individuals who lead the other members of the Watch. They are skilled in the lore of the downs, and know the land like the palm of their own hand. They are duty-sworn to protect their charges, and to prevent the awnsheghlien and humanoids on all sides from overrunning their scarce holdings. Watch Guards are drawn primarily from the fighting classes rangers and fighters are the most common, but a few barbarians, rogues, druids and bards are also found among the elite members of the watch. Hit Die: d10 Requirements To qualify to become a watch guard, a character must fulfill all the following criteria. Alignment: Any non-evil. Base attack bonus: +5 Innuendo: 2 ranks Knowledge (local): 2 ranks Profession (herbalist): 4 ranks Feat: Track Class Skills The watch guards class skills (and the key ability for each skill) are as follows: Climb (Str), Concentration (Con), Disguise (Cha), Heal (Wis), Hide (Dex), Inspire Followers (Cha), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (herbalist) (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), 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 watch guard prestige class. Weapon and Armor Proficiency: The watch guard is proficient with all simple and martial weapons, with light and medium armor, and with 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. Giantdowns Lore: You gain a +1 competence bonus on all Heal, Intuit Direction, Profession (herbalist) and Wilderness Lore checks while in the Giantdowns. This bonus increases to +2 at third level, and +3 at fifth level. A Watch Guard can always tell by the local flora and fauna and the lay of the land whether he remains in the Giantdowns or has somehow been taken beyond its borders. This is an extraordinary ability. Fast Tracking: Starting at second level, you can track while moving at normal speed at no penalty. Bonus Feat: You gain a bonus feat, chosen from one of the following: Alertness, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Run, Skill Focus, Toughness. Strong Heart: You gain a +1 morale bonus on all saves while in the Giantdowns. When confronting any declared foe of the humans of the Giantdowns, you gain a +1 morale bonus on

melee attack and damage rolls. Declared foes includes the Gorgons minions, Ghurallis minions, the White Witchs minions, and the humanoids of the Blood Skull Barony. The Watch Guard Class Base Fort Level attack save 1 +1 +2 2 +2 +3 3 +3 +3 4 +4 +4 5 +5 +4 Ref save +0 +0 +1 +1 +1 Will save +0 +0 +1 +1 +1

Special Giantdowns Lore Fast Tracking Bonus Feat Strong Heart

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