(Year of The Pretender) Prestige Classes - Loonook (EN World)
(Year of The Pretender) Prestige Classes - Loonook (EN World)
(Year of The Pretender) Prestige Classes - Loonook (EN World)
And YOU could help me streamline them. Thanke for reading. All save for the
Imperial Diplomat are 10 level PrCs.
Slainte,
-Loonook
Hanri Mage -
"The power of a single flame will not quell the cold. But when two, or five, or a
hundred flames come to call, the cold will hold back for some time."
- Nesch Windirkin, Member of the Hanri of the Cold Night.
While some mages enjoy being the solitary wanderer, the single voice against the
world's constant weakening, there are those who pool their power and knowledge,
preferring to face the challenges and dangers in life together. Such groups are
known as Hanri. Hanri refers to the first of the groups, the Hanri d'rulsi (Field of
Roses), a mythic formation of mages from the time of the Hui Dal. That Hanri was
said to summon a deity to its side, and ever since Hanri have pushed their powers
both alone and in cooperation to the brink to learn of the power of magic.
Many Hanri attempt to work with the most pure of magical forms, and induct
experienced mages into the art of such spellcasting. For an example, we will use
the Hanri of the Cup and Coin, founded in Primdeka, which still practices today.
The Hanri holds 10 permanent members, each known as Chalices. Their younger
members, known as Goblets, are said to 'fill' themselves with the power of magic,
tempering themselves with such essence. This is a standard view of many Hanri;
the knowledge of the world fills its vessel. Many Hanri use other metaphors, from
the growth of plants to the rebirth and regrowth of their members, to symbolize
this fulfilling.
Most Hanri members will willingly travel with those not of their group, assisting
spellcasters and 'simple' people (those who do not wield magic) in their pursuits
as they seek out likeminded members of the spellcasting elite to join their Hanri.
Hit Dice: d4
Requirements:
To Qualify to Become an Hanri Mage, a character must fulfill all the following
criteria:
Class Skills:
An Hanri Mage's class skills are: Concentration, Craft, Knowledge (All), Profession,
Speak Language, Spellcraft.
Skill Points: 2+Int.
BAB: +1/2/HD
Saves: Will Good.
Class Features:
Weapon and Armor Proficency: Hanri Mages gain no additional proficency in new
weapons or armor.
Spells per day: When a new level is gained, the Hanri Mage gains new spells per
day as if he had also gained a level in a spellcasting class he belonged to before
adding the prestige class. He does NOT, however, gain any other benefit a
character of that class would have gained (improved familiar, metamagic/item
creation feats, HP beyond those obtained from the PrC, and so on), except for an
increased effective level of spellcasting. If a character had more than one
spellcasting class before becoming a Hanri Mage, he must decide to which class
he adds the new level for purposes of determining spells/day.
Circle Magic: Hanri practice the art of Circle Magic (see: Red Wizard of Thay for
details). The Hanri member does not require the Tattoo Focus; instead, the Hanri
mage must be a member of the Hanri for effect.
The Circle Unbroken: Beginning at 1st level, an Hanri Mage gains access to the
Mage's Circle, an ability which will allow him to enhance his spells. An Hanri Mage
who carries a Wardcrest or Wardmark of his Hanri may, with a free action, apply a
single metamagic feat that he is knowledgeable of to a spell he is about to cast.
The power of the metamagic feat which may be applied is equal to one half of his
Hanri Mage level (maximum: 5 levels). An Hanri Mage who uses his metamagic
feats in such a way must then repay the debt, as he has drained his fellow
spellcasters of power for his own benefit. The Hanri Mage must expend a number
of spell levels equal to the levels used plus an additional two levels up to one
week after usage of the power into his Wardcrest to repay the debt, or lose access
to the Circle Unbroken. The additional two levels are to prevent the complete
depletion of the energy used in times of crisis, leaving a pool of essence to be
tapped into in reserve.
Purifying Magic: The Hanri Mage has gained significant ability in tapping into the
raw essence of magic. The Hanri Mage gains a +1 to level dependent functions of
his spells. This Benefit increases by +1 at 6th and 10th level.
Defense of the Hanri: The combined strength of the Hanri reinforces the Hanri
Mage's resolve, granting the Hanri Mage a +1 bonus to caster level to overcome
spell resistance at 3rd level. This increases to +2 at 6th level and +3 at 9th level.
Circle Leader: An Hanri Mage of 5th level may practice Circle Magic as the leader
of the Circle. At 10th level, the Hanri Mage may, as long as he is on the plane of
existence in which the majority of his Hanri resides, remote-access the Circle; in
effect, the Hanri Mage may request of members of the Hanri their power, and
they may supply it, with up to 1d4+1 casters responding with a spell of 1d6+1
level. This may be requested when spells are memorized, and normal repayment
requirements apply.
Fraternal Tongues: An Hanri Mage gains a bonus language at 5th and 10th levels.
This bonus language may be any language (including a secret Hanri-only
language), and represents the bonds between the various members of the Hanri.
Purest Form of Light: An Hanri Mage of this level has mastered the power of the
purity of magic which he has been striving for while he worked with his Hanri. An
Hanri mage may, as a free action, substitute the energy descriptor of any spell,
making half of the spell's energy 'pure magic', which is not subjected to
resistance. An Hanri Mage may also turn a spell into a pure magic spell using the
Circle Unbroken, using 4 spell-levels of energy for such an effect (which may be
applied at memorization or via the Circle Unbroken). This spell is completely
protected from resistance.
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Hanri Guardian:
"I serve on the behest of Malinar, the Imperial Matriarch. If you wish to live, stand
aside."
- Sir Marcus, Protector of the Matron's Hanri.
Hanri Guardians are most often found along with an Hanri Mage, though ex-
Guardians may be found in almost any party. Most Guardians are Monks, Rogues,
or Hexblades, though the occasional Cleric or Paladin may decide to become a
Guardian, as may the diligent Fighter. The rare Sorcerer forsakes his spell-casting
might to become an Hanri Guardian.
Requirements:
Skills:
Knowledge (Arcana): 5 ranks, Diplomacy: 5 ranks
Feats: Improved Initiative, Alertness.
Special: A Guardian must be embraced by his Hanri, undergoing a process by
which the Guardian is blessed with the Mark of the Hanri (a Wardmark), which
costs a member of the Hanri 500 XP.
Class Skills:
BAB: +1/HD.
Saves: Reflex Good.
Class Features:
Weapon and Armor Proficency: Hanri Guardians are proficent in all simple and
martial weapons, all types of armor, and shields.
Armor of the Hanri: The will of the Hanri and their magical protection assists the
Guardian. The Guardian is considered to be protected by a constant Mage Armor
effect. Treat as a spell-like ability at 1st level. At 5th level, this ability becomes
Extraordinary.
From Harm's Way: Beginning at 1st level, the Guardian may elect to place himself
in the path of danger, in order to protect his charge. Any time the Guardian is
within 5 feet of his charge, the Guardian may exchange positions with the charge,
in effect becoming the target of the attack focused on the charge. This ability
must be declared before the attack roll is made, and is taken as a free action. The
Guardian's charge is chosen as he rolls initiative, and may not change during
combat with this ability.
The Best Defense: At 2nd level, the Guardian gains the ability to make a melee
attack of opportunity against a charge's attacker. The Guardian makes this attack
with a +1 bonus at 2nd level, which increases by +1 at 4th, 6th, 8th, and 10th
level.
Share Spells: At 3rd level, the Guardian may share a spell that has a range of
Personal which is cast on his charge. This sharing may only be applied as long as
the Guardian is within 5 ft. of his charge. This distance is expanded to 10' at 5th
level, and to 20 ft. at 10th level.
Advanced Displacement: At 7th level, the Guardian may make a 10 ft. step
instead of a 5 ft. step, but only when using the Displacement ability.
Superior Displacement: Once a day at 10th level, as a free action, the Guardian
may actually remove his charge from combat, effectively casting Dimension Door
on his charge. This power functions as the Displacement ability, for example the
charge may cast a spell and the Guardian make his full attack, withdrawing using
the Displacement function, and then shoving his charge through space to a safe
place on the other side. This ability is considered a Spell-like ability.
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Sorcerer Imperial:
"There are a score thousand sorcerers in this kingdom, hundreds so in this world .
. . but I would not trade for all of them if I had a single one of you by my side."
The Sorcerers Imperium are the most powerful, most supported, and some of the
most renowned wizards in all of the land. Spellcasters who have been organized
for centuries, the Sorcerers master specific types of magic, always trying to
advance in their Order.
Those who embrace the Sorcerer Imperial Prestige Class are Minor Sorcerers or
Arcanists, tried by fire by the Sorcerers and given the right to a Wardcrest. The
specialized knowledge and deeper learning of members at this level gives them
the edge which is reflected by this Prestige Class.
Sorcerers Imperial prefer the company of old tomes and their comrades, but
some do travel. For the most part, a Sorcerer Imperial who is travelling is seeking
out some sort of knowledge outside of the Tomes, and will pair with anyone who
can assist them in obtaining the knowledge. The Sorcerer Imperial may also be
found amongst Imperial Guards, and members of other martial Orders who lack
their own spellcasters.
Requirements:
To Qualify to Become a Sorcerer Imperial, a character must fulfill all the following
criteria:
Skills: Knowledge (Arcana): 13 ranks.
Feats: Combat Casting, Spell Focus (Chosen School), Spell Mastery.
Spells: The ability to cast 5th level arcane spells.
Special: The character must be a Minor Sorcerer of the Sorcerers Imperium or of
a higher rank.
Special: The character must be able to wear and utilize a Wardcrest.
Class Skills:
Saves: None. (The Sorcerer Imperial sacrifices his Saves for additional benefit)
BAB: 0/HD (The Sorcerer Imperium sacrifices his BAB for additional benefit).
Class Features:
Spells per day: When a new level is gained, the Sorcerer Imperium gains new
spells per day as if he had also gained a level in a spellcasting class he belonged
to before adding the prestige class. He does NOT, however, gain any other benefit
a character of that class would have gained (improved familiar, metamagic/item
creation feats, HP beyond those obtained from the PrC, and so on), except for an
increased effective level of spellcasting. If a character had more than one
spellcasting class before becoming a Sorcerer Imperium, he must decide to which
class he adds the new level for purposes of determining spells/day.
Extensive Spell Focus: At 1st level the Sorcerer Imperium adds a +1 to the
difficulty for all saving throws against spells from the school of magic in which he
has spell focus. This bonus increases at 3rd, 5th, 7th, or 9th level.
Imperial Writ of Purchase: A Sorcerer Imperial may purchase materials for magic
item creation at 1/2 the normal cost. The Sorcerer may also purchase the items
he seeks from his fellow Sorcerers at a discount equal to 10% + 5%/level (max.
bonus: 50%.)
Wisdom of the Great Tomes: At 2nd level, and every even level until 10th level,
the Sorcerer Imperium gains a +2 to Intelligence.
Wardcrest Empowerment: The power of the Crest the Sorcerer wields allows him
to tap into his own spells, making them spell-like abilities. At 5th level, the
Sorcerer Imperial may pick a number of spells equal to his Intelligence modifier
that have been made available via the Spell Mastery feat. These spells are now
treated as spell-like abilities which may be cast once/day for each spell chosen.
The Sorcerer Imperial may also sacrifice a spell of equal level to cast a spell which
he has learned to cast via Spell Mastery instead. The Sorcerer Imperial's caster
level is treated as his class level for this ability; any spell which a caster of such
level would be unable to cast does not function as a spell-like ability. The Sorcerer
may change the spells which are spell-like abilities every other level. Any special
materials or XP cost is STILL required to be paid for by the user of the Wardcrest.
Circle Magic: The Sorcerer becomes able to be a Circle Leader at 5th level (see:
Red Wizard of Thay for details).
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"My Blade strikes true and clean, My Shield protects my body and soul. I am the
God Incarnate, the Power of the Rose in flesh."
- Recitation of an Imperial Knight.
Above the Orders and the Guards, the Knights of the Imperium are the strongest
and greatest of their kind, embraced by the Church and the Imperium, favored
above all others. The Knight of the Imperium serves the Emperor as a second
hand, the perfection of the axiom "The Knight is a blade in the hand of his Lord."
Trained for battle, the Knight of the Imperium is also versed somewhat in
statecraft, but not as well as a Courtier might be. The Knight of the Imperium
lives to serve, and refuses to betray his ideas. Most Knights of the Imperium are
more erudite Fighters, Rangers, and Paladins of Woldan, though a rare Monk or
Rogue becomes a member of the class.
Requirements:
Class Skills:
Class Features:
Weapon and Armor Proficency: Knights of the Imperium are proficent in all
simple and martial weapons, all types of armor, and shields.
Courtly Knowledge: The Knight of the Imperium may apply his class level to his
Knowledge (Nobility and Royalty) checks. Treat as a competence bonus.
Shining Star of the Imperium: A Knight of the Imperium is the physical and
spiritual embodiment of the Imperium, the beliefs of the Imperial knighthoods
given form. All of his allies gain a +4 morale bonus of saves against fear effects
when they stand within 10' of the Knight. If the Knight is paralyzed, unconscious,
or otherwise helpless, his allies lose this benefit.
Superior Knight's Sword: The Knight of the Imperium's Knight Sword may
become more powerful over time. Treat this ability as the Kensai signature
weapon ability.
Fury of the Rose: At 2nd level a Knight of the Imperium may strike his allies into
a state of fervor, akin to a barbarian's rage. All allies within 30' are affected by
this ability. This fury lasts for an amount of rounds equal to 2 plus the Knight's
Charisma modifier, and gives benefits equal to the Rage ability. At 4th level, the
ability's lasts an additional number of rounds equal to the Knight's Charisma
modifier.
Imperial Blessing: The Knight's very presence fortifies those around him. At 4th
level, the Knight is treated as if a permanent Bless has been cast on him,
affecting all comrades in a 30' radius. The power of the blessing increases by +1
at 6th, 8th, and 10th level.
Blessing of the Empress: The Knight gains this ability at 6th level. The Empress
has personally embraced the Knight, and given him her Favor as a protector of
her 'family' (the Imperium). Any sentient creature who comes in contact with the
Knight feels the touch of the Empress. Non-evil creatures treat the Knight with an
attitude of one step higher when dealing diplomatically. When dealing with Evil
creatures, the Knight applies his class level to his Intimidate check.
Jewel of the Crown: At 10th level the Knight is adopted as a paragon of the
Imperium, and is granted the Sigil Imperial. This mark, which is granted less than
ten times in a generation, entitles the user to the power of the Imperial Heir.
Treat the Sigil Imperial as a Wardcrest with the following powers:
- DR: 10/Magic
- Resistance of 10 to all elements
- SR: 15+KotI Class Level.
- The following spell-like abilities:
- Charm Person (at will)
- Dominate Person 3/day
- Mass Charm Person 1/day
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Imperial Diplomat
"The true measure of a solution is whether the sword would gain more than the
word. My words are the sharpest weapons in the Imperium; I have broken armies
and shattered the dreams of a thousand dictators. You will learn to do the same."
The Imperial Diplomat is the no-nonsense leader of a hundred envoys, the man
who brokers peace and declares war. A herald and a harbinger, the Imperial
Diplomat strikes fear into the hearts of those who would go against the Imperium
and its policies. The Diplomat's symbol is an old Windir trinket, known as the Skull
of Thorntooth, a symbol of the Imperium's patron deity, Woldan, in a draconic
form.
No one knows save for an Imperial Diplomat the full process by which one
becomes such a power, but they are universally respected and feared for their
knowledge. Their style of dress, severe with shaven head and long, curved sword
on their side, and tight military gait, the Imperial Diplomat has a form and style
which can put even the most ordered Knight to shame. Some say that the
Imperial Diplomats are draconic; while it is a joke, their bearing and severity
gives them the stature of the great beasts. Most Diplomats are Rogues, but the
noble Monk or Paladin may also be found as a Diplomat. In fact, the Master of the
Rose is said to wholeheartedly embrace Monks as the 'finest' possible diplomats,
their martial skills complimenting his knowledge.
Requirements:
Class Skills: Apprase, Bluff, Craft, Decipher Script, Diplomacy, Disable Device,
Disguise, Forgery, Gather Information, Intimidate, Knowledge (Nobility and
Royalty), Profession, Sense Motive, Spot, Speak Language, Use Magic Device.
Class Features:
Tricks of the Trade: A Diplomat rarely has the chance to fight clean, and when
he does he even more rarely takes it. At 2nd and 4th level an Imperial Diplomat
may gain the following feats: Flick of the Wrist, Fist of Iron, Improved Combat
Expertise, Improved Disarm, Improved Trip, Quick Draw, Rapid Stunning, Throw
Anything,
Power of True Fear: The Diplomat who is brought to the brink shows his anger,
and in doing so gathers around him the full force of that anger. At 5th level, the
Diplomat gains the Frightful Presence ability. His Frightful Presence extends for 5'
per level of the Imperial Diplomat class he possesses, and has a DC of (10+1/2
Character Level + Charisma modifier).