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Prestige Classes of Lodoss

 

HEALER

 

The HEALER prestige class is available to clerics of Marfa and Myrii. Many clerics of Marfa take the class because they feel it is Marfa’s will to heal the wounds of the good people of Lodoss. A select few clerics of Myrii take the class in dedication to a particular band of heroes. These clerics see their role in the party as insuring that the chosen heroes live to fight another day. In either event, the HEALER adds her prestige class levels to her clerical caster level when calculating number of spells, level of spells, and spell effects.

REQUIREMENTS:

Minimum wisdom score of 15. Empower Spell Feat. Ability to cast fourth level spells. HEAL (10 ranks), RELIGION (7 ranks), CONCENTRATION (6). Cleric must have Healing as one of her domains.

Healer

Level

Base Attack

Bonus

Fort

Save

Will

Save

Reflex

Save

Special

1

+0

+1

+2

+1

Add wisdom modifier to all cure spells

2

+0

+1

+3

+1

Receive Cure Serious as a bonus spell

3

+0

+2

+3

+2

Add charisma modifier to all cure spells

4

+1

+2

+4

+2

Receive Greater Restoration as bonus spell

5

+1

+3

+4

+2

Cast Greater Restoration w/o XP costs

Healers are loath to engage in actual melee combat. Clerics of Marfa avoid direct combat due to the benevolent nature of their patron deity. Clerics of Myrii who take the Healer class believe it is the will of Myrii that the true fighting should be left to the heroes of Lodoss, and the cleric’s duty is to serve the heroes. Because of this, Healers do not gain in their attack bonus as quickly as normal clerics.

A Healer who turns evil for any reason loses all special abilities and skills granted my the class.

 

GUARDIAN

Clerics of Marfa, Myrii, Falis, and Rada and good-aligned spellcasters may take the Guardian class. Guardians view their role in society as protectors of the weak and divine guardians of the Heroes of Lodoss. In an adventuring party, the Guardian is the groups eyes and ears. Guardians condition themselves to be aware of their party’s surroundings and are quick to provide shielding to those in their charge. The Guardian adds his prestige class levels to his caster level when calculating number of spells, level of spells, and spell effects. A Guardian who ever turns to evil for any reason loses all the special abilities of the class.

 

REQUIREMENTS:

Minimum wisdom score of 15. Minimum Dexterity score of 14. Alertness and Improved Initiative Feats. Cleric must have selected protection as one of his domains. Spellcasters must have selected either Marfa or Falis as their patron diety. RELIGION or SPELLCRAFT (5 ranks), CONCENTRATION (5 ranks), SPOT (6 ranks), LISTEN (6 ranks). Ability to cast 4th level clerical or arcane spells.

Guardian

Level

Base Attack

Bonus

Fort

Save

Will

Save

Reflex

Save

Special

1

+1

+1

+2

+1

Protection spells affect one additional person per point of wisdom or intelligence modifier.

2

+1

+1

+3

+2

Receive an extra Protection Domain Spell per Guardian level. Spellcasters receive one domain spell per level of Guardian.

3

+2

+2

+3

+2

When casting protection spells, add Wisdom or Int. modifier to caster level.

4

+2

+2

+4

+3

Add Wisdom or Int. modifier to initiative when casting a protection spell.

5

+3

+3

+4

+3

Receive Spell Turning as a bonus spell.

 

DEMONALATOR

This class is available to evil spellcasters and clerics of Kardis. The Demonalator adds her prestige class levels to her clerical or spellcater level when calculating number of spells, level of spells, and spell effects. These individuals have made dark pacts with demons or the goddess of destruction Kardis. They strive to open up the gates to the abyss in order to free Kardis and/or various evil beings and turn the land of Lodoss into an undead wasteland. Demonalators are outlawed in Lodoss, and therefore must work in secret.

REQUIREMENTS:

Minimum constitution score 14 (to withstand the pain of casting!), Languages: Abyssmal. CONCENTRATION (8 ranks), SPELLCRAFT (5 ranks), RELIGION (5 ranks), KNOWLEDGE: Ancient History (5 ranks). Ability to cast fourth level clerical or arcane spells.

Demonalator

Level

Base Attack

Bonus

Fort

Save

Will

Save

Reflex

Save

Special

1

+1

+1

+1

+1

Protection from Good as a permanent spell affect.

2

+2

+1

+2

+2

Clerics receive extra turning as a feat. Arcane spellcasters receive turning ability.

3

+2

+2

+3

+2

Add wisdom or int modifier to caster level for necromancy spells

4

+3

+2

+4

+3

Bonus item creation or metamagic feat

5

+3

+3

+4

+3

With a successful Fortitude save (DC 20), concentration check to cast an evil spell cut in half.

 

BLACK KNIGHT

This is NOT the same as the Blackguard. The Black Knight of Lodoss must be of Lawful Neutral alignment. All Black Knights come from Marmo descent. Through either direct contact with the first Black Knight or by being inspired by the legend of Lord Ashram, the Black Knight’s driving goal is a better life for the people of Marmo. He is cold, calculating, honor-bound, and dedicated to his people.

REQUIREMENTS:

Base attack bonus: +6

KNOWLEDGE (history-Marmo): 5 ranks

DIPLOMACY: 4 ranks

PERFORMANCE: 2 ranks

Iron Will Feat

Leadership Feat

Minimum wisdom 14

Minimum charisma 14

Black

Knight Level

Base Attack

Bonus

Fort

Save

Will

Save

Reflex

Save

Special

1

+1

+1

+2

+1

Marmo Recognition

2

+2/+1

+2

+2

+2

Bonus feat

3

+3/+2

+2

+3

+2

Inspired Leadership

4

+4/+3

+3

+3

+3

Bonus feat

5

+5/+4/+1

+3

+4

+3

Efficient Combat Style

6

+6/+5/+2

+4

+4

+4

Bonus feat

7

+7/+6/+3

+4

+5

+4

Enchanted Weapon

8

+8/+7/+4

+5

+5

+5

Bonus feat

9

+9/+8/+5

+5

+6

+5

Single Mindedness

10

+10/+9/+6

+6

+6

+6

Bonus feat

11

+11/+10/+7/+1

+6

+7

+6

Inspired Leadership II

12

+12/+11/+8/+2

+7

+7

+7

Bonus feat

13

+13/+12/+9/+3

+7

+8

+7

Spell resistance 15

14

+14/+13/+10/+4

+8

+8

+8

Bonus feat

15

+15/+14/+11/+5/+1

+8

+9

+8

Blessing of Ashram

Marmo Recognition: You are recognized by the people of Marmo as a champion of their cause, and as such receive a +3 bonus to the follow skills when dealing with the Marmo: Bluff, Diplomacy, Intimidation, Sense Motive, Innuendo, Gather Information, and Performance.

Inspired Leadership: Your empassioned beliefs show through to everyone around you. By giving a speech before a major undertaking, you add bonuses to your party’s actions. Make a Performance check (DC 13) to inspire your party in their actions. The Black Knight must have time to address the party (1 round). Upon a successful check, all individuals friendly with the Black Knight receive a +1 bonus to all attack rolls, saving throws, and skill checks. They are also immune to fear. Party members also from Marmo receive a +2 bonus instead.

At 11th level, the Black Knight can make a performance check to recruit people not normal sympathetic to Marmo goals. The Knight must have time to address the people (1 turn). For individuals who are neutral to Marmo goals, the DC is 16. For individuals who are hostile to Marmo goals, the DC is 22. (DM may add other modifiers based on the circumstances). PC is encouraged to roleplay the speech instead of just relying on a dice roll.

Efficient Combat Style: There is no wasted movement in your actions due to your supreme command of your emotions. Receive a +1 bonus to initiative rolls.

Enchanted Weapon: Regardless of the enchantment, the Knight’s primary weapon receives a +2 enchantment bonus and creates an aura of protection from chaos that affects only the Knight.

Single Mindedness: At this point, the Black Knight is so advanced in his goals that his mind is almost completely immune to anything that would take him off his path. The Black Knight becomes completely immune to the following spells or spell-like effects: fear, command, charm person, sleep, enthrall, hold person. The Knight receives an additional +2 bonus to all Will Saves as well.

Blessing of Ashram: The presence of Ashram’s spirit is strong in the Black Knight. The Black Knight becomes a native outsider and because immune to all spells and spell-like effects that do not effect outsiders. As a native outsider, spells that are meant to send an outsider to another plane (dismissal, etc) automatically fail. The Knight’s physical features will also change to look more like Lord Ashram. The Knight’s Charisma score raises by 2 during the transformation.

 

MERCENARY

The mercenaries of Lodoss are a different breed of fighter. Like Kashue, the Mercenary King of Flam, they possess a strong sense of honor not normally found among mercenaries. While they are indeed hired swords, they will not work for an employer whom they discover was "less than honest" in the job description. In the end, the mercenary will only work those he believes "deserve" his skills.

 

REQUIREMENTS:

Alignment: CG, NG, N

Base attack bonus +4

Minimum Constitution score 15

Minimum Strength score 15

Feat: Combat Reflexes, Improved Initiative

Because the mercenary travels extensively in search of work, he must be able to relate and communicate with a variety of people. Because of this, the mercenary must be able to communicate in at least three different languages besides common. He must also posses the follow skills: Direction Sense (4 ranks), Wilderness Lore (3 ranks), Swimming (2 ranks), Knowledge <geography> (3 ranks), Knowledge <history> (2 ranks). The mercenary must also spend 5 ranks in PROFESSION (mercenary).

Mercenary

Level

Base Attack

Bonus

Fort

Save

Will

Save

Reflex

Save

Special

1

+1

+1

+1

+1

Mercenary Income

2

+2/

+2

+2

+2

Bonus feat

3

+3/+1

+3

+2

+2

Sneak Attack 1d6 additional damage

4

+4/+2

+4

+2

+3

Bonus feat

5

+5/+3

+4

+3

+3

Evasion

6

+6/+4/+1

+5

+3

+4

Bonus feat

7

+7/+5/+2

+5

+3

+4

Sneak Attack 2d6 additional damage

8

+8/+6/+3

+6

+4

+5

Bonus feat

9

+9/+7/+4

+6

+4

+5

Leadership Feat

Mercenary Income: A mercenary can make quick cash performing odd jobs for local law enforcement, nobles, and landholders. When making a standard skill check for Profession, double the amount of money earned on the roll.

Sneak Attack: A mercenary gains the Sneak Attack ability as per thief rules.

Evasion: On a successful reflex save, the Mercenary takes no damage from breath weapons or area of effect spells.

Leadership: The mercenary receives the Leadership feat for free. If he already has the feat, he may attract followers as if he was 3 levels higher than he is.

 

FREE KNIGHT

Honor. Integrity. Kindness. Loyalty. Respect. These are the virtues of the Free Knight. Bound to no particular king, god, or country, the Free Knight serves all good people of Lodoss. Unlike the Paladin, who seeks to further the aims of her god, the Free Knight seeks only to help wherever she can.

REQUIREMENTS:

Alignment: LG, NG

Base Attack Bonus: +6

Leadership Feat

Iron Will Feat

Minimum charisma: 16

Diplomacy (8 ranks), Knowledge <heraldry> (6 ranks), Knowledge <geography> (5 ranks), Gather Information (4 ranks), Performance (4 ranks)

Free

Knight Level

Base Attack

Bonus

Fort

Save

Will

Save

Reflex

Save

Special

1

+1

+1

+2

+1

Lodoss Recognition

2

+2/+1

+2

+2

+2

Bonus feat

3

+3/+2

+2

+3

+2

Inspired Leadership

4

+4/+3

+3

+3

+3

Bonus feat

5

+5/+4/+1

+3

+4

+3

Efficient Combat Style

6

+6/+5/+2

+4

+4

+4

Bonus feat

7

+7/+6/+3

+4

+5

+4

Enchanted Weapon

8

+8/+7/+4

+5

+5

+5

Bonus feat

9

+9/+8/+5

+5

+6

+5

Royal Recognition

10

+10/+9/+6

+6

+6

+6

Bonus feat

11

+11/+10/+7/+1

+6

+7

+6

Inspired Leadership II

12

+12/+11/+8/+2

+7

+7

+7

Bonus feat

13

+13/+12/+9/+3

+7

+8

+7

Evasion

Lodoss Recognition: You are recognized by the people of Lodoss as a champion of their cause, and as such receive a +3 bonus to the follow skills when dealing with them: Bluff, Diplomacy, Intimidation, Sense Motive, Innuendo, Gather Information, and Performance.

Inspired Leadership: Your empassioned beliefs show through to everyone around you. By giving a speech before a major undertaking, you add bonuses to your party’s actions. Make a Performance check (DC 12) to inspire your party in their actions. The Free Knight must have time to address the party (1 round). Upon a successful check, all individuals friendly with the Free Knight receive a +1 bonus to all attack rolls, saving throws, and skill checks. They are also immune to fear. At 11th level, the Free Knight can make a performance check to recruit people not normal sympathetic to her goals. The Knight must have time to address the people (1 turn). For individuals who are neutral to the Knight’s goals, the DC is 17. For individuals who are hostile to Knight’s goals, the DC is 24. (DM may add other modifiers based on the circumstances). PC is encouraged to roleplay the speech instead of just relying on a dice roll.

Efficient Combat Style: There is no wasted movement in your actions due to your supreme command of your emotions. Receive a +1 bonus to initiative rolls.

Enchanted Weapon: Regardless of the enchantment, the Knight’s primary weapon receives a +2 enchantment bonus and creates an aura of protection from evil that affects only the Knight.

Royal Recognition: The rulers of the good-aligned kingdoms of Lodoss official recognize your status as a Free Knight of Lodoss. This affords you certain luxuries when traveling. Though up to the DM, this can include free lodging, access to privileged libraries, reduced fees for healing potions and clerical help, and even military support.

Evasion: Whether Myrii watches over the heroes of Lodoss, or you’ve just become so aware of danger that you can completely avoid it, the Free Knight gains the Evasion feat. On a successful reflex save, the Free Knight takes no damage from breath weapons or area of effect spells.

 

DRAGON RIDER OF MOSS

The people of Moss are the only ones who have ever learned how to domesticate the dragons of Lodoss, and then only the Moss Dragons (see MONSTERS). The Dragon Riders serve as the elite advance army for Moss and were instrumental in the final great war with the Marmo.

REQUIREMENTS:

Languages: Draconic

Minimum dexterity: 15

Character must be from Moss.

Feats: Mounted Combat, Mounted Archery, Ride-By Attack

Ride (8 ranks), Handle Animal (5 ranks), Balance (5 ranks)

Base Attack bonus of +4

 

 

Dragon Rider

Level

Base Attack

Bonus

Fort

Save

Will

Save

Reflex

Save

Special

1

+1

+1

+1

+1

Dragon Mount

2

+2/

+2

+2

+2

Bonus feat

3

+3/+1

+3

+2

+2

Animal Empathy Becomes a Class skill (dragon only)

4

+4/+2

+4

+2

+3

Bonus feat

5

+5/+3

+4

+3

+3

Telepathic Link

DRAGON MOUNT: The Rider has a moss dragon mount. The dragon is completely loyal to the rider.

ANIMAL EMPATHY: The rider earns Animal Empathy (rank 1) for free. The rider can buy additional ranks as a class skill. This skill applies to dragons only.

TELEPATHIC LINK: The Rider an Dragon have been together so long that a telepathic link is formed between the two. This link is active within a mile radius.

Return to the Stronghold.

Monsters of Lodoss.