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Emblem of Ea

3.5 Conversion Document

Introduction

Welcome to the 3.5 version of Emblem of Ea. The following file will serve to outline the major changes that have been made. You will find that many things are the same. In fact, most things are the same relevant to code and mush policy and even game rules. There are some updates and differences reflected in the 3.5 changes over that you need to be aware of. We are still using elements of 3.0 in the game until further notice. These elements are being used because we may prefer them or they work fine with 3.5 as is. For people who don’t own the 3.5 books, you need not worry. The changes are easily understood and absorbed and you also have access to the SRD at http://www.wizards.com/d20. Also http://underdark.iti.fi/~skiriki/SRD/ was put together by Lolth and is a great HTML based reference. Likewise you will be able to glean information from our theme and hr files.

Documentation on the Mush is divided up into three file groups. These files are Theme, HR and News. Theme consists of all theme information and is the largest of the major files. Theme also consists of stats for the original classes and prcs and rules related to factions and organizations. News contains general information relevant to the game itself such as Credits and Thanks, Rules, Administration, Web info and other such things. HR stands for House Rules. The HR files contain any house rules that are relevant to the game. Original feats are listed in HR along with variant rules such as alternate Paladin Mounts, rules for submitting new magic spells and so on and so forth. There may be some crossover between Theme and HR due to the dual nature of some issues but the data does not contradict.

Please read over the following files carefully as they serve as a primer for what is changed and what is not.

Theme is updated but not changed. By updated, some things like races may have received overhauls related to 3.5, new races have been added, new factions are available and new prcs are available. The world history, national theme, racial histories and so forth have expanded in some areas but not changed in an adverse fashion. Expansion will always be ongoing, for as long as the mush lives.

Chapter One: Races, Skills and Feats

The following files are updates to the races.

Dwarves:

Dwarves have been given a new sub-group and dwarven theme is expanded slightly. By typing theme Dwarves you will receive the new dwarven theme. Theme Mountain-Dwarf, Theme Iron-Dwarf and Theme Storm-Dwarf are our new sub-groups of Dwarves.

Mountain Dwarves are just like the PHB dwarves with the following exceptions. They receive the ability transform their skin to stone for a bonus to AC. They do not have bonus dodge against giants or attacks on goblinoids.

Iron Dwarves are a new racial group. They are similar to PHB dwarves with some differences. Their stats can be found in Theme Iron-Dwarf4.

Storm Dwarves are updated. Storm Dwarf enlargement currently works precisely like the Arcane Enlargement from the PHB and no longer functions as it did before. They retain all PHB dwarven abilities in addition to the bonus attacks and dodge but they do not have Stonecunning and they have resistance to electricity and sonic. Storm Dwarves are still ECL +1.

Elves:

The following updates have been made to elves.

High Elves have received a total overhaul. Their new racial ability includes the ability to cast four level 0 spells a day and they have access to the Reserves of Strength feat, once per day. They still retain the ability to detect magic at will but no longer can detect thoughts. They do not receive the elven ability to sense secret doors but they do receive a racial bonus to Concentration, Spellcraft and Knowledge Arcana. At this time, High Elven cantrips have yet to be coded and must be handled manually. They retain all other elven abilities. They have a favored class of Wizard /or/ Sorcerer. High Elves are still ECL +1.

Grey Elves are just like the standard PHB elves with the following change. They have favored class of Wizard /or/ Bard. They also have a +2 bonus on performance checks.

Silvan Elves are a new elven sub-group. These elves are the Wild Elves of Emblem of Ea. Their stats may be found in Theme Silvan-Elf5.

Shadow-Elves are unchanged but have expanded theme.

Humans:

In light of the overall power level of the game and the races, Humans now have a +2 racial bonus on saves versus fear effects.

Highborne:

Highborne have received a complete overhaul. First they are now ECL 1 and available for general application again. Be advised that admin will be much tighter on ECL races this time around. They are supposed to be rare for a reason. Highborne stats can be found in Theme Highborne8.

Beastmen:

Beastmen have been altered. They are still ECL + 1. Beastmen stats are now reflective of Savage Species’ Half-Ogres meaning that they are large sized now but they no longer have Claws or Scent. Beastmen may get Scent as a feat option.

Gnomes:

Gnomes are reflective of the 3.5 Gnome and now have Favored Class of Bard or Rogue.

Halflings:

Halflings are reflective of the 3.5 Halfling and have not changed.

Lizardfolk:

Lizardfolk have been moved under the Special Concept clause, which allows for application of non-standard races. Lizardfolk are now ECL 3 per the 3.5 clarifications.

Tieflings:

Tieflings are unchanged.

Aasimar:

Aasimar now receive Daylight as a racial ability and reflect their 3.5 version.

Half-Elves:

Half-Elves reflect their 3.5 version and are unchanged.

Half-Orcs:

Half-Orcs reflect their 3.5 versions plus Emblem of Ea modifications. They receive a bonus to intimidation and Sense Motive a bonus feat of Toughness.

Orcs:

Emblem of Ea player-orcs is a custom race. This version of Orcs has the same physical stats as a Half-Orc, but they have the racial ability to rage once per day. This and their other abilities can be found in Theme Orc5. Standard MM Orcs do exist in the world but are non Player clans. They are called Fel-Orcs.

Orcs, Beastmen, Half Orcs and Lizardfolk may take Scent as a feat.

Goblins:

Civilization friendly Goblins are now available as a player race. Their theme and stats can be found in Theme Goblin.

Skills:

Skill changes reflect 3.5

Feats:

We are currently using the full feat list from 3.5 in addition to feats that are original. Original feats and the list of approved feats can be found in HR Feats. The list of non SRD 3.5 feats is:

Knockdown, Improved Expertise, Fists of Iron, Dirty Fighting, Circle Kick, Extra Stunning, Arcane Preparation, Energy Admixture, Energy Substitution, Arcane Defense, Divine Vengeance, Extra Rage, Extra Smiting, Cooperative Spell, Destructive Rage, Divine Might, Divine Vigor, Dwarfs Toughness, Dragons Toughness, Giants Toughness, Greater Spell Focus, Greater Spell Penetration, Augment Summoning, Widen Spell, Subdual Substitution, Supernatural Blow, Speaking Wild Shape, Intimidating Rage, Extra Favored Enemy, Extra Rage, Close Quarter Fighting, Circle Kick, Hold The Line, Lightning Fists, Snatch Arrows, Throw Anything, Prone Attack, Divine Shield, Power Turning, Quicken Turning.

HR feats continue this list with House Feats.

Chapter Two: Classes Modifications and Updates

Wizards now get the language of Eldritch for as a bonus language. Eldritch is the language of magic.

Per 3.5, Clerics may choose to have either Celestial or Infernal added as a bonus language depending on the alignment of their deity. This has to be added after approval.

Please see further below for any changes to cosmology and planar theme.

Bards, Barbarians, Rangers, Monks and Fighters are updated to 3.5 versions.

Paladins are 3.5 version, however, for RP reasons, Paladin Mounts are not summonable.

This list and information on particular files can be found in Theme PrClist.

Inventors and Artificers and Tinkers:

There are two forms of science on the world of Gaea. These forms are Steamtech and Magitech. Steamtech is the province of the Tinker and involves more clockwork constructions and steam based forms of technology like engines and furnaces. Magitech is also known as Techno Magic and Machine Magic. This is the province of Artificers and it involves creating technology powered by magical energy that can create magic like effects and mimics spells.

Inventors have been renamed to Artificers. This is more in line with their theme. The following changes have been made to Artificers:

Clockwork Companion is a class ability that all Artificers get at level 3. In addition, they may upgrade the Companion with a pre-described list of abilities beginning at level 5. Clockwork Companions must be noted with +cnotes for now. See help +Cnotes.

Level 20 now grants Danger Sense +5.

A new class ability has been added: Use Technological Device.

Tinkers:

Tinkers are a new class adapted from the Warcraft Campaign Book. This class functions by scavenging materials to create and invent steam-based technologies and make shift battle technologies and field devices. Accompanying the Tinker are rules for building Technological thematic devices that will be available to both Tinker and Artificer with accompanying feats and admin approval.

Description: The Tinker builds and invents everything from crazy multipurpose knives to the siege engines. Dwarves and goblins are the primary members of this class as they produce rifles, zeppelins and other technological innovations currently found on Gaea. Despite a reputation for being dangerous companions, gained mostly due to reckless goblins, tinkers are not usually danger-prone. The real trouble arises when they mess with gunpowder or try and build a better steam engine and even then mishaps and explosions do not occur as often as many believe.

Races: Primarily Gnomes, Goblins and Dwarves.

Alignment: Any.

Affiliation: Any

Abilities: Tinkers favor Intelligence in order to cultivate his knowledge and craft devises. Dexterity is always a favorite for that inevitable dive for cover. Wisdom may be a liability, depending on how one views the mind of an Inventor.

Hit Die:D6

Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device,

Forgery, Gather Information, Knowledge (all but Arcana/Religion) Open Lock, Profession, Search, Use Magic Device, Use Technological Device.

Skill Points: 8+Int Mod X 4, 8+Int Mod per level.

Class Features:

Weapon and Armor Prof: A Tinker is Proficient with all simple weapons.

Bonus Feats: A Tinker starts play with a bonus technology-orientated feat in addition to the feat that any 1st level character receives. The tinker gains an additional bonus technology feat at 5th level and every 5 tinker levels after. (10, 15, 20) These must be drawn from the feats noted as technology feats. A Tinker must still meet the Prereq for the feats.

These technology feats are in addition to the feats that a character of any class receives etc.

Scavenge (EX): A Tinker can often find whatever they need out of random piles of spare parts and carry an astonishing variety of gadgets and gewgaws wherever they go. If a tinker needs to build something on the fly he can make a roll to build whatever he needs at +10DC. The Tinker may make a search check to locate parts and a Craft (Technological Device) check to build items.

At 4th level he adds a +2 Bonus to his scavenge checks and then +2 every 4 levels beyond (8, 12, 16, 20) A successful check means that the tinker has the items necessary to build the gadget and can jury-rig it in a tenth the normal time. On the other hand due to the slipshod nature of the components and the need to wildly improvise the gadget will last only for a number of uses equal to the Tinker's level or for a number of hours of continued use equal to the tinker's level. For example: A level 10 Tinker could create a Cannon that would fire 10 times or a steam powered three wheeled vehicle that runs for 10 hours.

Bomb Bouncing (EX): At 2nd level the Tinker perfects an improved technique of

bomb throwing. When throwing a grenade like weapon, he imparts a spin to the throw that doubles the thrown objects range increment.

Evasion (EX): At 2nd Level a Tinker can avoid even magical and unusual attacks with great agility. IF he makes a successful Reflex saving throw against an attack that normally deals half damage, he instead takes no damage. It can be used only if the Tinker is wearing light or no armor. A helpless Tinker does not gain this benefit.

Coolness Under Fire: (EX) At 3rd Level, The Tinker can take 10 on any roll that involves operating or building a mechanical device when circumstances would otherwise prevent it. This ability does not apply to attack rolls. The Tinker can use coolness under fire once per day at 3rd level. Every 3 levels after he can use it one additional time per day.

Fire Resistance (EX): At 4th level the tinker has become so used to working with intense heat, steam and explosive force that he gains fire resistance 5. This resistance increases by 5 for every 5 levels. This does not stack with racial fire resistance.

Improved Evasion: (EX) At 11th level a Tinker's evasion ability improves. He still takes no damage but he only takes half on a failed save.

Level | Attack Bonus | Fort | Ref |Will | Special

1 +0 +0 +2 +2 Bonus Technology Feat, Scavenge

2 +1 +0 +3 +3 Bomb-Bouncing, Evasion

3 +2 +1 +3 +3 Coolness Under Fire 1/Day

4 +3 +1 +4 +4 Fire Resistance 5, Scavenge +2

5 +3 +1 +4 +4 Bonus Technology Feat

6 +4 +2 +5 +5 Coolness Under Fire 2/Day

7 +5 +2 +5 +5

8 +6/+1 +2 +6 +6 Scavenge +4

9 +6/+1 +3 +6 +6 Coolness Under Fire 3/Day, Fire Resistance 10

10 +7/+2 +3 +7 +7 Bonus Technology Feat

11 +8/+3 +3 +7 +7 Improved Evasion

12 +9/+4 +4 +8 +8 Coolness Under Fire 4/Day, Scavenge +6

13 +9/+4 +4 +8 +8

14 +10/+5 +4 +9 +9 Fire Resistance 15

15 +11/+6/+1 +5 +9 +9 Coolness Under Fire 5/Day, Bonus Technology Feat

16 +12/+7/+2 +5 +10 +10 Scavenge +8

17 +12/+7/+2 +5 +10 +10

18 +13/+8/+3 +6 +11 +11 Coolness Under Fire 6/Day

19 +14/+9/+4 +6 +11 +11 Fire Resistance 20

20 +15/+10/+5 +6 +12 +12 Bonus Technology Feat, Scavenge +10

*For the beginning stages of the new site we will be restricting Tinkers to a select few in order to help us play test them and the new crafting feats.

Technology Feats:

The following feats are new technology feats added into the game. These feats can be chosen by Tinkers as bonus feats and reflect the ability to build certain types of machines and bonuses related to them. Items built via these feats require the Use Technological Device skill to operate to avoid a –4 penalty.

These are rules for creating technological devices for the Tinker. They apply to the Tinker Class only. These rules enable Tinker characters to submit new devices into the game whereas Artificers follow the rules of magic for creating new magic devices (As they are in the DMG.)

All Tinkers have a Technological Device Limit that is determined by 1 + Tinker Class Level plus any feat modifiers. (These are what the technological feats are for.) Any device you build must have a TS less than or equal to your limit. So for example a level 4 Tinker can build devices with a Technology Score of 5 + any feat modifications he has. An item’s technology score is determined by the highest capability.

The limits of this are as follows:

Maximum AC Bonus – Technology Score

Maximum Ability Modifier - +(Technology Score x 3)

Maximum Cargo - (Technology Score X 200 lbs)

Maximum Damage Inflicted/Prevented - (Technology Score)d6

Maximum Hardness - Technology Score

Maximum Hit Points – Technology Score x 5

Maximum Movement Speed – Technology Score x 20 Miles per hour

Maximum Range Increment – Technology Score x 50 feet.

So lets say, for example, that a level 3 Tinker with a Technological limit of 3 (5 with the Build Vehicles Feat) wanted to build a mechanical chariot that moved at 20 mph and could carry 400 lbs. To carry 400 lbs requires a technology score of 2 (2 X 200 lbs) and to move at 20 mph requires a Technology Score of 1. (1 X 20 mph) so the Technology Score of the device is 3 – being its highest capability.

The Craft check for building the device is always 15 + the Technology Score so the Tinker has a DC of 17 to overcome. Craft/Technological Device is required.

Task DC’s are assigned in order to determine how difficult it is to create the device. They are not used for skill checks.

DC 10 – Simple Repetitive Chore - Mortar Shells, Devices that chop down trees, wash dishes, irrigate.

DC 15 – Complex Repetitive Chore – Bombs, Devices that feed and water livestock, chop down dozens of trees, add numbers

DC 20 – Simple Responsive Systems – Firearms and Cannons, Alarms, Traps, Devices that send messages and slow ground vehicles.

DC 30 – Complex Responsive Systems – Mechanical Guardians, devices that record information, air and water vehicles.

DC 50 – Simple Creative Systems – Devices that forge weapons, build walls, copy books.

DC 75 – Complex Creative Systems – Devices that forge gunpowder, build siege engines, erect buildings.

DC 100 – Amazing feat of Technology – Self-replication, artificial intelligence, devices that hunt and destroy particular individuals.

The DM’s, to determine how difficult it is to actually create an item, use the Task DC. DM’s also set size, weight and hardness when necessary. Many times it may not be necessary.

Finally, building the item uses the standard craft rules. Actual construction requires a weekly craft check. For the Tinker’s Scavenge rules, he can jury-rig devices in a tenth of the normal time. The above-mentioned horse can be put together nearly instantly (a tenth of the normal crafting time) but only has limited uses. The above rules are mainly for longer-term devices meant to enter the grid.

Chapter Three: New Weapons and Items

New Weapons and Items:

Long Rifle

The king of small arms, a long rifle is nearly as long as a dwarf is tall. Thanks to the innovative barrel design, a shooter can use the rifle to knock an apple of an orc's head from nearly half a mile away. The Long Rifle holds a single shot and requires a standard action to reload.

Size: Medium

Cost: 800 gp

Damage: 3d6

Critical: 20/x3

Range Increment: 300 ft.

Weight: 20 lbs

Dtype: Piercing

Blunderbuss

This basic firearm does 2d6 points of damage to a target in the first range increment and 1d6 points of damage to anyone in a 5 foot wide path beyond that distance out to maximum range. It holds a single shot and requires a standard action to reload.

Size: Medium

Cost: 250 gp

Damage: Special

Critical: 20/x3

Range Increment: 10 ft

Weight: 10 lbs

Dtype: Piercing

Great Maul

Even huger then the greatsword and great axe, this massive weapon is composed partially of the special alloy known as Uru. Just the small amount of Uru applied to the core of the hammer causes it to weigh an incredible amount and enables its weight to be applied for even more powerful critical then a Maul is normally capable of. The Great Maul requires strength of 15+ and Exotic Weapon Prof/Great Maul.

Size: Large

Cost: 600 gp

Damage: 2d6

Critical: 20/x4

Range Increment: -

Weight: 50 – 80 lbs

Dtype: Blunt

Grenade

This small bomb can be thrown by hand. A character hit by a grenade bomb may make a Reflex save (DC 20) to catch or deflect it. A deflected bomb scatters. A character that catches a grenade bomb can throw it as a normal attack action.

Size: Small

Cost: 40 gp

Damage: 2d6

Blast Radius: 5 ft.

Range Increment: 10 ft.

Weight: 1lbs

Dtype: Fire

Goblin Army Knife

It’s not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It’s a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds but no skill check is required.

Size: Small

Cost: 50 gp

Weight: 4 lbs

Gnomish Gyroparasol

The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling.

Size: Medium

Cost: 150 gp

Weight: 2 lbs

Dwarven Pulley Gun

From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it’s fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.

Size: Small

Cost: 225 gp

Weight: 8 lbs

Spidersilk Rope:

This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.

Size: -

Cost: 25gp/50 ft

Weight: 3 lbs

Materials:

The following are rules for materials. Mithral is named Mithril in this theme. Adamant is available. There are a number of house thematic materials that can be used.

Aethrite

Aethrite is the counterpart to Aethrium and was developed by elven wizards during the early age of the world. This rare metal actually enhances the casting abilities of those who carry the item and many older mage staffs and trinkets were made with signature Aethrite stones incorporated into the staff. Aethrite when used as the focus of a spell enhances the caster level by +1. Today these items are very rare but paid handsomely for by the Eldritch Council and magician guild.

Aethrium

Aethrium is a specially treated metal that nullifies magical effects. First developed by dwarven master builders during their warfare with the Shadow Elves of Night Haven, its secrets were later given to humans. Human wizards would often create chambers and shackles composed of Aethrium to hamper the magical abilities of spell casting renegades and the Artificers of Kulthus laced the armor of the War Golems with the metal to render them resilient to the effects of enemy spell casters. Aethrium armor is automatically considered masterworked for the purposes of enchanting. It confers Spell Resistance of 11 + the level of the character but it has the adverse effect of causing the Sea of Mana to flow around the wearer, making them unable to cast even the faintest spark of arcane magic. This useful metal does not come cheaply. Add 9000 gold to the base cost of any armor created with this metal.

Dragonhide

This exceptionally rare hide incorporates the hide of dragons into its make and is often used to create expensive and powerful leather, hide and studded leather armor that is inherently magical and comes ready to be enchanted. Armor made from this material has a zero percent chance of spell failure. Dragonhide armor costs twenty times the cost of normal armor.

Uru:

According to myth, this metal was made by the combined strength of Garganos' fists and Chodan's hammer in the ancient days of the world. A metal that combines the weight of lead with the strength of steel, it is perhaps a distant cousin to Adamantine. Few individuals outside of The Dran even have the strength to lift an Uru weapon, much less wield it. Using an Uru weapon requires an additional weapon proficiency (Uru Weapon)

and strength of no less then 15+ to even wield the weapon. A wielder of Uru who meets those pre-reqs deals extra damage equal to half his strength bonus. (So in short, instead of simply adding strength they would add 1.5x strength for one-handed weapons and 2x strength for two-handed weapons.)

Uru armor confers Damage Resistance of 5/+1 but leaves the wearer virtually immobile due to its weight. It's considered one category larger in terms of weight to a maximum of heavy armor and it reduces dexterity bonus by +2. Armor check penalties and arcane spell failures are doubled.

Weapons made from Uru add 20,000 gp to the base price and weigh twice as much. Likewise armor adds 20,000 gp.

Chapter Four: The Cosmology (New)

The Emblem of Ea Cosmology does not follow standard D&D Wheel configuration. What follows below is a description of the major planes.

Imagine an enormous disc. Then imagine a great vast sea upon this disc. The name of this sea is the Sea of Mana. The Sea of Mana encircles The World and its energy caresses it and empowers it. In the middle of the Sea of Mana lies the Ethereal Sea, which envelops and embraces the Material Plane. A great vast wall known as The Walls of the Worlds is built. On one end of this wall is The Seven Gates of Chaos. This leads to The Outer Dark, also named The Void.

Outside of the Wall of the World is the great vast Outer Dark. Here unnamed deities, cosmic entities, monsters and all manner of beings exist. This is also named The Void. An evil malevolence is imprisoned in The Void named The Devouring Wyrm. The Devouring Wyrm has corrupted the deity Maugrim and resides within him. This is why Maugrim is named the god of The Void. The Void encircles the world and The Wall of Worlds protects the planes from the ravages of The Void. The gods defend the world from The Void and the Demons of The Void

The Ethereal Plane and the Astral Plane are both consolidated into the Ethereal Sea. Ethereal Gate is the corridor that rides the Ethereal Sea to the different planes. Think of it as an unending twisting highway. It serves the function of the Astral Plane.

In the middle of the Sea of Mana lie the great planes. Now imagine a great support staff like a pillar that is in the very center of a great disc that is floating in the middle of the Ethereal Sea – which is given life by the Sea of Mana. This staff is named The Rod of Creation and is also called The Axis of Creation. Written on the Axis are the Seven Names of God or The Source.

The planes are arranged around this axis in a great spiral that ascends upwards towards heaven and downward towards the abyss. The Material Plane is known as The Million Worlds. This is where Gaea is situated. (Gaea being the game world you are on.) Arranged around the Material Plane and overlapping it is The Four Elemental Planes. A deity level being known as The Spirit Kings rules each elemental plane. Only the most learned and mighty scholars and sages know their names.

The Rod of Creation and The Ethereal Gate serve the purpose of The Astral Plane (Being the corridor that connects all planes and the passage way by which it is reached.) Similarly, The Ethereal Plane is known as The Ethereal Sea. There are no positive and negative energy planes in this theme. The Void is negative energy and The Source is positive energy.

The Source is also the living spirit of Elhim the High God and Overpower of the setting. Elhim is a benevolent being interested in the well being of creation but one that works through intermediates, being the non-fallen gods. All planes can be reached from Gaea.

The Planes:
The Border Ethereal (This is so close to Gaea as to nearly touch it. The goddess of the moon resides here and keeps careful watch over the world.)

The Ethereal Sea (As mentioned before, this invisible ocean is like the shallow-water of the Sea of Mana and serves the function of The Ethereal Plane)

The Rod of Creation (This is the axis on which all the planes is built. It serves as a type of central corridor by which planar travel can occur. It touches all planes and so is synomous with the Astral Plane)

The Sea of Mana (This is the source of all magic and it envelops everything else like an ocean envelops an island. The Ethereal Sea is in the center of this and then the rest of the planes. )

The Timeless Halls (This is also known as The Beyond. The Three Fates (Past, Present and Future and the daughters of Navos.) dwell here along with Navos and Elhim Himself. This is not reachable by any other plane save The Dome of Heaven though Navos comes and goes.)

The Walls of the World (This is a barrier that was built by the gods in the beginning to contain The World and to keep The Void from consuming it.)

The Pillar of Garganos (This is where Garganos was imprisoned during the first age for a time and where he ‘held’ the world with his strength. (Think Atlas) Later it became his place of dwelling and synomous with raw power.)

The Library of The Ages (This is the dwelling place of Animus. The Great Pendulum of The Equilibrium is here.)

The Eternal Forest (Gilead and Ellynwyn dwell here along with numerous extraplanar creatures. This plane is synomous with The Beastlands and many neutral powers dwell here or maintain homes here.)

The Dancing Lawns (Ceinara. This is a small demiplane that lies between Elysium and The Eternal Forest. Ceinara is thought to have created it.)

The World Engine (Imagine an incomprehensibly huge and vast engine and machine that somehow ‘keeps the planes working’. Chodan reigns here and dwells alone here.

Warriors Rest (Averium maintains a realm here but shares a portal with Kestriel (who is often roaming the planes in search of Demons of the Void. Averium also maintains a portal to the Halls of Judgment and to the Plane of Fire and to the Forever War with Kor.)

The Halls of Valor (Kestriel rules here but maintains a passage way to the Walls of the World where he keeps vigil and also freely travels to Warriors Rest where his father rules.)

The Dome of Heaven: (Paradise. Mariel, Eduriel and Serriel all dwell here in different locations. It’s also known as The Mountain of God. It is said that at the top of the Mountain The Source can be reached. This is the topmost Plane and the largest of the upper planes.)

The Hall of Judgment (A small demiplane where Serriel rules from. Located in The Dome of Heaven.)

The Throne of Eduriel (A small demiplane where Eduriel’s highest seat is located. Near the top of The Dome of Heaven.)

The Fields of Elysium (This is also in the Dome of Heaven and is where Mariel reigns)

The Forever War: (The Iron Halls of Kor are here and there is a portal to Warriors Rest. This is the plane of eternal battle, both organized and non-organized. Kor’s sister, Meassa is also here but is unknown to the people on Gaea.)

The Halls of Waiting (Vardama is here in her Basalt Halls. This is the realm of the dead where souls go and are weighed. The other gods must send servants to this plane to retrieve their faithful when they pass into the Afterlife.)

Hades (Mundus dwells here and maintains a portal to the Halls of Waiting but is often at odds with Vardama.)

The Iron Hells (This is where the most baseless, destructive and dangerous creatures and beings find themselves imprisoned. It has some similarities to the Nine Hells in regular D&D Cosmology. Maugrim is trapped here following the Daemon Wars but every so often his prison cracks and his chains buckle)

Pandemonium (Astaeus dwells here and maintains a portal to The Abyss. This is similar to the D&D Cosmology.)

The Abyss (This is the most wicked of the lower planes and is home to a number of smaller demiplanes and regions. Mulria dwells here along with Deimos and Illotha and a host of demons and devils that are currently at war with each other following the end of the Daemon Wars on Gaea.)

Deities:

Kestriel is now Neutral Good and may sponsor paladins.

As of this writing the deity theme will be getting an overhaul and being touched up but it will be nothing that effects players in a negative fashion or will change past rp. Rather imagine it as more self-inflicted pain for the theme heads.

Chapter Five: Factions

 

Here are writeups on several major game factions.

The Arcane Circle (Magician Guild)

Wizards of the Arcane Circle are sometimes called Covenant Mages, Order Wizards and Mages of the Arcane Order. It is both a school for fledgling spellcasters (The Academy of Sages) and an order for dedicated and advanced wizards (The Circle). The Circle’s headquarters, being in Rune, also causes them to be known as The Wizards of Rune. The Arcane Circle is the premier mage guild in the known world. Symbolized by the All Seeing Eye of Animus, they are held with great respect, fear, reverence and authority in the matters arcane. Practitioners of the arts of the Wizard predominantly populate them but some Sorcerers also benefit from membership and the common man doesn’t distinguish between the Sorcerer and the Wizard. Also they sponsor membership into and support smaller satellite groups such as The Spellsword Guild, The Wayfarer’s Union. Access to certain Prestige Classes and affiliations can only be legally attained through the Arcane Circle.

The Arcane Circle has several primary goals. The first goal is to teach, research, protect and cause magic to flourish. Any practicing wizards first allegiance, beyond race, creed, nation and religion, should be to The Magic. It does not matter if you are an elf or a gnome or a human, the magic unifies you and brings you beyond racial boundaries. They adhere to the teachings of Animus the god of magic although they have members who also reverence Eluna the Moon Goddess and lady of divination and white magic. Likewise they have members who follow Mulria the Shadow Sorceress or are from evil lands – but the magic is all.

The Arcane Circle sponsors a series of colleges of wizardry known as The Academy of Sages. The Academy is a small sub-group of the Arcane Circle that acts as a study ground for beginning wizards who wish to learn the art and to pass beyond the realm of dabbler and become a true wizard. The Academy of Sages is divided into three schools: The School of Philosophy, the Bardic Colleges and the College of Magic. The main effort is concentrated within the College of Magic although the Schools of Philosophy and the Bardic Colleges are sometimes utilized by non magic-users who wish to become learned individuals. The Arcane Circle does not mind this as this creates favorable public relations and appearances.

The Arcane Circle teaches that magic must be used responsibly and favorably. It teaches its edicts in order to avoid another time in which mages are hunted and persecuted and magic risks fading from the world. Even evil wizards must use magic responsibly and not flippantly otherwise they risk damaging magic in the world. Open practice of certain forms of magic such as Necromancy and trafficking with evil outsiders is frowned upon and sometimes restricted and not heavily taught. Their tight strictures have caused some members to separate themselves, believing that the Circle’s methods are outdated or too morally restrictive.

The Arcane Circle also actively seeks out ancient magic in order to restore it to the world. They explore ruins, sponsor expeditions and are currently in the process of piecing together the language of the ancient Artificers, Kulthian. They also work with the clergies of Animus to seek out and heal damaged areas of wild magic or null magic. They work with Eluna’s clergy to destroy or contain dangerous forms of magic that could threaten magic in the world and they are not adverse to the activities of Mulria’s clergy to keep some aspects of magic secret and out of the public light. Although a neutral order, like the True Neutral alignment, they prefer ‘Good Neighbors’ to ‘Bad Neighbors’ and so they do not necessarily focus their efforts on evil magic although they have evil guild members.

The Arcane Circle is headquartered in the magical nation of Rune – which in reality was founded by the leadership of the Arcane Circle. Rune, perhaps, is little more then just the housing ground for The Circle. The Circle is Rune and Rune is The Circle. The Spectrum Lyceum is the location of the Circle’s chief Assembly and the leadership of the Circle, The Eldritch Council, meets in secret at the top of The Null Tower.

Membership:

Although Wizards are, by nature, solitary individuals, most practicing wizards find it beneficial to join The Circle. They still practice their research efforts alone but now they have a common ground to meet with their peers, share notes and attain knowledge that they would not normally have. There are different levels of Membership related to the guild. The first level is through the Academy of Sages, which is a school for fledgling arcane spell casters. The Academy of Sages benefits the early stages of a Wizard from basic stages such as learning cantrips and basic spell book upkeep. Once a Wizard reaches the base pre-reqs of the Guildmage Prestige Class, he has passed beyond the curriculum of The Academy of Sages. They may still use the campus grounds as alumni for the purpose of the labs and research libraries. Being taught through the Academy is not a requirement for joining the guild. There are elves that come from House Arcanum in Llyranost and other practicing wizards who were taught by solitary Wizards as apprentices who all join The Circle.

At this point a Wizard may wish to pursue membership into the Arcane Circle. Firstly, gaining the Guildmage Prestige Class automatically earns membership into the Circle. A Guild Mage is a dedicated wizard to the Circle. They receive full membership, lodging, must pay dues and gain the benefits of the Prestige Class which represents features of the Arcane Circle. These Wizards are known as Guild-Level Wizards.

Some Wizards may not choose to be so dedicated and so they may join The Circle but do not receive the benefits of the Prestige Class. These Wizards must still pay the entry fee and the thirty gold pieces a month. By doing so they gain access to the Guild Membership ability of the Guildmage Prestige Class which basically amounts to lodging, access to libraries and research labs, job posting boards and they must be available for special commissions and make appearances on Academy of Sage campuses every six months for work and sometimes teaching. They do not gain access to the Spellpool, Research development and other things a dedicated Guild Mage receives but they are freer to develop their magical studies. Many Court Wizards, smaller wizard enclaves and groups and lesser organizations maintain loose ties to the Arcane Circle through this method.

Benefits:

There is no tangible cost associated with being involved with The Academy of Sages outside of a requirement of at least 1 caster level of Arcane Magic (Sorcerer, Bard or Wizard). Students of the Academy receive access to research labs and libraries and lodging for 5 gp a month. Entry into the Guildmage Prestige Class is synomous with joining the Arcane Circle. By doing so a spell caster gains all benefits and abilities of the Prestige Class. Non-dedicated wizards can attain secondary membership. By paying dues and the entry fee, these wizards gain access to the Guild Member ability of the Prestige Class but nothing else. This does include access to libraries, job boards, research labs and more. The Circle sponsors entry into several other groups that normally may not be easily attained: Loremaster, Spellsword, Eldritch Knight, Archmage (renamed to Tower Wizard), Wayfarer and others.

Leadership:

The Arcane Circle has several levels of leadership. The Eldritch Council is a circle of eleven of the world’s most powerful wizards. The council was established by Animus himself, ages ago, to safeguard magic in the world. Later the Council itself went on to found satellite groups, schools and other such things and this later developed into the Arcane Circle. Theme Eldritch contains more information on the council itself. The Archmage of the Council is a man named Chancellor Arvin Everstar (Wizard 5/Guildmage 10/Archmage 5). He oversees the affairs of the Arcane Circle, meets with other regents of the Circle and is the voice of the Eldritch Council and is the most powerful practicing Wizard in The Circle and in most of the known world. Gerard Stormcrow (Wizard 7/Guildmage 10) is his second and is the Head Master of the Academy of Sages and is considered to be the second strongest mage in the land. Beneath Gerard are five Headmasters for the five Academy of Sage locations in the world. The Headmaster of the Alexandria Academy is Elex Sandstone. (Wiz 10/Guildmage 5)

Templars of the Holy Sword (Paladin Order)

The Templars of the Holy Sword is an order of virtuous knights sworn to upholding the tenants of law, good and nobility. They draw their origins and their name from the magnificent artifact known as The Holy Sword of Ea. The Holy Sword, not to be confused with another legendary artifact known as The Holy Avenger, was the weapon given to Aiglos of the Highborne. The Sword and it’s companions, The Holy Arms of Ea, were mighty weapons and items that were used to help free humanity from the Dragonlords and in later years was instrumental in ending the Daemon Wars and banishing the avatar of the fallen god, Maugrim. Following the end of the Daemon Wars, Elbereth, the last High King, died and the sword was taken and placed into a vault in the city of Bryn Myridorn. The arrival of the sword brought with it the Knight Protectors who were the elite soldiers and bodyguards of Elbereth. Though this order disbanded with the dissolution of The Millennium Kingdom, the founding of Myrddion came soon afterwards and an order of soldiers earned the honor of being the honor guard for the Tomb of Elbereth and the Vault of the Holy Sword.

They soon earned accolades for their position and for the tenants and teachings that they upheld. They began to participate in missions and activities in routing out rogue cells of demons and clearing Myrddion of infernal forces and they allied themselves with the Church of Eduriel. Soon the Templars of The Holy Sword became a structured group and grew to become a military arm of the Church of Eduriel. It has stood for five hundred years. As the military strength of Eduriel’s church, the Templars are often called upon to guard holy sites, including temples and pilgrims. They assist the knights and soldiers of Myrrish armed forces and also travel to distant lands to promote the cause of good and law. It’s not unusual to consider that many paladins are members of this order as well as priests of Eduriel. Their chapter houses, called Sanctums, are often near by local temples of Eduriel in cities that will house them. They are also devout demon hunters, remembering well the origins of The Holy Sword and the sacrifice of The Millennium Kingdom. Indeed, attaining a high rank within the order involves the slaying or banishing of such a powerful entity back to The Abyss.

Membership:

Paladins, Fighters and Clerics are most often found in the Templars. The order is a devoutly lawful and good order that serves Eduriel and the church of Eduriel, however members of other lawful and good deities (Serriel) may join. The greatest responsibility they have is the safeguarding of the Holy Sword of Ea, which is both a national treasure of Myrddion and the foundation of their Order. The sword is rich in sleeping power but it is more importantly a symbol of inspiration to both themselves and the people of Myrddion. The most elite of Templars are given the task of standing guard of The Vault or when the sword is on display for pilgrims to Eduriel’s temple.

As prestigious as an order as this, most would be Templars train from a very young age to be able to gain entrance into the order. Young men and women are apprenticed to older knights and it’s not uncommon to see a family tradition of membership. They learn about life as a Templar by serving a master as an apprentice for at least five years. Prospective members who hear the call of a god to become a paladin are often given elite training and education in religious matters that go above even standard applicants. This is their time as Initiates. A rank of Knowledge/Religion and The Celestial Language is required at this point and then they enter the rank of Acolyte, which is the entry into the order proper after those first five years of hard work have passed. After this they are given the rank of Novus Unus and become a fully ordained Templar. (Min. Character Level of 2.) Advancement through the ranks of the order at this point involve passing military and martial tests, tactics training and training in order to meet the requirements of the Knight of the Holy Sword Prestige Class. The Knight of the Holy Sword is a true Templar and full member of the order. Some Templars may never choose to take this Prestige Class but it is required in order to attain the high ranks and full membership into the order and full benefits. (See Below.)

Benefits:

The full benefits of The Templars of the Holy Sword can only be attained by those who qualify for and enter the prestige class; Knight of the Holy Sword. Those who do not cannot advance to high rank within the order and are restricted to the first 8 levels of rank within the order, which themselves are based on character level, manner and conduct. Characters of those rankings are still called upon to perform missions for The Order and the Church of Eduriel, they continue basic training in military and religious matters, and perform heroic acts and deeds in the name of law and good. For these members, benefits include free housing at Chapter houses and Temples of Eduriel, mounts, equipment, food and of course veneration and honor within the Order for their deeds (Which most certainly amounts to pleasing Eduriel and the forces of law and good – which a Templar should aspire to above mortal thanks and gratitude.) Templar initiates who reach the pre-reqs for the Knight of the Holy Sword prestige class and enter into it attain the abilities and full benefits bestowed by the order. This involves sponsorship by another Knight and successful completion of a bestowed quest by either the Order or the Church of Eduriel. (See Knight of the Holy Sword)

Leadership:

As a lawful and good organization, The Templars follow a strict hierarchy. The leaders of the order are known as The Triumvirate. These three men are among the most powerful and influential soldiers of good on the continent. The Templar Primus is the chief of this elite group and is a Griffon Rider by the name of Eddard Ironheart (Paladin 8/Knight of the Holy Sword 10) He also serves as a councilor to High Priest Edureallis of the Church of Eduriel. Beneath The Triumvirate are a group of warriors known as The Visions. These men are the military commanders of the order with their highest rank acting as The General of Templar military forces when they are involved in large scale battles, such as during The Crown Wars. Beneath these individuals, the Templars order themselves accordingly with leaders of chapter houses and even commanders of small divisions as need be.

Engineering Enclave (Craft Guild)

Most Engineers and Crafters the world over hold at least respect for the Engineering Enclave, also called Enclave of Engineers, if they are not already members. Technologically inclined nations are usually more than happy to allow the Enclave to have branches in their cities. This usually means the influx of new types of technology, improvements on existing types, and an increase in capability of the nations themselves. Of course it also frequently means unmitigated disasters when contraptions go awry. The Enclave is monetarily backed by a percentage of the patents on the sales of Enclave member’s designs or produced inventions. They are also often given grants by governments, wealthy nobles, or merchants, to specifically design items for their use. Gaea is a world of great extremes. From the tiniest halflings, to the massive Beastmen, from the barren desert wastes of the Desolation to the lush forests of Llyranost, this is visible. But there is no greater expanse of extremes in this world than the scope of technologies. Technology levels across the world range from barely the Bronze Age, nomadic tribes who travel by horse, to steam powered, flight capable societies who travel in airships.

The birth of the Enclave came in the form of the Gnomish settlement in Khazad-Duin known as Clockwork Point. Here the tinkers and inventors of the race had established their own society, and eventually had their efforts bolstered by the engineering finesse of the nearby dwarves. It was discovered that inventions created through multiple minds working together, succeeded more frequently, and often far exceeded original expectations. The gnomes determined to build a facility to ease the process of invention and engineering, and together with the dwarves, the Enclave Prime was constructed over the space of a decade. In its earliest days, only a few clockwork mechanisms on the structure were connected to the clock, which towered over the settlement, 20 stories high.

Once the initial building was in place, beings were freely allowed to enter and use the facilities to craft their inventions and design their engineering marvels. It was then that a few shady characters began stealing the ideas and test models of some of the Inventors. Items were showing up badly constructed, often dangerous, and cheaply made in the Veyshan markets and Gustav bazaars. Other inventions were sabotaged, and one killed its inventor on its final test due to foul play. Angered and upset by the thefts and intentional harm it was determined that people with evil intent, and those who were not Inventors or Engineers had pretended to be honest folk, in order to enter and steal from the facility.

The honest beings who had been using the facility met in a large conference, filled with a variety of representatives of many races and societies, all holding the common bond of invention and design. A Gnomish inventor and a Dwarven engineer organized and led the conference, during which the beings decided to formalize themselves as an order, requiring membership to use the facilities, and working together to prosecute thefts and sabotage, protect the rights of its members, and help facilitate the creation and later sale of inventions. Thus the Engineering Enclave was created, and the gnome and dwarf, Octavius FlightMaker WidgitWright (his short name) and Hurthach StoneBridge were elected the Head Supervisors of their respective Invention and Engineering Departments.

Since that time, the Enclave has grown and branched out, their methods for validating their members and securing their facilities becoming things of legend. Their members are permitted to use their local facilities to aid in their creations, gain discounted materials, and they are protected from theft and have legal backing if such does occur. In exchange, they pay a percentage of the profits of sales of their inventions or designs back to the Enclave.

Membership:

Tinkers, Artificers and just common engineers and craftsmen all benefit from and join with The Enclave. In recent years goblins have also contributed their own incessant tinkering efforts to the group. Entry into the enclave requires at least one level of Artificer or Tinker, or four ranks in an appropriate craft skill and/or profession. Membership rank is determined by character level and level of experience in the appropriate skill area. The typical new-entry joins the Enclave with a rank of Aid and then moves on to Apprentice and Junior Apprentice but the Journeymen are the creative soul of The Enclave and are called upon to perform guild duties, tasks and they receive the major benefit and aid of being part of the group. A Validator who gives the member a special membership card ordains journeymen.

There is a special mineral worked into the steel that the cards are made of, which glows when dipped into an alchemical solution. Both the mineral, and the composition of the solution, is a well-guarded secret, for no one is permitted into the work and archival areas of the Enclave without verification of the validity of this card. The card is passed through a slot in a wall, where a sworn Validator dips the card in the solution, verifies it's authenticity, then washes and dries the card, passing it back through the slot to the owner, if it is valid. A valid cardholder then has the doors opened for them. If the card is a fake, the imposter is let into a false area, where they are mechanically detained until authorities can come retrieve them. Charges are always pressed in such a case, as the Enclave jealously guards the work of its members.

The second item of membership is a rank insignia, which is fashioned as an elaborate clockwork pin. A single pin is issued to each member, but the pin itself is changed through the use of special keyed triggers, as a member rises in rank.

Benefits:

Members of the Engineering Enclave have full use of the local Enclave branch's facilities, which lend them a +2 circumstance bonus to building and maintaining their creations when such is done inside the facility. Building and repairs conducted outside of the facility do not gain this bonus. They also pay 10% less cost for materials, due to the connections of the Enclave buying materials in bulk from benevolent suppliers. Certain guild houses also provide lodging, access to research libraries and open access to job postings and work that the guild as a group may be called into doing. For example, in Alexandria the Enclave of Engineers there was called into work on the renovation and reconstruction of an excavated War Golem and they sponsored explorations into newly uncovered mines in the Red Ridge Mountains.

Leadership:

The Council of the Enclave is based in Clockwork Point and consists of 10 ranking Supervisors who decide on the major edicts, mandates and activities of the guild as a group. A total of 10 Supervisors sit on the Council of the Enclave. There are always 5 from each of the 2 departments: Invention and Engineering. The decisions of the Enclave as a whole are proposed and voted on by this council. A majority vote sends any decision to the Head Supervisors, who can approve or veto it. Two Head Supervisors oversee these major operations. One presides over Invention and the other presides over Engineering. They serve as the overall guides of the order. Beneath the Council are The Head Technicians who preside over regional areas where each Enclave Chapterhouse is located. Beneath them are The Masters. The Masters are the respective Chapterhouse heads. Jordan Ironfire (Art 5/Tink 7) is the Master of the Alexandrian Chapterhouse.

The Guild of Sly (Thieves Guild)

The major crime power at present in the Alexandros, Desolation and Veyshan region is known as The Guild of Sly. This mob style thief’s guild, structured with a pyramid hierarchy structure with a Deimos Cult at the top, has its fingers in virtually every different aspect of underworld life and criminal activity. From Black Market imports and exports to drug trafficking, the Guild does it all and attempts to stamp it out by various lawful organizations are usually only temporarily successful.

Part of the success of the guild comes from it’s complicated leadership structure which is supported by cults of Deimos who already practice devoted corrupt activities and promote underworld and criminal activities to strengthen their god. This backbone support creates a number of smaller cults and satellite groups, which spring up, in places that can most take advantage of their presence. The support of Deimos church enables the Guild to always have a retreat that it can fall back into and Deimos’ church allegiances (although they come and go) with churches like Mulria’s and Illotha’s enable them to have a constant and usually consistent network of contacts and power. There are many other thieves’ guilds in the world, operating on large and small-scale structure, and while many pay lip service to Deimos, the Deimos Cult over the Guild of the Sly ensures careful veneration of the god of thieves and deception. This seems to have insured a type of immortality to the group, which always seems to spring back from nowhere when other crime organizations pass into the dust.

The Guild of Sly has strength in the Golden Coast of Veyshan where they work with corrupted merchant princes and mercantile consortiums as well as their own pursuits. In Vandalheim in The Desolation, they have a headquarters as well and other local crime groups work with and for them. Recently they have gained some notoriety in Alexandros although they are perhaps more ‘open’ in their activities there then other chapters would prefer. The failure of the previous local crime power, The Cardozas Family, enabled the Guild of Sly to move in and after a brief crime war, assume a position of the new local thieves guild.

Membership:

The Guild of Sly supports virtually all classes of non-good alignments that are interested in the pursuit of a life of organized crime. Virtually all races, including monster races, are involved in their pursuits as well. Fighters are employed as leg breakers and bodyguards. Rangers employ their talents as City-Rangers and Bounty Hunters, priests of Deimos and Mulria offer advice and words of wisdom from their deities and Rogue’s are a natural shoe-in. Tinkers and Artificers are rarer and a Sorcerer is more likely to join the organization then a Wizard. Obviously dedicated Druids and Bards are unlikely and a Paladin goes without saying. Guild members are marked by elaborate tattoos that are painted onto their backs, shoulders and chests. The common man and woman sees little to no meaning to these tattoos but the learned can read these images as messages and signs of rank and devotion. High-ranking members of the Guild look as if they are wearing clothes even when naked, due to their elaborate artwork and exotic designs. The common tattoo is that of a colorful twisting dragon, flames abounding. Other favored signs include the Smiling Mask of Deimos or the Spider web of Mulria.

Guild membership is earned through a Recruiter who assigns no less then three tasks for the prospective member to complete. Recruiters typically hunt for would be talent. Those who ‘seek’ the Guild often do not find what they first thought they were looking for. These tasks test would be guild members’ loyalties, morality and skills. Once completed, the newly inducted guild member is brought before The Ring Leaders who are in charge of the local activities and serve beneath The Smiling Man who is the local guild head. A final task is assigned at this point and completion of it grants entry into the guild. Failure at this point is not an option. Recruiters are careful to not reveal more then what potential applicants need to know just in case they would back down or fail during the first stages of the their tests but once they are brought before The Ring Leaders, failure means death and backing down from joining the guild also means death else unwanted information enters the streets. It’s all or nothing at that point.

Benefits:

Access to guild houses, safe house, support by clandestine priesthoods such as Mulria, Illotha and Deimos, access to guild jobs, heists, and underworld activities are just some of the benefits that the guild offers. A life of crime is not to be looked at lightly however as local law agencies, paladin orders and more are always on the look out for guild cells to stamp out but if you are faithful to the guild it will reward you. More tangible immediate effects include access to prestige classes such as The Thief Acrobat or Guild Thief. Likewise the Guild sponsors and supports training camps for several assassin guilds that operate as satellite groups but still perform jobs for the guild. The Black Widows are a female only guild of assassins, which serve Mulria and the Bleeding Knife, dedicate their efforts to Illotha. Prestige Classes that require an affiliation with a thieves guild can be gained by joining the Guild of Sly.

Leadership:

The true power behind the Guild of Sly lies in the Church of Deimos, which is why the guild organization’s longevity has been assured for so long. While there are other crime guilds with no such affiliations out there, The Guild has the size it does due to the backbone support of The Church. Indeed, the largest temple gathering for Deimos’ folk lies in the midst of The Guild of Sly’s master guildhouse in Veyshan. Deimos’ Church sometimes acts like little more then a divinely inspired organized group of crooks so the union is well nurtured and cultivated.

The actual power structure of the guild follows a pyramid hierarchy with a patriarchal setup. The leader of the individual Guild Houses is always known by the singular title of The Smiling Man, symbolized by a plain smiley face. The name of The Smiling Man is never known and even his racial identity is a carefully kept secret. These secrets are so nurtured that few outsiders even understand that there is a different Smiling Man for each guild area and most believe that there is simply one leader who is The Smiling Man. Beneath The Smiling Man are the local Ring Leaders who oversee the various aspects of guild activities for the local region that they are established in. Smuggling, assassination, economy, drug trafficking, liaisons to the local corrupt government officials and more are all handled through The Ring Leaders.

Recruiters are appointed members who search out new talent and act as mouthpieces for the guild to local unaffiliated but lawless organizations and areas. Recruiters can be found in both the obvious place and also in the most unlikely of places, watching potentials. Recruiters are carefully trained in the protection of their own true identities and are well equipped to disguise themselves and even conceal their alignment. They are ‘field agents’ of the guild and interaction with would-be undercover agents of local law groups is always a possibility.

Other Power Groups:

Other groups exist in the world but to try and detail them all would be very difficult due to time and space constraints. However please note the following:

Temples:

Each deity has a clergy that serves him or her in some capacity. This could be as elaborate as Eduriel’s Church or as simplistic as Astaeus’ wandering vagabonds and rabble-rousers. Churches and Temples do not consist of only clerics. Guards are needed to protect holy sites and pilgrims, shadowy temples employ Rogues, Rangers prowl the wilds in the name of Gilead and Ellynwyn, and barbarians train their massive strength at Garganos’ Shrines and more. Any cleric who chooses a deity automatically belongs to their clergy and other classes can freely use these temples to provide RP hooks. Sample Church writeups can be accessed through Theme Church Eduriel, Theme Church Chodan and Theme Church Mulria. There are also orders devoted to certain deities though they may not have affiliation with the churches. The Knights of the Shield devote their beliefs to Kestriel, The Silver Maidens are a group of females who hunt creatures of darkness and who use the corrupted power of the moon in the name of Eluna and the Black Widow Clan is an Assassins Guild that uses Mulria as their patron.

Paladin Orders:

Although the Templars of the Holy Sword are the only Paladin Order detailed in the theme files at this time, other paladin orders exist. By typing Theme Paladin you will get a rundown of paladins and what creeds the various paladins follow.

Mercenary Guilds:

From small adventuring companies that hire their services out to dedicated merc groups with small standing armies that aid local governments in time of need, the mercenary and sell sword is a mainstay. One dedicated guild is known as The Azure Wolves and they are based in Stormgarde. More information on them is forthcoming but they are a group of sell swords and any character could use them as an RP hook.

Monkly Schools:

Several Monk schools and orders exist in the world. Several deities have monkly groups dedicated to them from among the Lawful Neutral, True Neutral and Neutral Good and Evil Deities. Also orders dedicated to various factions, means and philosophies exist such as the Gustav order of Merdan.

Guild of Explorers:

The Guild of Explorers is a dedicated Adventures Guild that is used to post jobs and provide a common ground for exploration, excavation and the number of diverse adventuring races and classes gathered in Alexandria. You are automatically assumed to be a Guild Member unless you state and RP that you are not. It is mainly an RP hook and provides no tangible benefits stat wise.

Prestige Classes:

Several Prestige Classes have factions associated with them. Please see further below.

Chapter Six: Prestige Classes

The final section of this document concerns our House Prestige Classes. Several new Prestige Classes have been added to the mix and other Prestige Classes have had some modifications made to accommodate other new features to the game.

AIRSHIP CAPTAIN

Stoic and unshakable, airship captains have made it their life's goal to master what they consider to be the highest forms of technology in existence. Some are shrewd merchants who make their living from ferrying cargo from port to port, while others are ranking officers in armies that value airships as a military asset. All consider themselves to be worldly men who have seen and experience more of the world than most.

Hit Die: d8.

Requirements

To qualify to become an airship captain, a character must fulfill all the following criteria.

Skills: Diplomacy 3 ranks, Knowledge (Arcana) 6 ranks, Knowledge (technology) 6 ranks.

Feat: Iron Will.

Special: Airship captains must receive an official license in order to command an airship, and pay a fee of 500 gp. This guarantees entry into The Skyguild.

Class Skills

The airship captain's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intuit Direction (Wis), Profession (Wis), Knowledge (Arcana) (Int), Knowledge (geography) (Int), Knowledge (technology) (Int), Use Tech Device (Int), Speak Language (None), Spot (Wis), Swim (Str), Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

Class Features

All the following are class features of the airship captain

.

Weapon and Armor Proficiency: Airship captains are proficient with firearms, and can use light armor.

Knowledge (technology and Arcana): Airship captains must be familiar with both modern technology and magical lore in order to efficiently run their airship. They gain a +2 bonus on all knowledge (technology) and knowledge (Arcana) checks.

Stirring speech (Ex): Once per day at 1st level, an airship captain can give a brief but stirring speech to boost the morale of his crew. Every member of his crew gains a +2 morale bonus to all skill checks for the next hour. The airship captain also gains the bonus.

Leadership Bonus: At 2nd level, an airship captain gains a +2 bonus to his character level for the purpose of acquiring cohorts with the Leadership feat. This increases to +4 at 4th level.

Far Shot: At 2nd level, airship captains gain the Far Shot feat, even if they do not meet the prerequisite.

Full Speed Ahead (Ex): At 3rd level, through a combination of experience and technical know-how, an airship captain can increase an airship's speed by 50% for a full day. However, this puts an immense strain on the ship's engines, resulting in a loss of 50% of its speed until it is fully repaired. To be fully repaired, the airship must spend an entire day at an Air-Station.

Skill Mastery: At 5th level, an airship captain can use his skills reliably even under adverse conditions. When he first qualifies for this ability, select a number of skills equal to 3 + his Intelligence modifier for mastery. When making a check with one of these skills, the character may take 10 even if stress and distractions would normally prevent him from doing so.

Advancement Table: The Airship Captain

Level BAB Fort Ref Will Special

1st +1 +0 +0 +2 Stirring speech

2nd +2 +0 +0 +3 Leadership bonus +2, Far Shot

3rd +3 +1 +1 +3 Full speed ahead

4th +4 +1 +1 +4 Leadership bonus +4

5th +5 +1 +1 +4 Skill mastery

ARCANE ARCHER

The Llyranesi Elves first developed the technique of infusing arcane magic into the mastery of the bow. Later the technique spread to elves of different clans. They are often elite archers and who guard the elvish borders of Llyranost. This functions per the DMG version, chapter 6.

ARCHMAGE

This PrC functions exactly like the DMG version, chapter 6. Archmages are also known as Tower Wizards due to their affiliation with the seven towers of the nation of Rune. They are the pinnacle of spell casting power. Only a few true Archmages exist in the world. Not all members of the Eldritch Council have this PrC.

ASSASSIN

The assassin functions just like the prestige class featured in chapter 6 of the DMG. Silent deadly killers who ply their trade, they often work from organizations and crime guilds though lone assassins on personal missions and quests are not impossible. The assassin is a restricted PrC due to the player conflict potentials, but can be made available to responsible and active players.

BLACKGUARD

Even rarer then Paladins are those who have been chosen to be the dark knights and elite soldiers in service of the forces of darkness. Blackguards must serve a higher power in the form of an evil outsider and most of the time this is a god of darkness. Regular requirements apply as per Chapter 6 of the DMG.

BLADEMASTER

When most think of the Orcish Horde and the Green Plague they think of barbarians and raw brutal fighters. There are some who aspire to a higher classification of power and skill, drawing upon the non-infernal skills of the orc ancestry before the corruption. Many are devout followers of Kor, combining unsurpassed skill with focused magical ability, the orc blademaster is a fierce parallel to the elven bladesingers. Despite this comparison, they are every bit as savage and vicious as any orc, and they have become elite foot soldiers, bringing fear and death to the enemy like few others can. Fighters are natural choices to become blademasters, but barbarians who manage to pick up the requisite feats make very effective blademasters as well, combining fierce rages with precision strikes. Rare half-orc paladins and clerics (often with a few levels of fighter) are also likely candidates for the class, and their single-minded pursuit of evil often makes them the most deadly blademasters.

Hit Die: d8.

Class Requirements

To become an orc blademaster, a character must fulfill the following criteria.

Race: Orc or half-orc.

Base Attack Bonus: +6.

Knowledge (religion): 5 ranks.

Feats: Dodge, Exotic Weapon Proficiency (bastard sword), Mobility, Spring Attack, Expertise.

Class Skills

The orc blademaster's class skills (and the key abilities for each) are:

Climb (Str), Jump (Str), Balance (Dex) Move Silently (Dex) Tumble (Dex) Concentration (Con) Knowledge/Religion, Intimidate.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All the following are class features of the orc blademaster prestige class.

Weapon and Armor Proficiency: The orc blademaster gains no new proficiency in weapons, armors, or shields.

Focused Strike (Ex): The first lesson of the orc blademaster is one she will spend the rest of her training perfecting. Blademasters learn that raw strength is useless if not properly applied. A titanic strike against thick steel plating is nothing compared to a subtle slice that finds soft skin. When using a single bastard sword in one or two hands, the blademaster may add +1 point per orc blademaster level to damage (+5 maximum) on any successful strike. In order for this to be effective, she cannot be wielding anything, be it weapon or shield, in the other hand. The orc blademaster does not gain this bonus damage when attacking creatures immune to critical hits.

Invisibility (Sp): Taking respite from pure martial training, the blademaster begins to learn to commune with the spirits of the air and wind in a limited fashion. At 2nd level, this master is sufficient to ask the spirits to cloak her in their embrace, effectively rendering her invisible for a number of minutes equal to her blademaster level + Charisma modifier. Because the wind spirits are cloaking the blademaster, she is also rendered effectively invisible to creatures with the scent ability. The effects are otherwise identical to the spell invisibility as though cast by a sorcerer of the orc blademaster's level. An orc blademastaer can cast invisibility once per day.

Mirror Image (Sp): As her relationship with the wind spirits increase, the favors she can beg of them increase in potency to match. At 3rd level, she may call on these spirits to create duplicates of herself in the midst of combat. The effects are identical to the spell mirror image as though cast by a sorcerer of the orc blademaster's class level. An orc blademaster can use this ability once per day.

Critical Strike (Ex): At 4th level, the blademaster's precision with her blade sharpens, and she gains +1 to her threat range with the bastard sword. If the blademaster gains this bonus from another source (such as the weapon master's ki critical ability), these bonuses stack. However, this bonus is applied only after any multiples have been applied to the threat range. For example, a 4th-level blademaster wielding a +1 keen bastard sword would have a threat range of 16-20.

Whirlwind Attack: The orc blademaster gains the Whirlwind Attack feat as a bonus feat.

Bladestorm (Ex): At her final level, the blademaster finally melds what she has learned of the sword and wind, and becomes a hurricane of sharp, ripping steel. At will, she may launch into a whirling torrent of spinning slashes, decimating all around her as she sweeps across the battlefield. On any round that she uses the Whirlwind Attack feat, the orc blademaster can make two whirlwind attacks as a full-round action. She can take her 5-foot adjustment before making either whirlwind attack, after using one and immediately before the other, or after both. She need not move in order to make the additional whirlwind attacks if she does not wish; she can simply stand in place and make two whirlwind attacks. Although incredibly effective, this ability does not come without cost. A physical body was not meant to withstand the whirling torrent of a hurricane, and even with the shielding of the wind spirits, the blademaster is incapable of fully handling the strain. Each round she performs a bladestorm action (makes two whirlwind attacks within one round), the orc blademaster must succeed at a Fortitude save (DC 10 + 5 per bladestorm performed during the encounter) or become fatigued. The blademaster remains fatigued until the end of the encounter, and she cannot make a bladestorm attack while fatigued.

ORC BLADEMASTER Advancement

Level BAB Fort Ref Will Special

1st +1 +0 +2 +0 Focused strike

2nd +2 +0 +3 +0 Invisibility

3rd +3 +1 +3 +1 Mirror image

4th +4 +1 +4 +1 Critical strike

5th +5 +1 +4 +1 Whirlwind Attack, bladestorm.

* The Blademaster appears originally as the blademaster PrC ‘concept’ from Dragon Magazine for the world of Warcraft.

CAVALIER

Representing the ultimate in mounted warfare, the Imperial Knights are the elite warrior vanguard of the Myrddion armed forces and are the quintessential knights in shining armor. They are among the most devastating of Myrddion’s offensive abilities on land. The cavalier are true knights and often hail from nobility and upper class service. They dedicate their lives to the sovereign authority of the High King. Cavaliers who are not in service of the High King are in service of the noble houses and thus often find themselves traveling abroad to serve their interests beyond the battlefield. The Cavalier often pursues selfless goals but some have been known to become bullies who attempt to abuse their social status and pursue only the rights of their privilege. This is a Sword and Fist PrC and can be found on page 12.

CLOCKWORK THEURGE

Unheard of even in the age of Kulthus, the possessors of the most sublime of inventive minds is little more than an obscure myth now. The Clockwork Theurges have more than the creative technological genius of the Artificer or Tinker classes - their understanding of mechanism has legendary, almost transcendent qualities. Through their perception machines become more than simple assemblies of gears and the like; they become living creatures in a way, seamless systems to be altered in weird and magnificent ways.

The Clockwork Theurge comes from the ranks of the Artificers, but their technomagical ability extends beyond their sphere of skill. It's not certain how they come to be, but a few rumors of mana poisoning from long years dealing with the raw energy that drives contraptions have been unearthed in ancient texts. Instead of merely understanding how components come together, the Theurges have the ability to see not only how a given device works, but also an glimpse of probability - an instinctual knowledge of possible interactions between components within it and with devices around it. With this ability they can reach out with their minds and affect such devices to various effects. Used positively, it allows the Theurge to sense out and detect hidden devices, traps and pitfalls, and turn back harmful constructs. Used destructively, the Clockwork Theurge can be an almighty bane to any work of technology on Gaea.

The vast mechanical insight with which the Clockwork Theurge is imbued also allows for the construction of much more advanced and powerful constructs than the common inventor. With time and the proper research, the Theurge can greatly augment the abilities of his or her existing clockwork companion much like the wizard can. Improved thus, the Theurge can literally transform a simple magical machine into a clockwork powerhouse to assist them.

Hit Die: 1d8

Requirements

Feats: Monkeywrencher

Special: Must have created a Clockwork Companion

Knowledge/Technology: 12 Ranks

Knowledge/Arcana: 10 Ranks

Class Skills

The Clockwork Theurge's class skills (and key abilities for each skill) are Craft (Int), Spot (Wis), Search (Wis), Use Magic Device (Cha), Alchemy (Int), Concentration (Con), Open Lock (Dex), Knowledge/Arcana (Int), Knowledge/Technology (Int), Appraise (Int).

Like Inventors, the Clockwork Theurge can use Disable Device, Open Lock, and Search to notice and bypass magic traps as well as normal traps as a rogue does.

Skill Points at Each Level: 6+Int modifier.

Class Features

Weapon and Armor Proficiency: Clockwork Theurges gain no additional weapon or armor proficiencies.

Skill Bonus: Clockwork Theurges gain a cumulative +3 bonus to all checks involving technology every three levels.

Contraption Progression: The Theurge’s command of Contraptions continues as per the Inventor class.

Machine Sense (Sp): A Theurge at 2nd level can detect a construct on a successful Spot check (DC 15). This ability is exactly like the arcane spell, Detect Undead, and has a range of 30'.

Enginewrecker (Su): At 4th level, the Theurge can cause machines of any kind in a 15' radius to cease operation for 1d10 rounds. Constructs must make a Will save (DC 15) or move at half speed and suffer -2 to their attacks. When used on mechanical traps, the ability confers a +10 bonus to any character's Disable Device check for the duration of the effect.

Inspired Evasion: At 8th level, the Theurge's ability to sense mechanical probability has reached the point that constructs and machines are at a disadvantage when trying to strike him. Constructs cannot catch the Theurge flatfooted, and cannot deal critical hits. A successful Reflex save allows the Theurge to take only half damage upon the successful strike by a mechanical trap.

Construct Mastery (Su): At 10th level, the sublime interaction between mechanism and Theurge is demonstrated in this ability: Twice a day, the Theurge can attempt to take control of any single animated construct as if it were their own creation. This is done much like the creator of a golem attempts to bring it out of a berserk state. On a successful Charisma check (DC 19), the Clockwork Theurge can take direct control of a golem for a number of rounds equal to their Willpower bonus. If the creator is present, of course, they may make an equal Charisma check to wrest control back from the Theurge. The Theurge, while controlling the construct, can also will it to deactivate for a period equal to 1d6 rounds + the Theurge's CHA bonus. When the machine returns to function, however, it will automatically berserk.

Construct Augmentation: Clockwork Theurges, through their inspired mechanical insight, can confer upon their clockwork familiars powerful new abilities. The Theurge can take, every other level, one of the Improved Familiar feats.

 

Advancement Table: Clockwork Theurge

Level BAB Fort Ref Will Special

1st +0 +0 +0 +2 +3 Skill Bonus (Technology), Improved Familiar Feat

2nd +1 +0 +0 +3 Machine Sense

3rd +2 +1 +1 +3 Improved Familiar Feat

4th +3 +1 +2 +4 Enginewrecker

5th +3 +1 +2 +4 Improved Familiar Feat

6th +4 +2 +3 +5 Machine Arcana, +3 Skill Bonus (Technology)

7th +4 +2 +3 +5 Improved Familiar Feat

8th +5 +3 +4 +6 Inspired Evasion

9th +5 +3 +4 +6 +3 Skill Bonus (Technology), Improved Familiar Feat

10th +6 +4 +5 +7 Construct Mastery

DEEPWOOD SNIPER

The skill of the Deepwood Sniper was first developed by the Silvanori Elves and then passed on and shared with other elven clans. The origin of this technique grew out of the Deeper Forest and the elven realms but then spread to local woodsmen and rangers and today can be found in various scattered parts of the westlands. The Deepwood Sniper is from Masters of the Wild, page 52.

DEVIL HUNTER

Often treading the balance between light and darkness very perilously, Devil Hunters are individuals who have devoted their entire existence to the hunting and destroying of those beings who seek nothing more then either destruction or control of Gaea. The term Devil Hunter is actually something of a misnomer for they do not concentrate solely on beings classified as Devils, but rather instead turns their attention to any evil outsider of infernal origin. The difference between the two and the political infighting on the lower planes is a non-issue to them. Instead they focus on the threat that all of such species present to Gaea and they are willing to sacrifice all to stop them. Devil Hunters are often human, though elves and dwarves are not unknown. They usually have suffered some type of loss or have had some type of exposure to the evil beings that has shifted them in this direction. Barbarians who thus turn to the path of Hunters is not unheard of. Likewise do members of holy orders and rangers seek to tread this dangerous path in pursuit of The Dark. There is no guild or organized group of these individuals. The knowledge is often culturally based such and then passed onward from one would be hunter to another. A would be hunter will typically study under a master, traveling with him and watching his work while preparing for his own foray into this dangerous field.

Hit Dice: d8

Requirements:

BAB: +5

Skills: Knowledge/Planes: 5

Languages: Infernal, Abyssal

Feat: Track

Any Non Evil Alignment

Skill Points: 4 + Int per level

Class Skills: Climb, Intimidate, Jump, Listen, Ride, Spot, Swim, Wilderness Lore,

Concentration, Spellcraft, Knowledge/Planes

Weapon Proficiency: Simple Weapon, Martial Weapon, Light-medium-heavy armor, shields, (16)

Level

BAB

Fort

Ref

Will

Ability

1

-

+2

-

+1

+1 to hit vs. Evil Outsiders

2

+1

+3

-

+3

DR 3/- versus Evil Outsiders

3

+2

+3

+1

+3

+2 to hit vs. Evil Outsiders

4

+3

+4

+1

+4

SR 12 + lvl vs Evil Outsiders

5

+3

+4

+1

+5

+3 to hit vs. Evil Outsiders

6

+4

+5

+2

+5

DR 5/- vs Evil Outsiders

7

+5

+5

+2

+5

+4 to hit vs. Evil Outsiders

8

+6

+6

+2

+6

SR 15 + lvl vs Evil Outsiders

9

+6

+6

+3

+6

+5 to hit vs Evil Outsiders

10

+7

+7

+3

+7

DR 7/- vs Evil Outsiders

Class Features:

+ To hit vs. Evil Outsiders:

Starting at level 1, the Devil Hunter begins to get a bonus to hit against Evil Outsiders. At level 3, this is +2 and at level 5 it becomes +3 and at level 7 it is +4 and at level 9 it is +5.

Damage Resistance:

Starting at level 2, the Devil Hunter gains damage resistance 3/- against Evil Outsiders. At level six, this increases to DR 5/- and at level 10 this increases to DR 7/-

Spell Resistance:

Starting at Level 4, the Devil Hunter gains Spell Resistance 12 + lvl versus Evil Outsiders. This increases to Spell Resistance 15 at level 8.

Spells and Spell Lists:
The Devil Hunter casts spells as a Bard does. His spells are partially divine in nature in the same fashion that a bards is but the power is internal like a sorcerer.

 

Level

1st

2nd

3rd

4th

1st

0

-

-

-

2nd

1

-

-

-

3rd

1

0

-

-

4th

1

1

-

-

5th

1

1

-

-

6th

1

1

1

-

7th

2

1

1

0

8th

2

1

1

1

9th

2

2

1

1

10th

2

2

2

1

 

1st: Alarm, Bless, Bless Weapon, Delay Poison, Endure Elements, Magic Weapon, Pass without Trace

Protection from Evil, Read Magic, Remove Fear

2nd: Cure Light Wounds, Detect Evil, Locate Object Remove Paralysis, Resist Elements, Bull's Strength

Endurance, Snare

3rd: Clairaudience/Clairvoyance, Discern Lies, Dispel Magic, Greater Magic Weapon, Keen Edge

Magic Circle against Evil, Neutralize Poison

4th: Dispel Evil, Freedom of Movement, Dimensional Anchor

DIVINE ORACLE

The Divine Oracle is only normally available to followers of Eluna or Navos but exceptions can be made. The following change has been made to this PrC to make it acceptable in 3.5. Instead of ranks in Scry (Since the skill no longer exists) a pre-req of Spell Focus: Scry is required.

DRAGON DISCIPLE

In ancient times the great Dragonlords seized power over much of the continent and their children and servants, The Dragon Kin, ruled as vice regents over the Dragon Empire. Stories of silver dragons falling in love with mortal humans and giving their lives for them and ancient bonds of blood established between a mighty red dragon and a tribe of orcs and beastmen. The dragons are very much intertwined in history and have mingled their blood with the blood of many races. The dragon disciple theme from Tome and Blood follows this PrC path.

DRAN JUGGERNAUT

The ultimate force of brute strength and power and a distant relation of the legendary Dreadnought of the ancient ages of the world, the Dran Juggernaut is a terrifying sight on any field of battle. Known as Line Breakers, War Tyrants, Mountain Movers, a Juggernaut focuses on the purest arts of making destruction. When war surges around him, he stands immovable. When a wall seems unbreachable, he breaches it. When a foe seems unbreakable, he breaks them. Most Juggernauts are part of elite war-squads within the Dranei Mercenary Armies; however, some become so powerful or uncontrollable that they end up being exiled or working on their own. In adventuring parties they almost always act as the brute strength, being the last line of defense.
Hit Die: d12

Requirements:
BAB: +7
Skills: Intimidate - 8 ranks
Feats: Power Attack, Improved Bull Rush
Ability: Uncanny Dodge (Dex bonus to AC)

Class Skills:
The Juggernaut's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Swim (Str), and Wilderness Lore (Wis).

Skill Points Each Level: 2 + Int Mod.

Lvl . BAB Fort Ref Will . . Special . . . . . . . . . . . . . . . . . . . . . . . .
1 . . +1 . +2 . .+0 . +0 . . Damage Reduction 1/-, Momentum
2 . . +2 . +3 . .+0 . +0 . . Slam Attack
3 . . +3 . +3 . .+1 . +1 . . Damage Reduction 2/-, Bulldozer
4 . . +4 . +4 . .+1 . +1 . . Frightful Presence
5 . . +5 . +4 . .+1 . +1 . . Damage Reduction 3/-
6 . . +6 . +5 . .+2 . +2 . . The Machine
7 . . +7 . +5 . .+2 . +2 . . Damage Reduction 4/-, Knock-Down
8 . . +8 . +6 . .+2 . +2 . . Greater Momentum
9 . . +9 . +6 . .+3 . +3 . . Damage Reduction 5/-, Irresistible Force
10. .+10. +7 . .+3 . +3 . . Juggernaut

Class Features:
Weapon and Armor Proficiency:
The Juggernaut gains proficiency with Heavy Armors.

Damage Reduction (Ex): The Juggernaut is a warrior capable of absorbing massive amounts of damage before falling. Starting at first level, he gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Juggernaut takes each time he is dealt damage. At every other level beyond first, this damage reduction rises by 1 additional point. Damage reduction can reduce damage to 0, but not below 0. This ability stacks with damage reduction acquired from the Barbarian class.

Momentum (Ex): Juggernauts are masters of mobility within heavy armor. The speed penalty for wearing heavy armor is therefore cancelled.

Slam Attack (Ex): The sheer size and momentum of a Juggernaut become deadly weapons. At 2nd level, they gain the ability to make a slam attack as an attack action. This attack deals 1d8 points of bludgeoning damage with a crit of x2, and the Juggernaut applies 1.5 times his Str bonus to the damage (as if using a two-handed weapon). When used in a charge attack, this slam deals double damage (similar to a lance attack from horseback).

Bulldozer (Ex): When making a Bull Rush or participating in a grapple, the Juggernaut is now considered to be one size category larger than normal for the opposed Strength check involved with the Bull Rush and all grapple checks.

Frightful Presence (Ex): When a Juggernaut begins to charge, opponents melt away at the sight. Opponents within range of the charge (2x Juggernaut's movement) who see the charge may become shaken (-2 morale penalties on attack rolls, weapon damage rolls, and saving throws). This ability only affects opponents with fewer Hit Dice or levels than the Juggernaut's total character level. An affected opponent can resist the effects with a successful Will save with a DC of 15 + Juggernaut Class Level + Cha modifier. On a failure, creatures are shaken for 2d4 rounds. An opponent who succeeds at the saving throw is immune to the Juggernaut's frightful presence for one day.

Knock-Down: The Juggernaut gains the feat Knock-Down, even if she does not meet all of its prerequisites.

Greater Momentum (Ex): By 8th level, the Juggernaut’s legs have become pistons churning out unbelievable power and speed. While wearing heavy armor, his speed is actually increased by an additional 10' for characters with a 30' base speed and 5' for characters with a base speed of 20'.

The Machine (Su): Once per day, the Juggernaut may use this ability to transform his body into living iron. As a move-equivalent action, she may activate this power. This ability is identical to the spell Iron Body, and its effect lasts for 1 round per two class levels. While in this state, the Juggernaut's mind is as focused and emotionless, thus preventing the character from entering any rage or rage-like states. If The Machine is entered while in a rage, the rage immediately ends.

Irresistible Force (Ex): When making a charge action, the Juggernaut is capable of building tremendous momentum. After a successful attack during a charge action, the Juggernaut's Strength modifier is increased for the purposes of damage dealing. With a single-handed weapon, the Juggernaut deals 1.5 times his Str modifier, and with a two-handed weapon or his slam attack he doubles his Str modifier. Additionally, if charging into a Bull Rush, the character's Strength modifier is doubled for that opposed Strength check as well.

Juggernaut (Ex): At tenth level, the Juggernaut becomes nearly unstoppable. When making a charge attack and dealing 10 or more points of damage to the target, a Knock-Down opposed Strength check is made. If the opponent is successfully knocked down, the Juggernaut may continue his charge through the occupied space in a straight line up to his double movement. Any additional opponents in this path may be similarly attacked and charged over

DRUNKEN MASTERS

Drunken Masters are most often found in the border nations and the Outer Kingdoms. The Alexandros region is said to have a few wandering about. The Drunken Master is identical to Sword and Fist pg. 14

DUELIST

Duelists function per the DMG Chapter 6 version. They are also known as Swashbucklers and can be found in societies such as Gustav, The Vast and parts of Veyshan.

DWARVEN DEFENDER

Although the Dwarven Kingdoms of the ancient past are no more, these elite warriors still exist as echoes of the ancient past when the Dwarven Kingdoms of Steel and Stone were very strong. Dwarven Defenders are most often found within the special cadre of elite warriors of the Dwarven Thanes and the king upon the Stone Throne. The Dwarven Defender is found in Chapter six of the DMG.

DWARVEN MOUNTAIN WARDEN

Dwarven Mountain Wardens, also known as Thanes, are the pinnacle of dwarven martial might in service of Kestriel, whom the dwarves view as one of their deities of battle. Eschewing their race's talent for engineering, mining, and metallurgy, these staunch fighters craft only themselves, dedicating their entire existence to forging the ultimate soldier. They exist to defend the dwarven kingdoms from all that threatens them. While some soldier would stand as a shield against attack, the thanes believe the best way to defend against threats is to threaten back. Wielding the traditional dwarven armament of both axe and hammer, they threaten with all the grim, unswerving focus one expects from a dwarf.

Fighters easily segue into the path of the thane, but rangers find their skills and connection with nature make them good candidates as well. Dwarven defenders have occasionally been known to become champions, seeking out the enemy instead of waiting for the attack. It is not unheard of for Storm Dwarves to seek the path of these elite warriors.

Hit Die: d10.

Prerequisites:

Race: Dwarf.

Base Attack Bonus: +6.

Feats: Ambidexterity, Power Attack, Two-Weapon Fighting, Weapon Focus (any axe), Weapon Focus (any hammer).

Knowledge (religion): 5 ranks.

Special: Must be a devout follower of Kestriel the Watch Warden, Kor the Warlord or Chodan the Wonder Maker.

Skills/Level 2+Int Modifier

Climb (Str), Jump (Str), Swim. (Str), Knowledge/Religion (Int), Intimidate (Cha)

Dwarven Mountain Wardens are proficient in all armors, but gain no additional proficiency in weapons or shields.

Mountain Hand (Ex): The Wardens spurn the use of a shield in favor of the extra attacks wielding a second weapon grants. However, for them, every strike must collide with the strength of a mountain behind it; to do anything less would be a waste. Thus, the first thing a thane learns to do is strike with full power on every blow. When wielding two weapons, the dwarven thane adds his full Strength bonus to damage caused by his off-hand weapon.

Storm Bolt (Su): Taking the doctrine of punishing power to the next level, a dwarven Mountain Warden learns to hurl weapons with meteoric ferocity, dazing opponents with the force of impact. A number of times per day equal to his class level, the dwarven thane can make a stunning attack with any thrown weapon. This is in all other ways identical to the monk class's stunning attack ability.

Thunder Clap (Su): A combination of divine grace and raw, unbridled power, the Warden can now use the earth as a medium to transmit the fury of his blows. By attacking the ground with any bludgeoning weapon (including bare hands), the thane causes the ground to heave and quake.

As a full-round action, the thane may attack the ground and make a trip attack against all opponents within 5 feet. Make a standard trip attempt and apply the result to all opponents in the area of effect. However, because of the special nature of the trip attack, opponents must oppose with a Dexterity check or a Balance skill check, and size modifiers do not apply. Opponents cannot attempt to trip the thane should the thunder clap attempt be unsuccessful. A dwarven thane can make a thunder clap attack a number of times per day equal to his dwarven level plus his Wisdom modifier (with a minimum of 1 per day). If the dwarven thane has the Improved Trip feat, he does not gain extra attacks on those trips using the thunder clap ability.

Bash (Su): At 4th level, the thane learns the final secrets of power and strikes irresistible blows that none can stand against. The battlefield itself seems to shake with every explosive hammer strike and shrieking axe swing. Now, any critical the thane scores immediately becomes a stunning attack as well. These stunning attacks count against the limit of storm bolt attacks the thane is permitted each day.

Avatar (Su): By 5th level, the dwarven warden has proven himself a worthy receptacle for the powers of the storm. When the thane summons such power, he becomes the embodiment of the raging earth, a living hurricane that sweeps across the land and topples all in its path. When using the avatar ability, a dwarven thane gains his Wisdom bonus as a bonus to damage with all melee attacks and thrown weapon attacks for a number of rounds equal to his class level. A dwarven warden can use the avatar ability a number of times per day equal to his dwarven thane level plus his Wisdom modifier (with a minimum of 1 per day).

DWARVEN THANE Advancement

Class BAB Fort Ref Will Special

1st +1 +2 +0 +0 Mountain hand

2nd +2 +3 +0 +0 Storm bolt

3rd +3 +3 +1 +1 Thunder clap

4th +4 +4 +1 +1 Bash

5th +5 +4 +1 +1 Avatar

 

* The Dwarven Mountain Warden appears originally as the Dwarven Mountain King PrC ‘concept’ from Dragon Magazine for the world of Warcraft.

ELDRITCH KNIGHT

This PrC is exactly like the DMG version chapter 6. The Eldritch Knight can only be accessible through the factions and affiliations of the nation of Rune.

ELEMENTAL SAVANT

The Elemental Savant functions as per the Tome and Blood version with no changes. (Pg. 57) The same theme applies.

FIST OF MAUGRIM

This is the Fist of Hextor PrC from Sword and Fist pg 19. The same rules and theme for the order apply but instead of Hextor, use the deity Maugrim.

GUILD THIEF

The Guild Thief is a Forgotten Realms PrC that is being adapted for use here on Emblem of Ea. The rules and theme for it functions identically, save for appropriate changes to deities and regions. The Guild of Sly is an appropriate guild for the Guild Thief.

HALFLING OUTRIDER
This PrC functions per the description in Sword and Fist pg 22. Halfling Outriders normally emerge from Halfling communities from within The Vast.

HEIROPHANT

This PrC is also known as The Chosen of <Deity name>. This functions exactly like the Chapter Six description of it from the DMG.

HOLY LIBERATOR

A type of chaotic paladin, the Holy Liberator is an antithesis to the Fist of Maugrim and also a type of alternate paladin. Holy Liberators are typically followers of Averium the god of freedom and battle, but there are some alternate paths. They are akin to the Defenders of the Faith Prestige Class pg. 57

KNIGHT OF THE HOLY SWORD

The pinnacle of leadership and prowess amongst the Templars of the Holy Sword, a Knight of the Holy Sword represents a Templar that has passed the ultimate tests of virtue, faith, dedication and martial prowess and has ascended to being a true agent of the order. From the hunting and slaying of demons to special missions relevant to the church to even leading the armed forces of the Templars of the Holy Sword into holy war, their duties are many and their powers great. They serve the cause and tenants of Eduriel and are steadfast in their belief in the powers of law and good. With the divine gifts they receive, this order is mighty amongst other great knighthoods.

Hit Die: d8

Requirements:
Skills: Knowledge (religion) 10 ranks, Knowledge (history) 4 ranks
Feats: Divine Might, Exotic Weapon Proficiency (bastard sword), Iron Will, Weapon Focus (bastard sword)
Spells: Ability to cast 2nd level spells
Alignment: Lawful good or Neutral good
Special: Must complete a quest or task appointed to them by the Triumvirate of the Templar Order.

Abilities:
Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int)
Skill Points: 2 + Int modifer

Level BAB Fort Ref Will Special Spells Per Day
1st +1 +2 +0 +2 Aura of Good, Domain +1 level of divine class
2nd +2 +3 +0 +3 DR Penetration/Good +1 level of divine class
3rd +3 +3 +1 +3 Holy Weapon 1/day +1 level of divine class
4th +4 +4 +1 +4 Weapon Specialization +1 level of divine class
5th +5 +4 +1 +4 +1 level of divine class
6th +6 +5 +2 +5 Holy Weapon 2/day +1 level of divine class
7th +7 +5 +2 +5 Greater Weapon Focus +1 level of divine class
8th +8 +6 +2 +6 Sword of Ea +1 level of divine class
9th +9 +6 +3 +6 Holy Weapon 3/day +1 level of divine class
10th +10 +7 +3 +7 Holy Aura +1 level of divine class

Weapon and Armor Proficiencies: A Holy Templar is proficient in all simple and martial weapons, all types of armor, and shields.

Spells per Day: A Holy Templar continues to progress in their divine spellcasting, be it cleric or paladin (or rarely, druid or ranger). They don't gain any additional benefits aside from the spellcasting level.

Aura of Good (Su): A Holy Templar has an aura of good equal to that of a cleric of his class level. This stacks with any aura of good ability based on their cleric or paladin levels, if any.

Domain (Su): At 1st level, the Holy Templar has access to either the Glory or Sun domain. If the Templar was a paladin, the domain spells are added to the available list of spells the paladin can select from. Otherwise, the standard domain rules apply for the Holy Templar.

DR Penetration/Good (Su): Beginning at 2nd level, any weapon that a Holy Templar wields is considered to be a good weapon, for the purposes of beating damage reduction. It doesn't gain any bonuses to hit or damage, merely the ability to ignore that kind of damage reduction.

Holy Weapon (Sp): The Holy Templar can empower his weapon with divine power, causing it to be considered a holy weapon (i.e. doing +2d6 damage to evil foes). This does not stack with alignment-based powers on the current weapon, nor does the weapon need to be magical or masterwork for this power to function. The duration is 1 minute per Holy Templar level, and it can be used 1/day at 3rd level. This increases to 2/day at 6th level and 3/day at 9th level.

Weapon Specialization (Ex): At 4th level, the Holy Templar gains the feat Weapon Specialization (Bastard Sword). The fighter levels are not required.

Greater Weapon Focus (Ex): At 7th level, the Holy Templar gains the feat Greater Weapon Focus (bastard sword). The fighter levels are not required for this ability.

Sword of Ea (Sp): Beginning at 8th level, the holy weapon ability of the Holy Templar also gains the additional benefit of acting as a sunblade (per the DMG). The duration and number of uses of the ability remain unchanged.

Sunburst (Sp): Once per day, a Holy Templar can create the sunburst effect.

KNIGHT OF THE LIVING SHIELD

All of the Eidolons understand the need to protect their followers and their interests amongst the mortal lands of Gaea. Some of them began to thus empower special individuals in a different manner then clerics and paladins. From them come those who are specially trained and gifted with the abilities to protect the flock of a deity. These individuals became known as the Order of the Living Shield and their bodies were empowered with the ability to stand as a bulwark and a defense for the flock of a god. The most famous group among these individuals, The Knights of the Living Shield, follow the tenants of Kestriel the deity of strength, heroism and the Watch Warden of the gods.

Hit Die: D10

Requirements:

Special: Any non-evil deity

Base Attack Bonus: 6+

Skills: Knowledge/Religion: 4+ ranks, Listen: 3+ ranks Sense Motive: 3+ ranks

Feats: Great Fortitude, Iron Will

Skills: 2+Int per level

Class Skills: Craft, Knowledge (Religion), Heal, Listen, Profession, Sense Motive, Spot.

Weapon Proficiency: Simple and Martial weapons Armor Proficiency: All armor and shields

Level

BAB

Fort

Ref

Will

Special

1

+1

+2

-

+2

Shield Other

2

+2

+3

-

+3

Fearless

3

+3

+3

+1

+3

Allied Link +1

4

+4

+4

+1

+4

Empathic Healing

5

+5

+4

+1

+4

To The Death

6

+6

+5

+2

+5

Allied Link +2

7

+7

+5

+2

+5

Stalwart

8

+8

+6

+2

+6

Shield of Strength

9

+9

+6

+3

+6

Allied Link +3

10

+10

+7

+3

+7

Ultimate Defender

Class Features:

Shield Other:

At level 1, the shield can use Shield Other once per day as a spell-like ability, at a caster level equal to his class level.

Fearless:

At level 2, the shield becomes immune to fear, magical or otherwise.

Allied Link:

Starting at level 3, a shield gains the supernatural ability to form a weak mental link with a comrade that allows him to monitor relative position and health. This functions in all ways like the Status spell. At level 6, the shield may link with two others, and three others at level 9.

Empathic Healing:

At level 4, the shield gains the supernatural ability to heal the wounds others by taking them upon him. Doing so is a standard action that requires the shield to touch his target. Each day the shield may transfer a number of hit points in damage equal to his shield level times his Constitution modifier, and he doesn't have to use it all at once. The shield takes the transferred damage as subdual damage, on a point for point basis.

To the Death:

At level 6, the shield gains the extraordinary ability to take actions as normal when reduced to 0 hit points or below. Upon reaching -10 hitpoints, however, the Shield dies as normal.

Stalwart:

At 7th level, the shield cannot be magically forced or coerced into harming others by any means, including charm and compulsion effects. He is not immune to these effects, but simply cannot be made to

do certain things as a result of them.

Shield of Strength:

Once per day, the shield may call upon divine power to shield him from physical harm. This is a spell-like ability that acts similar to a Stoneskin spell, providing damage reduction 10/+5 for 10 minutes per shield level, for up to ten times the shield's class level in hp.

Ultimate Defender:

At level 10, the shield gains the supernatural ability to defend others, even past his death. The Shield may fight and take actions even when reduced to subcritical hitpoints (-10 hp and below) for a number of rounds each day equal to his Constitution modifier plus 4 (and the rounds need not be all at once). If he is brought to 0 hp or more within this time, he suffers no penalties. If the Shield is not healed within this time, however, he may continue to fight and take actions only so long as there are others nearby who are endangered, and whom the Shield is defending. Once this is no longer the case, the Shield immediately dies, irrespective of his current hit points. This is considered a Death effect, and as such, Raise Dead will not avail to return the Shield to life after such a sacrifice.

KNIGHT PROTECTOR OF THE GREAT KINGDOM

Members of this order of knights are few and far in between and they do not have strong political support despite their legendary origins and deeds in the past. They cling to a dying code of chivalry and their legacy is over five hundred years old. This PrC functions per the Sword and Fist pg. 22. The ‘Old Kingdom’ on Emblem of Ea is the Millennium Kingdom and the Knight Protectors believe that Charn and Myrddion must unite to face the common threats to the world. They are divided into two major factions headquartered in Myrddion and Charn respectively. These factions are The Knights of the Silver Shield (Myrddion) and the Order of the Iron Sword (Charn).

LOREMASTER

This PrC is the same as the version located in the DMG chapter 6. Ordination as a Loremaster in theme can come from the clergy of Animus or through the Arcane Circle.

MAGE OF THE ARCANE CIRCLE

This PrC is also known as The Guildmage. It is the Mage of the Arcane Order PrC from Tome and Blood pg. 60. The theme for this PrC is more adequately covered in the theme files for wizards but otherwise follows the Tome and Blood description. Also the following change has been made: Positive Debt to the Spell Pool is disallowed, also Spell Pool debt is lowered to caster level as opposed to triple caster level.

MECH HUNTER/TECH SLAYER

The age of the Artificers has long passed and the Civilization of Science and Sorcery has passed away into dust, flame and out of knowledge. However, despite their passing, industry did not fade completely from the world and in recent generations it has once more emerged. Yet despite this, there are some that would use the new science of industry to wreck havoc and to exploit those who have no ability to defend themselves. Inventors sometimes cross over the line between sanity and insanity and delve into the machinations of things best left uncovered. Into this world the Mech Slayer and the Tech Hunter enters. Where others run out of options and where they fail, he succeeds. Specializing in the destruction of machines that have no purpose but to harm others, he is a barrier against such works of science ever getting out of hand again.

Hit Dice: d8

Requirements

Base Attack Bonus: +6

Skills: Knowledge/technology 6 ranks, Disable Device 6 ranks

Feats: Power Attack, Sunder, and Monkeywrencher

Abilities:

Skills: Alchemy (Int), Appraise (Int), Climb (Str), Concentration (Con), Disable Device (Int), Hide (Dex), Jump (Str), Knowledge (technology, Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), and Spot (Wis)

Skill Points: 4 + Int modifier

Weapon and Armor Proficiencies: The Tech Hunter is proficient with all simple and martial weapons, but does not gain any additional armor or shield proficiencies

Level

BAB

Fort

Ref

Will

Special

1st

+1

+2

-

-

Favored Enemy : Constructs +1

2nd

+2

+3

-

-

Weapon Penetration : Constructs

3rd

+3

+3

+1

+1

Construct Bane 1/day

4th

+4

+4

+1

+1

Favored Enemy : Constructs +2

5th

+5

+4

+1

+1

Improved Critical : Constructs

6th

+6

+5

+2

+2

Construct Bane 2/day

7th

+7

+5

+2

+2

Favored Enemy : Constructs +3

8th

+8

+6

+2

+2

Enhanced Critical : Constructs

9th

+9

+6

+3

+3

Construct Bane 3/day

10th

+10

+7

+3

+3

Favored Enemy : Constructs +4

Special Powers:

Favored Enemy:

The Tech Hunter, beginning at 1st level, gets a bonus to rolls against constructs, as she learns and develops ways to better combat and disable them. This bonus applies to all Hide, Listen, Move Silently, and Spot checks against constructs. In addition, it applies as an inherent bonus to all attack, damage, and save checks. It is a +1 bonus at 1st level, and increases by +1 every three levels thereafter (+2 at 4, +3 at 7, etc.). This bonus does stack, when applicable, with any current favored enemy bonuses, such as those gained from the ranger class.

Weapon Penetration:

At 2nd level, the Tech Hunter ignores any damage reduction when attacking constructs, inflicting normal damage. Damage that can be reduced due to a weapon type (i.e. half damage from piercing weapons) is unaffected.

Construct Bane:

Beginning at 3rd level, the Tech Hunter can empower a weapon of her choice to gain the construct bane power, as per the weapon enchantment. The weapon so empowered does not need to be magical, and the power lasts for a number of rounds equal to the Tech Hunter’s level + Intelligence modifier. The ability can be used once per day at 3rd level, and it can be used an additional time per day every three levels afterwards. (2 at 6th, 3 at 9th, etc.) This does not stack with a weapon that already has the construct bane ability.

Improved Critical:

The Tech Hunter can use any weapon and gain the benefits of the Improved Critical feat, provided that she is using it against a construct. This does not stack with the Improved Critical feat for a specific weapon.

HUNTER OF THE DEAD

Ever since the Dark Powers of Mundus and Illotha and Deimos conspired to unleash the undead hordes and secrets of vampirism, lichdom and other such things upon the world, various forces have stood up against these great powers. In particular, Eduriel and Vardama stand opposed to such things. The Hunter of the Dead can be found in Defenders of the Faith, page 62.

ORDER OF THE BOW INITIATE

The Order of the Bow can be found in Sword and Fist, page. 32. Identical theme applies with appropriate changes to races, regions and deities.

PHOENIX GUARD

A group of Holy Knights dedicated to the defense of Myrddion and their belief in Myrddion being the fulfillment of the return of The Millennium Kingdom. Unlike the Knight Protectors, who believe that the true kingship does not lie in Myrddion, and that Myrddion and Charn must unite, the Phoenix Guard take careful efforts in protecting the full interests of Myrddion itself. However they are devoted to a more spiritual cause then the oft politically motivated Imperial Knights. Members of The Phoenix Guard can often be seen in lofty position as elite guards for heads of state and the high court. They also are involved in leading members of the Myrddion army, the Argent Moon Knights, on elite missions. A mission that a Phoenix Guard leads, does not fail.

Requirements
BAB: +6
Skills: Diplomacy 4 ranks, Knowledge (nobility) 4 ranks, Knowledge (religion) 4 ranks
Feats: Cleave, Combat Reflexes, Improved Initiative, Power Attack
Alignment: Any good
Special: Must be apprenticed to a member of the Phoenix Guard, must swear an oath to serve the state of Myrddion.

Abilities:
Hit Dice: d10
Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skill Points: 2 + Int modifier

Level

BAB

Fort

Ref

Will

Special

 

1st

+1

+2

+0

+0

Great Cleave, Aura of Courage, Aura of Good

2nd

+2

+3

+0

+0

Tactical Directions

3rd

+3

+3

+1

+1

Bonus Feat

4th

+4

+4

+1

+1

Rally Troops

5th

+5

+4

+1

+1

Superior Combat Reflexes

6th

+6

+5

+2

+2

Bonus Feat

7th

+7

+5

+2

+2

Hard March

8th

+8

+6

+2

+2

Battle Standard

9th

+9

+6

+3

+3

Bonus Feat

10th

+10

+7

+3

+3

Holy Aura


Special Features
Weapon and Armor Proficiencies: The Phoenix Guard is proficient with all simple and martial weapons, and all types of armor and shields, and tower shields.

Great Cleave (Ex): At 1st level, the Phoenix Guard gains the Great Cleave feat for free.

Aura of Courage (Sp): A Phoenix Guard, at first level, is now immune to fear (magical or otherwise). Each ally within ten feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Phoenix Guard is conscious, but not if she is unconscious or dead. Paladins that become Phoenix Guards that already have this ability have the radius doubled (so all allies in 20’ of the Paladin get the bonus).

Aura of Good (Ex): A Phoenix Guard emits an aura of good, as a cleric of a level equal to his Phoenix Guard levels. If the Phoenix Guard already has this ability (from being a cleric or paladin, for example), then the class levels stack, i.e. a 7th level paladin/3rd level Phoenix Guard has the aura of good of a 10th level cleric.

Tactical Directions (Ex): As a full-round action, you can give concise orders to your allies and followers. You can bestow a +2 competence bonus on either attack rolls or skill checks to all allies within 30 feet. This bonus lasts for a number of rounds equal to your Charisma modifier. This ability can be used once per day.

Bonus Feat (Ex): At 3rd, 6th, and 9th levels, the Phoenix Guard may choose a bonus feat. This feat is selected from the list of bonus feats available to fighters. For the purposes of certain feats that require a minimum fighter level (such as Greater Weapon Specialization), use the sum of fighter and Phoenix Guard levels to calculate the effective fighter levels of the character.

Rally Troops (Su): Your presence is enough to grant any allies within 30 feet a second saving throw against fear or charm effects that they have already succumbed to. Even if they fail the second saving throw, the effects are less severe: panicked characters are only frightened, and frightened characters are only shaken.

Superior Combat Reflexes (Ex): This ability lets you make a total number of attacks of opportunity per round equal to your Dexterity modifier plus your Wisdom modifier.

Hard March (Ex): You can exhort your comrades into moving faster. Anyone traveling with you gets a +4 morale bonus to Constitution checks required for making a forced march or any other task requiring extended exertion. Animals are not affected, unless they are also intelligent (such as a paladin’s mount).

Battle Standard (Ex): The sight of the emblem of the Phoenix Guard is often enough to turn the tide of battle. Allies with 30 feet of your standard gain the effects of both Call to Arms and Tactical Directions as long as the standard is within range and held by you. If the standard is captured in battle, all allies within range that are aware of its loss suffer a –1 morale penalty to attacks and damage until it is recovered.

Holy Aura (Sp): At 10th level, the Phoenix Guard can create a holy aura effect, affecting all her allies within thirty feet. Other than the radius of effect, this effect is identical to the holy aura spell. The Phoenix Guard can use this ability once per day.

RAVAGER

The Ravager functions per the theme and class description in Sword and Fist. Appropriate deities as Astaeus and Garm.

SHADOW DANCER

The origin of the art of the Shadow dancer is something lost to time (and likely something that The Loremaster would relish discovering.) They dance on the border between light and darkness and are most often found in regions and lands that encourage and benefit from the presence of those with exceptional talents in trickery and deception. The Shadow Dancer is akin to the Chapter six version in the Dungeon Master Guide.

SHIFTER

The Shifter functions per the Masters of the Wild pg. 69 and there are no major theme changes or effects.

SPELL GUNNER

Few words can describe seeing the Spell Gunner in action. By bonding with their chosen weapon and reaching with an intuitive grasp of both the arcane and machines, they take the ability to use what is normally considered a clunky and ineffective weapon and transform it into a work of speed in art. Magic is most certainly present in their activities despite the fact that they use a machine that is said to rely on science and not magic in its functionality. Most Gunners learn their skills though an apprenticeship with another Gunner, and while there is no formal organization as yet, all feel a loose camaraderie with one another. Naturally it goes without saying that they are exceptionally rare.

Hit Die: D8

Requirements

Base Attack Bonus: 5+

Skill: Craft/Tech Device 3 Ranks

Feats: Exotic Weapon Proficiency (Firearms), Weapon Focus (Pistol)

Special: Must have successfully bonded with a Spell Gun.

Skills: 4+Int per level

Class Skills: Use Tech Device, Bluff, Climb, Craft, Hide, Jump, Move Silently, Ride, Sense Motive, Spot

Weapon Proficiency: Simple and Martial weapons Armor Proficiency: Light armor only

 

Level

BAB

Fort

Ref

Will

Special

1

+1

-

+2

-

Spell Gun, Fast Reload

2

+2

-

+3

-

Arcane Bullet

3

+3

+1

+3

+1

Lightning Reload, Bonus Feat

4

+4

+1

+4

+1

Arcane Bullet +2

5

+5

+1

+4

+1

Bonus Feat, Dire Shot

6

+6

+2

+5

+2

Arcane Bullet +3

7

+7

+2

+5

+2

Bonus Feat

8

+8

+2

+6

+2

Arcane Bullet +4

9

+9

+2

+6

+2

Baneful Gunner, Bonus Feat

10

+10

+3

+7

+3

Arcane Bullet +5

Special Features

Spell Gun:

Gunner bonds with a pistol forged partially of Aethrite that is created to be able to focus the primal magical energy that the Spell Gunner channels. Doing so takes a full day and requires 100 gold pieces for the alchemecial materials. The Spell Gun is required for the Arcane Bullet and Baneful Gunner special abilities. Many Gunners carry more then one of these pistols at any given time but they may only bond with one plus an additional number equal to their charisma modifier bonus. Not all Gunner abilities require the Spell Gun. For example, Fast Reload and Lightning Reload do not require the Spell Gun and can be used with standard pistols.

Fast Reload (EX): At first level, the Gunner may load one handed pistol based firearms as a move-equivalent, rather than a standard action. This is an extraordinary ability.

Arcane Bullet (SU): The spell gunner learn how to channel arcane energies directly into their firearms at will, making it possible to fire compact bolts of pure magic instead of physical ammunition. These mana bullets count as ‘force’, and function similar to Magic Missile in that they can also strike ethereal creatures but spells that protect from Force will affect Arcane Bullets. Also the unique nature of the Spell Gun causes them to still have to ‘charge’ the next shot (or follow reload rules.) This ability can only be used with Firearms, and only on firearms that fire a single bullet at a time (hence it cannot be used with blunderbusses, dwarven pulley guns, etc.). At level two this confers a +1 bonus to all attacks. At level 6 this increases to +3 and at level 8 +4 and at level 10 +5.

Lightning Reload (EX): The Spell Gunner can now fire and reload single handed firearms so quickly they may use their full attacks with pistols. Two-handed firearms such as The Long Rifle and the Musket may now be reloaded as a move-equivalent action instead of a standard action, enabling them to be fired every round.

Bonus Feats: The Spell Gunner gains a Bonus Feat starting at level three, then again at five, seven and nine. These Bonus Feats must be chosen from this list: Dodge, Mobility, Improved Initiative, Point Blank Shot, Precise Shot, Shot On The Run, Quick Draw, Skill Focus, Rapid Shot

Dire Shot (SU): At fifth level, the Gunner gains the supernatural ability to empower his weapon with incredible force. Once per day he may resolve a shot as a ranged touch attack. This is a spell-like, technomagical ability (firing the shot is considered part of the action).

Baneful Gunner (SU): At ninth level, the Gunner becomes a lethal marksman. If the Gunner spends at least a full round aiming at a target, his next shot at that target (if fired the immediately after aiming), if it hits, is considered an automatic threat (check for a critical hit as normal).

SPELLSWORD

The Spellsword is also known as The Mana Knight and Anima Warrior in some parts of the world. The dream of melding magic and swordplay is fulfilled within them, as they are students of both arcane ritual and martial traditions. The Spellsword Guild works with the Arcane Circle and often acts as bodyguards to their members as well as supplementing the Eldritch Knight armed forces of Rune with their own skill. They tend to be loners, otherwise. The Spellsword is from Tome and Blood, page 67.

STEAM TITAN

During the Age of Kulthus, the most elite soldiers in their great and terrible army were known as the Steam Titans -- technomagi and warriors of surpassing skill who had sacrificed the freedom of the flesh for the strength and durability of iron. Blurring the line between construct and man to they had become living weapons of impressive ability and nigh-impenetrable armor. Though those days and legends have faded into the mists of time, the re-discovery and focus of industry upon technomagic has begun to unearth some of those ancient secrets once more and while some of those secrets have been perverted by Charn into the dark arts that birth half-golems, others have found their way into the hands of the Enclave and Myrddion, and one day soon the battlefield might once more remember the might of the Steam Titan.

While but a shadow of the original mechanical warriors, a Steam Titan is not a foe to be underestimated. Bristling with pipes, tubes, and often built-in contraptions, the constant genius of the artificer often ensures that their armor is never the same or possesses the same capabilities as the day before. In battle, its incredible armor and the strength it grants the wearer generally makes up for the time spent in development of the armor rather than training in the arts of war.

Hit Die: d8

Requirements

Feats: Craft Technomagical Arms and Armor

Base Attack Bonus: +6

Knowledge/Technology: 5 ranks

Craft/Armorsmithing: 10 ranks

Armor Proficiency: All armor (light, medium, and heavy)

Special: Must own an unenchanted set of masterwork full plate.

Class Skills

The Steam Titan's class skills (and key abilities for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge/Technology (Int), Open Lock (Dex), Profession (Wis), Use Tech Device (Int) Search (Int).

Skill Points at Each Level: 4 + Int Modifier

Class Features

Weapon and Armor Proficiency: Steam Titans gain no new proficiency with weapons and armor that they didn't already possess.

Titan Armor: At 1st level, the inventor has modified the full plate armor that he began with into a suit of steam titan armor, through which all the other abilities of this PrC spring. If the character is not wearing the armor, they cannot call upon any of the abilities that this PrC grants, and the armor itself is designed physically and attuned metaphysically to the one person -- no-one else can wear it and gain any benefit. The titan armor, which tends to grow more and more imposing and decorative as the character gains levels and continues to experiment and expand upon it, has the same stats as a suit of masterwork full plate. It also develops an enhancement bonus of +1 at 1st level, and gains another +1 at every even-numbered level thereafter. If the armor is destroyed at any time prior to 10th level, it can be re-built by taking one week per point of enhancement bonus and 1,000gp per point of enhancement bonus -- at 10th level, the armor's destruction will kill the character.

Sheathed in Steel: At 2nd level, the titan armor's thick metal and protected joints gives the wearer protection as though from light fortification, a 25% chance of critical hits or sneak attacks to not do any extra damage to the Steam Titan.

Steam Power: At 4th level, the steam-powered hydraulics of the armor grant the wearer a +2 enhancement bonus to strength. This increases to +4 at 8th level.

Fists of Iron: At 4th level, the Steam Titan gains a slam attack that does 1d12 dmg, with a crit range of 20 and a x3 multiplier.

Sealed System: At 6th level, the character no longer needs to eat, drink, or breathe while within the armor, as it technomagically provides all needed sustenance. This makes the character immune to gas and inhaled attacks, and permits him to go underwater or into other airless atmospheres without trouble. The protection of the armor also increases, equal to medium fortification and granting a 50% chance to not take additional damage from a critical hit or sneak attack. Once attaining this level, most Steam Titans only leave the armor to improve upon it or to sleep.

Sledgehammer Blow: At 8th level, the continued modifications to the armor allow the Steam Titan to drive its opponents to the ground with a single blow. A character who hits with its slam attack can attempt a trip attack as a free action without making a touch attack or initiating an attack of opportunity. If the attempt fails, the opponent cannot attempt to trip the Titan.

Iron Colossus: At 10th level, the character becomes melded with the machinery of the armor in a nigh-unbreakable bond, unable to leave the armor again; his type remains the same as before, but he becomes immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. The character is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. He cannot heal himself or be healed, though he can be repaired, and gains Fast Healing 1 as a special quality. The Steam Titan also gains Darkvision (60 ft) if he or she did not already possess that quality. If the character dies and is raised or resurrected, they level they lose is automatically in this PrC (an level is lost anyway if the character would not normally lose a level, as is the case with True Resurrection), dropping back to 9th, and must re-build their armor as normal spend the time and effort re-bonding themselves into the armor - and reach 10th level again - before they become fully melded with it once more.

------------------------------------------------------------------------------------

Advancement Table: Steam Titan

------------------------------------------------------------------------------------

Level BAB Fort Ref Will Special

1st +0 +2 +0 +2 Titan Armor +1

2nd +1 +3 +0 +3 Sheathed in Steel

3rd +2 +3 +1 +3 Titan Armor +2

4th +3 +4 +1 +4 Steam Power +2, Fists of Iron

5th +3 +4 +1 +4 Titan Armor +3

6th +4 +5 +2 +5 Sealed System

7th +5 +5 +2 +5 Titan Armor +4,

8th +6 +6 +2 +6 Steam Power +4, Sledgehammer Blow

9th +6 +6 +3 +6 Titan Armor +5

10th +7 +7 +3 +7 Iron Colossus

SPYMASTER

This PrC functions as per the Song and Silence version of the PrC and is available for applicable nations and factions.

TEMPLE RAIDER

This PrC functions per the Song and Silence version however the applicable deities are either Tarien or Ceinara.

THIEF ACROBAT

The thief acrobat functions exactly as the PrC described in Song and Silence is described. The Guild of Sly is an appropriate guild for this PrC.

WARPRIEST

War priests exist primarily in pious and yet warlike societies. They pray for peace and yet are ever prepared for war. They are strong willed, powerful, charismatic individuals who are at their best at the head of a crusade or spurring the battle fury of their fellows onward. Most of their time is spent in a Battlehall devoted to the various deities of conflict and strife. Kor and Maugrim are both known to sponsor Warpriests. Warpriests can be found in Defenders of the Faith on page 74.

WAYFARERS GUIDE

Most popular along the twisting planar pathways and streams of broken time in The Vast, Wayfarer Guides also crop up in other lands where quick transportation and navigation of regions is a must such as The Desolation and the lands of the north. The Wayfarers Union provides the secrets of the trade and unlike traditional spell casters, they need not devote their lives to the purpose of learning the inns and outs of transportation spells. The Wayfarers Guide is from Tome and Blood, page 70.

WEAPON MASTER

The Sword Saint, The Monk of the Lightning Fists, and many more, Weapon Masters are those who have studied the art of Ki and have learned how to imbue not only their bodies but a single martial weapon with its power. They become one with the weapon and unify themselves with it. The Weapon Master can be found in Sword and Fist, page 38.