Hit Die: d6.
The Heron clan are mysterious and enigmatic, and have their own style of fighting. Outsiders who see the style are never allowed to live - but one who proves himself through slaying an existing Heron may be adopted into the clan with a binding oath of loyalty.
To qualify to become a Striking Heron, a character must fulfill all the following criteria.
Alignment: Any nongood.
Skills: Disguise 12 ranks, Hide 12 ranks, Move Silently 12 ranks.
Feats: Improved Initiative, Stealthy, Track
Special: The character must kill an existing striking heron of at least equal level to the applicant. The applicant cannot be aided by others in finding, identifying, or slaying the existing striking heron.
The Striking Heron's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Striking Heron
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Sneak Attack |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Clan Adoption | +1d6 |
| 2nd | +1 | +0 | +3 | +3 | +1 level of existing spellcasting class | +2d6 |
| 3rd | +2 | +1 | +3 | +3 | +3d6 | |
| 4th | +3 | +1 | +4 | +4 | +1 level of existing spellcasting class | +4d6 |
| 5th | +3 | +1 | +4 | +4 | +5d6 | |
| 6th | +4 | +2 | +5 | +5 | +1 level of existing spellcasting class | +6d6 |
| 7th | +5 | +2 | +5 | +5 | +7d6 | |
| 8th | +6 | +2 | +6 | +6 | +1 level of existing spellcasting class | +8d6 |
| 9th | +6 | +3 | +6 | +6 | +9d6 | |
| 10th | +7 | +3 | +7 | +7 | +1 level of existing spellcasting class | +10d6 |
All of the following are Class Features of the Striking Heron prestige class.
Weapon and Armor Proficiency: Striking Herons gain no additional armor or weapon proficiencies.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every level. If an Striking Heron gets a sneak attack bonus from another source the bonuses on damage stack.
Clan Adoption: A Striking Heron has been adopted into the Heron clan. During a secret, mystical rite of initiation, the Heron voluntarily gives up some portion of his free will in exchange for membership in the clan. He cannot thereafter disobey a direct order from the clan elders, or deliberately work harm to the clan. This adoption pact cannot be undone except through the direct intervention of a deity.
Spells per Day/Spells Known: When a new even-numbered Striking Heron level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in one spellcasting class in which he could cast spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast spells before he became a Striking Heron, he must decide to which class he adds each level of Striking Heron for the purpose of determining spells per day.
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is Copyright 2005 Moritheil.
DnD 3.5, which most of the material is based on, is Copyright Wizards of the
Coast.