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Fallen Dreams

3e D&D Living World

 

 

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Conclave of the Raven

            The Conclave of the Raven is a semi-secret school/social club of high orcs.  All of Oracan knows of the Conclaves exists, but its membership and locale is a highly valued secret. This makes the group sound evil and deceitful, but this couldn’t be farther from the truth. They primary goal is the well being of Oracan, with a lesser emphasis being placed on opposing the forces of chaos. When the agreement was made for peace with the dwarves it was a Raven that negotiated the deal. And when the Red Dragon got on the High Council it was a Raven that revealed his true draconic identity. The Conclave prides its self on continuing the growth of young high orcs that have proven themselves. They believe that they have only scratched the surface of the high orcs’ potential. They focus on teaching their young Ravens to be proud members of the Oracan culture: Ambassadors, High Priests, Judges, Mayors, and even High Council Members.

Hit Dice: 1d4

Requirements:

Race: High Orc

Alignment: LG, NG, LN, N

Skills:  Diplomacy 8 ranks, Knowledge (any) 9 ranks, Spellcraft 9 ranks, Scry 9 ranks

Feats: Leadership

Spells: Ability to cast 4th level Arcane or Divine Spells

*Bards & Wizards are banned from the Conclave. Also, characters must revere a deity of Oracan (as opposed to the abstract principles a cleric may select).

Class Skills:

Bluff, Concentration, Craft, Diplomacy, Gather Information, Knowledge (all), Scry, Sense Motive, Speak Language, and Spellcraft

Skill Points: 4+Int Mod

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells Per Day

1st

+0

+0

+0

+2

New Spell List

+1 level of existing class

2nd

+1

+0

+0

+3

Energy Burn I

+1 level of existing class

3rd

+1

+1

+1

+3

Detect Thoughts

+1 level of existing class

4th

+2

+1

+1

+4

Energy Burn II

+1 level of existing class

5th

+2

+1

+1

+4

Darkvision

+1 level of existing class

6th

+3

+2

+2

+5

Energy Burn III

+1 level of existing class

7th

+3

+2

+2

+5

See Invisibility

+1 level of existing class

8th

+4

+2

+2

+6

Energy Burn IV

+1 level of existing class

9th

+4

+3

+3

+6

Clairvoyance/ audience

+1 level of existing class

10th

+5

+3

+3

+7

Energy Burn V

+1 level of existing class

 

Class Features:

            Weapon and Armor Proficiency: Ravens gain no proficiency in any armor or weapon. Note that armor check penalties of armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

            Spells per Day: A Raven continues training in magic as well as his study in greater powers. Thus, when a new Raven level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).  This essentially means that he adds the level of Raven to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. For example, if Gremda, an 8th-level sorcerer, gains a level in Raven, he gains new spells as if he had risen to 9th level in sorcerer, but uses the other raven aspects of level progression such as attack bonus and save bonus. If he next gains a level in sorcerer, making him a 9th-level sorcerer/1st-level raven, he gains and casts spells as if he had risen to 10th-level sorcerer.

Arcane Spells

Divine Spells

1st

Identify

1st

Detect Chaos

2nd

Alter Self or Misdirection

2nd

Augury or Undetectable Alignment

3rd

Suggestion

3rd

Speak with Dead

4th

Detect Scrying or Polymorph Self

4th

Divination or Discern Lies

5th

False Vision or Prying Eyes

5th

Dispel Chaos or Mark of Justice

6th

Legend Lore

6th

Forbiddance

7th

Vision

7th

Dictum

8th

Mind Blank

8th

Shield Of Law

9th

Foresight

9th

Astral Projection

            If a character had more than one spellcasting class before he became a raven, he must decide to which class she adds each level of Raven for the purposes of determining spells per day when he adds the new level.

            New Spell list: The Conclave has knowledge like no other on Rathora. In this great bounty of knowledge they have found away for a few Divine spells to be open to Arcane casters and Arcane spells to Divine casters. These spells are added into the Raven’s spell list.

Energy Burn

Energy Burn I

20 Points

+1 to caster level

Energy Burn II

16 Points

+1 to caster level

Energy Burn III

12 Points

+1 to caster level

Energy Burn IV

8 Points

+1 to caster level

Energy Burn V

4 Points

+1 to caster level

            Energy Burn: By tapping deep into the inner most powers of the High Orc body the conclave has found a way to channel the deeply seeded power of their kind. Energy Burn is a very stable way of increasing any spell’s power. A character must spend a pre-determined number of points of subdual damage in order to get a bonus to the spellcaster’s level. For example, Gremda, an 8th-level Sorcerer/2nd-level Raven, and cast fireball while using his energy burn power (20 points of subdual damage) he will cast fireball as an 11th-level spellcaster instead of a 10th.   Energy burn may be used at will as a free action. It may also be stacked for increased power, but not with out a penalty. Energy Burn stacks by category. So, in order to get a +2 caster level bonus a character must us two different categories. For example, Gremda, a 4th-level Raven has Energy Burn I and II, costing him 36 points (subdual damage).

            Clairvoyance/clairaudience (Su): Same as spell. This ability can be used up to three times per day. Activating this ability is a standard action.

            Detect Thoughts (Su): Same as spell. This ability can be used as often as desired. Activating this ability is a standard action.

            Darkvision (Su): Same as spell. This ability can be used as often as desired. Activating this ability is a standard action.

            See Invisibility (Su): Same as spell. This ability can be used as often as desired. Activating this ability is a standard action.