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Fallenstar Prestige Classes

Page history last edited by PBworks 16 years, 4 months ago


 

Beast Rider

 

 

Prestige Class

By Don Thelonious 

 

“Without you, my friend, I am nothing."

Dainna Gourlaglin to her Zuniceratops Mount 'Belloour'

 

"Charge with me, and let their bones make the lands fertile!!!!!!"

Random Beast Rider

 

The barbaric folk of Fallenstar have their own knightly champions, experts at mounted combat on the backs of allied wild beasts. The Beast Riders and their companion beasts defend their tribes and clans with a vigor that often exceeds either’s individual powers. The lands of Fallenstar are a very dangerous place for the various tribes, and so it is only natural that they have warriors equipped to handle the savage lands they call home, and the everyday struggle for survival.

Beast Riders are often construed by outsiders as savage mercenaries no better than the animals they call friends. Nothing could be further from the truth though, as most Beast Riders are just as noble and often times more honorable than their metal wearing counterparts. Occasionally the more civilized do join this profession, although their softened nature often leaves much to be desired.

Beast Riders work well in groups and are often encountered in military-style organizations. Adventuring parties planning any trip into the interior of Fallenstar would do well to include a Beast Rider in the party.

Hit Die: d10

 

Requirements

To qualify to become a Beast Rider, a character must fulfill all the following criteria:

Base Attack Bonus: +5

Skills: Ride 8 Ranks, Handle Animal 4 Ranks, Survival 8 Ranks.

Feats: Mounted Combat, Ride-By Attack

Class Ability: Rage

Region: Fallenstar

Special: The first step on the path of the Beast Rider is going out in the wild alone and making peaceful contact with the selected mounts type. The potential Beast Rider must befriend and earn the trust of her future companion. This process takes one month in which the applicant and the beast learn to work together.

 

Class Skills

The Beast-Riders class skills (and key ability for each skill) are: Craft (Any) (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (any) (Wis), Ride (Dex), Spot(Wis), and Survival (Wis)

Skill Points at Each Level: 2 + Int modifier.

 

The Beast Rider

Lvl       BAB      Fort     Ref      Will      Special                                                                                                                                  

1st        +1        +2       +0        +2        Bonded Mount, Mounted Weapon Bonus +1 (Spear/Lance), Rage 1/day, Ride Bonus

2nd       +2        +3       +0        +3        Mounted Weapon Bonus +1 (All Mounted Attacks), Charge, Shared Damage Reduction 1/-

3rd        +3        +3       +1        +3        Spirited Charge, Mounted Weapon Bonus +2 (Spear/Lance)

4th        +4        +4       +1        +4        Mounted Uncanny Dodge, Mounted Weapon Bonus +2 (All Mounted Attacks)                      

5th        +5        +4       +1        +4        Rage 2/day, Mounted Weapon Bonus +3 (Spear Or Lance), Shared Rage, DR 2/-

6th        +6        +5       +2        +5        Mounted Weapon Bonus +3 (All Mounted Attacks), Superior Mounted Combat                    

7th        +7        +5       +2        +5        Improved Mounted Uncanny Dodge, Mounted Weapon Bonus +4 (Spear/Lance)

8th        +8        +6       +2        +6        Superior Ride-By Attack, Mounted Weapon Bonus +4 (All Mounted Attacks), DR 3/-             

9th        +9        +6       +3        +6        Mounted Weapon Bonus +5 (Spear/Lance)

10th      +10      +7       +3        +7        Mounted Weapon Bonus+5 (All Mounted Attacks), Rage 3/day, War Chant                          

 

 

 

Class features

All of the following are class features of the Beast Rider prestige class.

 

Weapon and Armor Proficiency: Beast Riders are proficient with all simple and martial weapons. Beast Riders are limited to light or medium armor.

 

Bonded Mount: A Beast Rider gains a special mount to ride, chosen from the list below. This creature is stronger and more intelligent than others of its type. A Beast Rider may have only one mount at a time. If the mount is slain, the Beast Rider is immediately stricken with utter sadness and severe depression. He takes a -4 penalty to all attack and damage rolls, as well as a -2 penalty to all Skill Checks and Saves. The mount-less Beast Rider is also stricken with an effect identical to a Slow spell for 1 week, which cannot be negated.

 

The penalties last for 1 month and cannot be negated by any spell or ability. If the Beast Rider is able to either resurrect his mount or have the mounts body given a proper funeral rite, then is the recipient of an Atonement spell from his patron Welkin he will not suffer the penalties.

 

Mounted Weapon Bonus (Ex): At each level a Beast Rider gains the indicated bonus on her attack roll with designated weapon while mounted.

 

Rage (Ex): A Beast Rider can fly into a rage just as the Barbarian ability of the same name. She gains the standard +4 bonus to Strength, +4 bonus to Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. This increases to 2/day at level 5 and finally 3/day at level 10. This ability stacks with the number of uses per day and any special rage abilities granted from another class.

 

Charge (Ex): A Beast Rider can use a spear or lance to deal double damage when used from the back of a charging mount. The Spirited Charge feat can be used to increase the damage multiple to triple normal.

 

Ride Bonus (Ex): Beast Riders are undisputable riders. Beast Riders gain a bonus on all Ride checks equal to his/her class level.

 

Shared Damage Reduction (Ex): Beginning at 2nd level a mounted Beast Rider and her mount have seen enough combat together they are able to shrug off a small amount of injury from any blow or attack. Subtract 1 from the damage the Beast Rider or her mount takes each time either one is dealt damage from a weapon or natural attack. At 5th level and again at 8th level this reduction increases by 1 point.

 

Spirited Charge (Ex): At third level the Beast Rider gains Spirited Charge as a bonus feat.

 

Mounted Uncanny Dodge (Ex): Starting at 4th level, while mounted a Beast Rider and her mount gain the ability to react to danger before either of their individual senses would normally allow them to do so. They retain their Dex bonus’ to AC (if any) even if they are caught flat footed or struck by an invisible attacker. However they still lose their Dex bonus to AC if they are immobilized.

This only works while mounted so it does not stack with Uncanny dodge from any other source.

 

Shared Rage (Su): At 5th level the Beast Rider and his mount are so attuned with each other that her mount gains all the benefits and penalties the rider gains when he uses his rage ability while mounted.

 

Superior Mounted Combat (Ex): At sixth level and higher a Beast Rider is able to use his Mounted Combat feat a number of times per round equal to his Dex modifier.

 

Improved Mounted Uncanny Dodge (Ex): A Beast Rider of 7th level or higher can no longer be flanked while mounted; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Beast Rider by flanking him, unless the attacker has four more levels more than the total character level of the Beast Rider.

This ability is only usable while mounted and does not stack with any other sources of Improved Uncanny Dodge.

 

Superior Ride-By Attack (Ex): Starting at 8th level a Beast Rider is able to make as many attacks as his BAB would allow, albeit at a -5 for each iterative attack, to each enemy he can reach during a charge.

 

War Chant (Su): At 10th level a Beast Rider is able to Inspire Greatness. 1/Day the Beast Rider can use a special chant to inspire greatness in himself and his mount, granting extra fighting capability. To inspire greatness, a Beast Rider must chant and the mount must hear the chant. The effect lasts for as long as the mount hears the Beast Rider chant and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10’s), the commensurate number of temporary hit points (apply the targets constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as Sleep. This ability is usable while raging. Inspire Greatness is a mind-affecting ability.

 

 

Mounts

 

 

Basilosaurus

Bellusaurus

Centrosaurus

Ceratosaurus

Clidastes

Desmatosuchus*

Epanterias

Estemmenosuchus

Eustreptospondylus*

Half Red Dragon Stokesosaurus (Only available to Pown-Dajji)

Helicoprion**

Kentrosaurus *

Pachyrhinosaurus

Pawpawsaurus

Protoceratops*

Saurolophus

Stokesosaurus*

Styracosaurus

Vulcanodon

Zuniceratops

*Denotes mount for small character.

Denotes aquatic

 

Mount Progression

Level   BonusHD   NA Adj.   Str/Dex Adj   Bonus Tricks    Special                                     

1-2            +2            +4                +1                    3              Empathic Link, Share Spells

3-4            +4            +6                +2                    4              Evasion                                  

5-6            +6            +8                +3                    5              Devotion, Improved Speed 10’

7-8            +8            +10              +4                    6              Improved Evasion                  

9-10          +10          +12              +5                    7              Improved Speed 20’

 

 

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base save bonuses. A special mount’s base attack bonus is equal to that of its riders. A mount has good Fortitude and Reflex saves (Treat as character of equal level to Beast Rider). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

 

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

 

Str/Dex Adj.: Add this value to the Mounts Strength and Dexterity scores.

 

Bonus Tricks: The value given in this column is the total number of “bonus" tricks that the animal knows in addition to any that the Beast Rider might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Beast Rider selects these bonus tricks, and once selected, they can’t be changed.

 

Empathic Link (Su): The Rider has an empathic link with his mount out to a distance of up to 1 mile. The Rider cannot see through the Mount’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the Rider has the same connection to an item or place that his Mount does.

 

Share Spells (Ex): At the Beast Riders option, she may have any spell (but not any spell-like ability) cast upon herself also affect her mount. The mount must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the animal again, even if it returns to the Beast Rider before the duration expires. A Beast Rider and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

 

Evasion (Ex): If a Beast Riders mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

 

Devotion (Ex): A Beast Riders mount gains a +4 morale bonus on Will saves against enchantment spells and effects.

 

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Beast Riders mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

 

Improved Speed (Ex): The mount’s speed increases by the indicated number.

 

 

Fallenstar Home

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Goblin Potshot Sniper

 

Prestige Class

By Don Thelonious

 

"See look'it! One shot and da' daikini die! Still have another shot, too!!!"

Garret Splinterclaw

 

The goblins of the Adjeort tribe are always been trying to figure out ways to kill more efficiently while risking less, a trait picked up from their Green Dragon Welkin. Centuries ago a distinctly goblin style of archery arose, centered on the goblin pat time of taking random shots at everything that moved. Originally just a hobby, this particular style of archery grew into an art form under the watchful eye of Adjeort, who pressed his goblin followers to focus their shots more precisely and with greater accuracy. So it was that these goblins honed their potshot skills to a supernatural art form. Forsaking the previous beliefs of “Throw arrows at it until it dies” these goblins concentrated on a “One shot, one kill” strategy. Thus there arose the Goblin Potshot Sniper.

Hit Die: d6

 

Requirements

To qualify to become a Goblin Potshot Sniper, a character must fulfill all the following criteria:

Race: Goblin

Region: Fallenstar

Tribe: Adjeort

Skills: Hide 8 Ranks, Move Silent 8 Ranks, Spot 5 Ranks

Special: Sneak Attack +2d6

 

Class skills

The Goblin Potshot Snipers class skills (and key ability for each skill) are: Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search(Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

 

 

The Goblin Potshot Sniper

Level     BAB     Fort     Ref     Will      Special                                                                    

1st          +1       +0       +2       +0       Sneak Attack +1d6, Fight like A Goblin

2nd         +2       +0       +3       +0       Impromptu Sneak Attack 1/Day                                

3rd          +3       +1       +3       +1       Sneak Attack +2d6

4th          +4       +1       +4       +1       Sniper, Stalk the Night                                              

5th          +5       +1       +4       +1       Sneak Attack +3d6, Long Sight

6th          +6       +2       +5       +2       Impromptu Sneak Attack 2/Day                                

7th          +7       +2       +5       +2       Sneak Attack +4d6, Harness the Night

8th          +8       +2       +6       +2       Improved Sniper                                                       

9th          +9       +3       +6       +3       Sneak Attack +5d6

10th        +10     +3       +7       +3       Impromptu Sneak Attack 3/Day, Become the Night  

 

 

Class Features

All of the following are class features of the Goblin Potshot Sniper prestige class.

 

 

Weapon and Armor Proficiency: Goblin Potshot Snipers are proficient with all simple weapons and all bows but not crossbows. They are proficient with all light armors.

 

Fight Like A Goblin: Goblin potshot snipers are masters of staying away from the heart of melee and hitting their enemies by surprise. Starting at first level and every Goblin Potshot Sniper level thereafter they add 10ft. to the range of all ranged sneak attacks.

 

Impromptu Sneak Attack: Starting at second level, once per day a goblin potshot sniper can declare one melee or ranged attack he makes to be a sneak attack (target cannot be more than the 30 feet + 10 feet per goblin potshot level if the sneak attack is a ranged attack). The target of an impromptu sneak attack loses any dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose their dexterity bonus to AC).

At 6th level they gain another use per day, and again at 10th level.

 

Sniper: At fourth level, while using the Sniping ability of the hide skill, a goblin potshot sniper can make one ranged attack, then immediately hide again. A goblin potshot sniper only takes a -15 penalty to the hide check to conceal himself (as opposed to the regular -20).

 

Stalk The Night (Ex): Over time goblin potshot snipers become better adapted to the night, utilizing their superior night time capabilities. At 4th level they gain a permanent +4 to their Move Silent skill in any light that is less than full daylight.

 

Long Sight (Su): At fifth level Goblin Potshot Snipers double the range of their darkvision, out to 120ft.

 

Harness The Night(Ex): After stalking the night and shadows for so long, an 8th level Goblin Potshot Sniper becomes more attuned with his nocturnal nature, he gains a permanent +4 to his Hide skill in any light that is less than full daylight.

 

Improved Sniper: With time comes mastery and Goblin Potshot Snipers of 8th level are true masters of sniping. Instead of the -15 to hide checks after using the sniping skill, they have only a -10 penalty.

 

Become The Night (Su): At 10th level a Goblin Potshot Sniper gains his ultimate power and is able to become one with darkness. In any condition other than full daylight, a Goblin Potshot Sniper can disappear into the shadows, even while being observed, giving himself total concealment. Artificial illumination, even a Light or Continual Light spell does not negate this ability. A Daylight spell however, will.

 

 

 

 

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Heivân~Barâdar the Savage Paladin

 

 Prestige Class

By: Don Thelonious

 

 

"And a Shepherd I shall be

For thee, Theralos, for thee.

Righteous wrath hath descended forth from Thy hand

My feet may swiftly carry out Thy commands.

So I shall flow a river forth to Thee

And teeming with souls shall it ever be.

In Nomeni Patri Et Fili Spiritus Sancti."

Prayer of the Heivân~Barâdar

 

 History has taught us that the gods work in mysterious ways. Occasionally there arises a godly warrior possessed of great divine magic and a terrible rage. Whether this rage comes from the persons heart or is the will of their god nobody knows What they do know is that these holy berserkers are the wrath of god personified, and woe be unto those who incur that wrath.

 

 

Adventures: Heivân~Barâdar adventure for many reasons: to spread the word of their god, to guard the faithful, or to seek vengeance for their deity. Commonly though, these holy warriors take it upon themselves to act as the instrument of their gods wrath, and to bring destruction down upon those that have earned it.

 

Characteristics: The defining characteristics shared by all Heivân~Barâdar is their unyielding faith in their gods. They have been confused with True Paladins on more than one occasion, but where a paladin must hold to a strict code of conduct the Heivân~Barâdar follow only the precepts of their deity and a strong code of honor.

 

Alignment: Most Heivân~Barâdar started out as Paladins, but through extenuating circumstances they gave into their chaotic nature. Therefore all Heivân~Barâdar are chaotic, and should their alignments change for any reason they lose all benefits of this class.

 

Religion: The Heivân~Barâdar need not devote themselves to a single deity, though most do. Those that do align themselves to a single deity are scrupulous in religious duties and are welcome (though not wholly trusted) in every associated temple.

 

Background: Most Heivân~Barâdar do not choose this path from the beginning. In fact most of them were true Paladins to begin with, but fell from grace and chose to become Heivân~Barâdar to continue doing things in the name of their faith.

 

Other times potential Heivân~Barâdar were originally clerics, but at some point realized that preaching to the masses was not enough, nor did they have the strength to battle every enemy of their faith. This feeling of helplessness fueled the burning embers of rage in their souls, feeding the fires of their faith until they found themselves on the path of the Heivân~Barâdar.

 

Races: Half-races, with their mixed heritage and often bigoted upbringing are the most common Heivân~Barâdar, due to their desire to prove they are equal to, if not better, than their parent races. Humans are the next most common race that takes this prestige class, to better serve their respective gods, as well as gnomes. Halfling Heivân~Barâdar are rare, since it is harder for them to find the fiery pious rage within themselves, but those that do though are truly terrible in the grip of that rage. Dwarves, with their strong lawful nature, have been known to make some of the most powerful Heivân~Barâdar in history after they have fallen from grace.

 

Other Classes: Heivân~Barâdar get along wonderfully well with barbarians, who share similar abilities. Heivân~Barâdar have no real problems with bards, fighters, druids, rogues, or rangers. Heivân~Barâdar are also fond of clerics, though those that worship an opposed god often find themselves at odds with the Heivân~Barâdar. Paladins are viewed as too stuffy and hindered, but since most Heivân~Barâdar come from the ranks of paladins there is no real animosity.

 

Role: The Heivân~Barâdar is primarily a front line warrior with some nifty spell casting. They make fine secondary healers and superb heavy melee fighters.

 

 

Game Rule Information:

Heivân~Barâdar has the following game stats.

Abilities: Charisma is one of the most important abilities for the Heivân~Barâdar. It enhances their, self-protective capabilities, and turn/rebuke undead ability. Strength is also very important for its role in combat. A wisdom of 14 or higher is needed to cast the most powerful of Heivân~Barâdar spells, and a score of 11 higher is required to cast any spells at all.

Hit Die: d10

 

Requirements

To qualify to become a Heivân~Barâdar, a character must fulfill all the following criteria:

 

Alignment: Any Chaotic

Tribe: Theralosian

Welkin: Theralos (Cael)

Base Attack Bonus: +6

Skills: Knowledge (Religion) 8 Ranks

Feats: Alertness, Power Attack, and Cleave

Spells: Character must be able to cast, or had and lost the ability to cast, Detect Good/Evil as either a divine spell or spell like ability.

Special: Potential Heivân~Barâdar must go through a terrible alignment changing experience if they were paladins. This experience is what drives them over the edge, into the realms of chaos and forcing them to lose their paladin abilities.

 

Class skills

The Heivân~Barâdar ‘s class skills (and the key ability modifier for each skill) are:

Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Heal (Wis), Knowledge (Local) (int), Knowledge (Religion) (int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.

 

 

Heivân~Barâdar

Level    BAB    Fort    Ref    Will      Special                                                                

1            +1       +2      +0      +0       Aura of Chaos, Rage 1/Day

2            +2       +3      +0      +0       Chaos Blessing, Turn/Rebuke Undead                

3            +3       +3      +1      +1       Aura of Unpredictability

4            +4       +4      +1      +1       Raging Smite 1/Day                                             

5            +5       +4      +1      +1       Fast Movement, Rage 2/Day

6            +6       +5      +2      +2                                                                                  

7            +7       +5      +2      +2       Raging Smite 2/Day

8            +8       +6      +2      +2                                                                                 

9            +9       +6      +3      +3

10          +10     +7      +3      +3       Raging Smite 3/Day, Rage 3/Day, Greater Rage  

 

 

Heivân~Barâdar Spell Progression

------Spells Per Day-------

Level   1st   2nd   3rd   4th

1           -        -        -       -

2           -        -        -       -    

3           0       -        -       -

4           0       -        -       -    

5           1       0       -       -

6           1       0       -       -    

7           1       1       0      -

8           2       1       0      -   

9           2       1       1      0

10         2       2       1      0   

 

 

Class features

All of the following are class features of Heivân~Barâdar prestige class.

 

Weapon and Armor Proficiency: Heivân~Barâdar are proficient with all simple and martial weapons. They are proficient with light and medium armors, and with all shields. Characters who wear armor heavier than medium lose the benefits of their fast move and Rage abilities.

 

Aura of Chaos(Ex): The power of a Heivân~Barâdars aura of chaos (see Detect Chaos spell) is equal to his/her Heivân~Barâdar level.

 

Rage (Ex): A Heivân~Barâdar can fly into a rage, just as a barbarian, a certain number of times per day. In a rage, a Heivân~Barâdar temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he/she takes a -2 penalty to Armor Class. The increase in Constitution increases the Heivân~Barâdar’s hit points by 2 points per level, but these hit points go away at the end of the rage when his/her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, a Heivân~Barâdar cannot use any Charisma, Dexterity, or Intelligence based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he/she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He/She can use any feat he/she has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Heivân~Barâdar may prematurely end his or hers rage. At the end of the rage, the Heivân~Barâdar loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

 

A Heivân~Barâdar can fly into a rage only once per encounter. At 1st level he or she can use the rage ability once per day. At 2nd level and finally again at 10th level, to a mximum of 3 times per day at 10th level. Entering a rage takes no time itself, but a Heivân~Barâdar can do it only during his or hers action, not in response to someone else’s action.

 

Chaos Blessing (Su): A Heivân~Barâdar of 2nd level and higher has the ability to roll a 1d6 and add the results as a divine bonus to all saving throw rolls.

 

Turn/Rebuke Undead (Su): Beginning at 2nd level a Heivân~Barâdar gains the supernatural ability to turn or rebuke undead. Neutral aligned Heivân~Barâdar must decide when they gain this ability whether they will turn or rebuke undead, and once made that choice can never be changed. They may use this ability a number of times per day equal to 3 + Charisma modifier. They turn/rebuke undead as a cleric of 2 levels lower.

 

Spells: A Heivân~Barâdar has the ability to cast a small number of divine spells. To cast a Heivân~Barâdar spell, a Heivân~Barâdar must have a Wisdom score of at least 10 + the spell’s level, so a Heivân~Barâdar with a Wisdom of 10 or lower cannot cast these spells.

Heivân~Barâdar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Heivân~Barâdar’s Wisdom modifier. When the Heivân~Barâdar gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Heivân~Barâdar’s spell list appears below. A Heivân~Barâdar has access to any spell on the list and can freely choose which to prepare, just as a cleric. A Heivân~Barâdar prepares and casts spells just as a cleric does (though a Heivân~Barâdar cannot spontaneously cast cure or inflict spells).

 

Aura of Unpredictability (Su): A Heivân~Barâdar of 3rd level and higher gains Spell Resistance equal to 8 + Heivân~Barâdar level + Wisdon modifier.

 

Raging Smite (Su): At 4th level, a Heivân~Barâdar gains the devastatin smite attack 1/day while raging. Unlike the smite attack of other class’, a Heivân~Barâdar can use it against any enemy.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level.

At 7th level, and again at 10th level, a Heivân~Barâdar may smite one additional time per day.

 

 

Fast Movement: A Heivân~Barâdar of 5th level gets a base speed increase of 10 feet while raging. This bonus goes up to 20 feet at 10th level.

 

Greater Rage (Ex): At 10th level, a Heivân~Barâdar’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

 

 

Heivân~Barâdar Spells

1st: Cure Minor Wounds, Divine Favor, Magic Weapon, Protection from Law, Read Magic.

 

2nd: Bears Endurance, Blur, Cure Light Wounds, Magic Vestment, Mount, Resist Energy, Spiritual Weapon.

 

3rd: Cure Moderate Wounds, Dispel Magic, Magic Circle against Law, Greater Magic Weapon, Protection From Energy.

 

4th: Cure Serious Wounds, Displacement, Freedom Of Movement.

 

 

 

Fallen Paladins

 

Heivân~Barâdars who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have.

 

A fallen paladin who becomes a Heivân~Barâdar gains all of the following abilities that apply, according to the number of paladin levels the character has. These abilities do not stack with any fallen paladin abilities gained from another class (IE: Black Guard).

 

1-2

Raging Smite 1/Day (This is in addition to the ability granted to all Heivân~Barâdars at 4th level).

 

3-4

Lay on hands, Once per day, the Heivân~Barâdar can use this supernatural ability to cure himself or his allies of damage equal to his Charisma bonus × his level. Rage 1/Day, this is in addition to his regular rage uses.

 

5-6

Rage 1 additional time per day, Raging Smite 2/day.

 

7-8

Repulsion as a spell-like ability usable 1/Day, CL equal to Character Level.

 

9-10

Tireless Rage, Raging Smite 3/day, Rage 2/Day.

 

11 or more

A fallen paladin of this stature immediately gains a Heivân~Barâdar level for each level of paladin he trades in.

 

The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.

  Fallenstar Home

 

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More To Come!!!

 

 

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