3E Birthright - Prestige Classes

Embed Size (px)

Citation preview

  • 7/27/2019 3E Birthright - Prestige Classes

    1/10

    Birthright Prestige ClassesMost of the prestige classes from the basic rules can be easily adapted to the Birthright setting.They should be applied as follows:

    Arcane Archer: This class could be found in some elven realms; the most likelycandidates would include Tuarhievel, the Sielwode, Coullabhie and Rhuannach.

    Assassin: This class could be tied to some areas in Khinasi or Brechtr; the most likelyguild to sponsor assassins would be the Society of the Serpent.

    Blackguard: This class does not have any place in current-day Cerilia. In the past, Azraisponsored groups of blackguards; undead blackguards might yet be found in areas of Cerilia.

    Dwarven Defender: This class can be found in any dwarven realm, with the notableexception of Mur-Kilad.

    Loremaster: This class can be found in most Cerilian lands, with the exception of the landsof the Vos and the savage humanoids.

    Shadowdancer: Some sects of Elole sponsor shadowdancers most notably the Brechttemple/guild network las Quick Fingers. Some halflings also aspire to be shadowdancers.

    Elf KnightAcross Cerilia, great Elven realms once stood, dominating the continent. One by one, thesehave fallen at the hands of the humans, or have had to retreat to the deepest woods. Muchremains of the ancient traditions and works of these realms, however not least the orders ofElven knighthood across the continent. While many human realms maintain armies ofcavalrymen themselves, they cannot match the skill or talent of the Elves; even Khinasihorsemanship looks like childs play when compared to one of the Sidhelien, with centuries oftraining. The Elven knights of Innishiere are especially awe-inspiring, with their flying steeds.

    Elven Knights are almost exclusively drawn from the ranks of fighters and rangers.Occasionally, a few wizards have also joined the ranks of the Elven knights, and they oftenbecome even more feared than the fighters for they fight with spells as readily as with swordand bow.

    Hit Die: d10

    Requirements

    To qualify to become an Elf Knight, a character must fulfill all the following criteria.Race: Elf.Base attack bonus: +5Handle Animal: 8 ranksRide: 8 ranksFeats: Animal Whispers, Mounted Combat, Ride-by attack

    Class Skills

    The Elf Knights class skills (and the key ability for each skill) are as follows: AnimalEmpathy (Cha), Climb (Str), Handle Animal (Wis), Heal (Wis), Inspire Followers (Cha), Jump(Str), Ride (Dex), Warcraft (Int), and Wilderness Lore (Wis).

    Skill points at each level: 2 + Int modifier.

    Class Features

    All of the following are class features of the Elf Knight prestige class.Weapon and Armor Proficiency: The Elf Knight is proficient with all simple and martial

    weapons, with all armor, and with shields. Note that armor check penalties for armor heavierthan leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, PickPocket, and Tumble.

    Special Mount: At first level, the Elf Knight gains a special mount. This is similar in allways to a paladins special mount, except as noted here. An elf mount is always a warhorse,though it can be heavy or light at the elfs choosing (usually light); however, its type is magicalbeast, not animal. Should the mount perish, the elf knight may train a new one, which must beacquired in the realm the elf knight serves or hails from. Such a mount takes one month to train

    per class level, up to the elf knights current class level; it effectively is the mount of an elf

  • 7/27/2019 3E Birthright - Prestige Classes

    2/10

    knight whose levels equal the number of months in training. The elf knight may use the mountat a lower effective level while training it.

    Class Bonus Natural

    Level HD armor Str adj Int Special

    1-2 +2 4 - 7 Elf traits, improved evasion, share spells,

    empathic link, share saving throws3-4 +4 6 +1 8 Faster movement, Improved maneuverability5-7 +6 8 +2 9 Commandcreatures of its kind8-10 +8 10 +3 10 Spell resistance, Faster movement

    Elf traits: The mount shares many of the traits of its Elven master. The mount gains a +2bonus on saves against enchantment spells and effects, immunity tosleep spells (though themount must rest normally, unlike an elf), a +2 racial bonus on listen, spot and search checks, a+2 racial bonus on dexterity, and the ability to move freely through any terrain like an elf,without suffering damage or penalty. If the elf mount is from Innishiere, it has the ability tomove upon air as easily as upon land.

    Improved evasion: If the mount is subjected to an attack that allows a Reflex save for halfdamage, it takes no damage on a successful save, and only half damage on a failed save. If the

    elf knight is riding the mount at the time, he also gains the benefit of this ability.Share spells: If the elf knight casts a spell upon himself, this spell can also affect the mount,if they are within 5 feet of each other. Should they come farther apart than this, the spell willcease affecting the mount, even if it moves within 5 feet of the elf knight again. The spell canbe shared even if it cannot normally affect a creature of the mounts type (magical beast).

    Empathic Link: The elf knight has an empathic link with his mount out to a range of onemile. The link does not allow the elf knight to see through his mounts eyes or use its othersenses, but it does allow telepathic communication. The elf knight never has to guide his mountin any way.

    Share saving throws: The mount uses its own or the elf knights saving throws, whicheveris better.

    Faster movement: The mounts speed increases by 10 feet if it is a heavy warhorse, 15 feetif it is a light warhorse.

    Improved maneuverability: The mount need not charge in a straight line it can make asingle turn of less than 90 degrees during any round in which it charges.Command: The mount can use the equivalent of the command spell on other animals of its

    kind with fewer Hit Dice than itself. The mount can use this ability once per day per level itsmaster has in the elf knight class. This is a spell-like ability, usable as a free action. The mountmight be required to make a concentration check if it is being ridden at the time.

    Spell Resistance: The mount gains spell resistance equivalent to the elf knights class level+15.

    Ride bonus: The elf knight can add his class level as a competence bonus on Ride checks.Improved Mounted Combat: Starting at third level, the elf knight gains a +1 competence

    bonus on all attack and damage rolls while mounted. You can use the mounted combat feattwice per round.

    Spirit Union: The elf knight may use his special mounts strength score in place of his own

    while mounted, if the special mount has a higher strength than the elf knight. This only applieswhen riding the special mount, and is a supernatural ability.

    Improved Ride-by attack: The elf knight can attack twice during a ride-by attack. Theattacks must be aimed at different targets, and the second attack is at -5.

    Superior Mounted Combat: At tenth level, the elf knight gains a +2 competence bonus onall attack and damage rolls while mounted. The elf knight is immune to being tripped whilemounted; i.e. he cannot be unmounted by force. You can use the mounted combat feat anynumber of times per round.

    The Elf Knight

    Class Base Fort Ref Will

    Level attack save save save Special

    1 +1 +2 +0 +0 Special mount, Ride bonus

    2 +2 +3 +0 +03 +3 +3 +1 +1 Improved Mounted Combat

  • 7/27/2019 3E Birthright - Prestige Classes

    3/10

    4 +4 +4 +1 +15 +5 +4 +1 +1 Spirit Union6 +6 +5 +2 +27 +7 +5 +2 +28 +8 +6 +2 +2 Improved Ride-by attack 9 +9 +6 +3 +3

    10 +10 +7 +3 +3 Superior Mounted Combat

    Iron Guardian of GhoereThe Iron Guardian is a member of the elite force that serves as the Baron of Ghoeres extendedarm. Within Ghoere, the Iron Guard is the law, and none dare oppose them. The Iron Guard istrained for war, and while they form an elite force of their own, many also lead companies oflesser units. The Iron Guard also serves as a special police force within Ghoere, sent toinvestigate the Barons enemies.

    Iron Guardians are exclusively drawn from the ranks of warriors, fighters and aristocrats.Members of most other classes are either considered too weak or too uncivilized oruntrustworthy to join the ranks of the Iron Guard, though occasionally, some serve as supportfor the armies lead by Iron Guardians.

    Hit Die: d12

    Requirements

    To qualify to become an Iron Guardian, a character must fulfill all the following criteria.Alignment: Any lawful.Base attack bonus: +5Intimidate: 4 ranksRide: 4 ranksFeats: Mounted Combat, Ride-by attack, Iron WillSpecial: Must swear allegiance to the throne of Ghoere.

    Class Skills

    The Iron Guardians class skills (and the key ability for each skill) are as follows: Climb (Str),

    Handle Animal (Wis), Inspire Followers (Cha), Intimidate (Cha), Jump (Str), Ride (Dex),Search (Int), Sense Motive (Wis), Warcraft (Int).Skill points at each level: 2 + Int modifier.

    Class Features

    All of the following are class features of the Iron Guardian of Ghoere prestige class.Weapon and Armor Proficiency: The Iron Guardian is proficient with all simple and

    martial weapons, with all armor, and with shields. Note that armor check penalties for armorheavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, MoveSilently, Pick Pocket, and Tumble.

    Law of the land: Within the borders of Ghoere, as long as the Iron Guardian is recognizedas such, he gains a circumstance bonus to Intimidate checks equal to his class levels. Thisbonus also applies to any military units loyal to Ghoere, regardless of location.

    In Defense of Ghoere: For a number of rounds equal to his class levels each day, the IronGuardian may continue acting normally, despite being at 0 or less hit points, or having subdualdamage exceed that number. The Iron Guardian will still die when reduced to -10 or less hitpoints.

    Hardened Veteran: The Iron Guardian gains damage reduction 1/-.

    The Iron Guardian

    Class Base Fort Ref Will

    Level attack save save save Special

    1 +1 +2 +0 +2 Law of the land2 +2 +3 +0 +33 +3 +3 +1 +3 In Defense of Ghoere4 +4 +4 +1 +4

    5 +5 +4 +1 +4 Hardened Veteran

  • 7/27/2019 3E Birthright - Prestige Classes

    4/10

    ManhunterThe manhunter is one of the foremost representatives of the gheallie sidhe. He hates humans,with an all-encompassing, all-consuming passion that is generally only experienced by elves. Adedicated manhunter will go to almost any length to accomplish his ultimate goal to drive thehumans from Cerilia. Most manhunters, however, are patient and cunning they realize that

    they cannot hope to confront and drive away all of humanity on their own. They hone theircombat skills, waiting for the right time to strike, engaging both in long-term planning for thedownfall of humanity and the occasional hunt for lone humans.

    Manhunters are most commonly drawn from the ranks of elven martial classes generallyfighters and rangers, and the occasional aristocrat. There are representatives of other classesfound among manhunters as well, however manhunter rogues, sorcerers and wizards are notunheard of. Bardic manhunters are all but unheard of, however the philosophy of Cerilianbards is generally such that they are almost always opposed to the manhunters, rather thanaligned with them.

    Hit Die: d8

    Requirements

    To qualify to become a manhunter, a character must fulfill all the following criteria.

    Alignment: Any evil.Race: Must be an elf.Base attack bonus: +5Hide: 4 ranksIntimidate: 4 ranksWilderness Lore: 5 ranksFeats: Run, TrackSpecial: Must have slain a human.

    Class Skills

    The manhunters class skills (and the key ability for each skill) are as follows: Concentration(Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride(Dex), Search (Int), Spot (Wis), Warcraft (Int), Wilderness Lore (Wis).

    Skill points at each level: 4 + Int modifier.

    Class Features

    All of the following are class features of the manhunter prestige class.Weapon and Armor Proficiency: The manhunter is proficient with all simple and martial

    weapons, with light and medium armor, and with shields. Note that armor check penalties forarmor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, MoveSilently, Pick Pocket, and Tumble.

    Spells: Beginning at 1st level, the manhunter gains the ability to cast a small number ofarcane spells. To cast a spell, the manhunter must have an Intelligence of at least 10 + thespells level so a manhunter with an Intelligence of 10 or lower cannot cast these spells.Manhunter bonus spells are based on Intelligence, and saving throws against these spells havea DC of 10 + the spells level + the manhunters Intelligence modifier (if any). The manhunter

    spell list appears below. A manhunter learns, prepares and casts spells just as a wizard does.Human enemy: The manhunter has but one favored enemy humankind. Due to extensive

    study of this enemy, the manhunter may claim a +1 bonus to Bluff, Listen, Sense Motive, Spot,and Wilderness Lore skill checks when using these skills against humans. Likewise, he gainsthe same bonus to all melee weapon damage rolls, and to missile weapon damage rolls againsttargets within 30 feet. The bonus increases by +1 at 3rd, 5th, 7th and 9th level. This favoredenemy bonus stacks with other human favored enemy bonuses the manhunter may have, butnot with any other favored enemy bonuses.

    Spellbind Humans: Starting at second level, the manhunter adds his favored enemy bonusagainst humans to the save DC of any spell he casts that targets humans. This applies only tospells that targets a creature or group of creatures.

    Inspire Terror: Starting at fourth level, the manhunter gains the ability to inspire terror inany creature he encounters. As a free action, the manhunter can create an aura of fear,

    extending to 30 feet. Any creature that approaches within this area must make a will save (DC10 + manhunter class level + manhunter charisma modifier; the favored enemy bonus is alsoadded if the character is human) or become frightened. A frightened creature must flee if it can,

  • 7/27/2019 3E Birthright - Prestige Classes

    5/10

    even to the point of using limited special abilities to do so. If unable to flee, a frightenedcreature may fight, but suffers a -2 morale penalty on attack rolls, weapon damage rolls, andsaving throws. A manhunter cannot affect a creature with more hit dice than himself with thisability. This is a supernatural ability, usable at most for one round per level per day. A creaturethat succeeds in its save against this ability remains immune to this ability when used by thatparticular manhunter for the rest of the day. Starting at eighth level, the manhunter causes

    creatures to panic instead of become frightened. Panicked creatures flee as well as they can; ifunable to flee, they cower, unable to take any actions. Panicked creatures suffer a 2 moralepenalty on all saves, and has a 50% chance to drop whatever they are holding. Coweringcreatures gain no dexterity bonus to AC, and to-hit rolls against them are at +2. At tenth level,the manhunters ability to inspire terror becomes constant; it can always be active, if he sochooses.

    Fast Movement: Starting at sixth level, the manhunters base speed goes up by +10 feet;generally, this means that an unarmored, unencumbered manhunter moves at 40 feet.

    The Manhunter

    Class Base Fort Ref Will Spells per day

    Level attack save save save Special 1 2 3 4

    1 +1 +2 +0 +0 Human enemy +1 1

    2 +2 +3 +0 +0 Spellbind Humans 1 3 +3 +3 +1 +1 Human enemy +2 1 1 4 +4 +4 +1 +1 Inspire Terror 2 1 5 +5 +4 +1 +1 Human enemy +3 2 1 1 6 +6 +5 +2 +2 Fast Movement 2 2 1 7 +7 +5 +2 +2 Human enemy +4 3 2 1 8 +8 +6 +2 +2 Inspire Terror (Panic) 3 2 2 19 +9 +6 +3 +3 Human enemy +5 3 3 2 110 +10 +7 +3 +3 Inspire Terror (constant) 3 3 2 1

    Manhunter spell list

    1st

    levelalarm, cause fear, detect humans, entangle,fell arrow, expeditious retreat,hypnotism,jump, magic weapon,sleep, true strike

    2nd

    levelalter self, cats grace, invisibility, manslaying,scare,snare,see invisibility3

    rdlevelcontagion, dispel magic,greater magic weapon, hold person, keen edge, locate

    creature, nondetection4

    thlevelarcane eye, emotion,fear,greater manslaying, improved invisibility,polymorph

    self,scrying

    Moon Priest of RuornilMoon priests are one of the select few of the high priesthood of Ruornil. Only a handful existacross the lands of Cerilia; they are among the greatest workers of magic in the land, botharcane and divine. Ruornil guides them in matters of faith and magic. Moon priests strive tooppose the shadow world and the denizens therein, to protect the sources where mebhaighlgather, and to heighten the understanding of magic and to bring the teachings of Ruornil to the

    wizards, sorcerers, magicians and bards of the world.Moon priests are drawn from those who can cast both divine and arcane magic. Most moonpriests are clerics of Ruornil and magicians; a few have been known to be druids; some arewizards, sorcerers or bards. A very rare occurence has been the admission of rangers to theranks of the moon priests. Apart from these classes, none become moon priests.

    Hit Die: d4

    Requirements

    To qualify to become a moon priest, a character must fulfill all the following criteria.Alignment: Any non-evil.Knowledge (arcana): 7 ranksKnowledge (religion): 10 ranksSpellcraft: 7 ranks

    Feats: Extra Turning, any one metamagic featAbility to cast 3

    rd-level divine spells.

    Ability to cast 2nd

    -level arcane spells.

  • 7/27/2019 3E Birthright - Prestige Classes

    6/10

    Special: Must be a follower of Ruornil.

    Class Skills

    The moon priests class skills (and the key ability for each skill) are as follows: Concentration(Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, religion) (Int), Scry (Int), Search(Int), Spellcraft (Int).

    Skill points at each level: 2 + Int modifier.

    Class Features

    All of the following are class features of the moon priest of Ruornil prestige class.Weapon and Armor Proficiency: The moon priest does not gain any additional

    proficiency with any weapons, armor or shields.Spells per day: The moon priest continues advancing in magical ability. At each class

    level, the moon priest gains new spells per day as if she had gained one level in a spellcastingclass she belonged to prior to becoming a moon priest. She does not gain any other benefits ofthat class, however. At some levels (1st, 4th, 7th and 10th), the moon priest gains two levels ofexisting spellcaster class ability. These levels may not both be applied to the same class, butdistributed between any existing spellcasting classes the character may have.

    Turn Undead: The moon priest gains the ability to turn undead. This stacks with any

    existing ability to turn undead.Domain: The moon priest gains all the advantages of one of Ruornils domains. If she wasa cleric prior to becoming a moon priest, she gains a third domain. Regardless, the domain isused with the moon priests divine spellcasting progression, and the moon priest gains oneextra domain spell per divine spell level per day.

    Divine Insight of Ruornil: The moon priest may use Wisdom as his relevant ability scorefor one arcane spellcasting class of his choice, in place of whatever ability he used previously.

    Defy the Shadow: You can add your Wisdom bonus, if any, to turn checks. At the cost oftwo daily uses of turning, you can banish any turned undead to the Shadow World.

    Silver Magic: When the moon is clearly visible in the sky, you may freely apply the effectsof any one metamagic feat you have that costs one effective spell level or less to any spell youcast that is at least one level lower than your highest-level available spell. This ability is usableonce per night starting at second level, three times per night starting at sixth level, and can

    always be used at tenth level.Silver Light: Starting at ninth levle, the moon priest adds +4 to his effective cleric level for

    purposes of turning undead. The moon priest may also turn any evil-aligned denizen of theshadow world, not just undead.

    The Moon Priest

    Class Base Fort Ref Will

    Level attack save save save Special Spells per day

    1 +0 +0 +0 +2 Turn Undead, Domain +2 levels2 +1 +0 +0 +3 Silver Magic (1/night) +1 level3 +1 +1 +1 +3 Divine Insight of Ruornil +1 level4 +2 +1 +1 +4 +2 levels5 +2 +1 +1 +4 Defy the Shadow +1 level

    6 +3 +2 +2 +5 Silver Magic (3/night) +1 level7 +3 +2 +2 +5 +2 levels8 +4 +2 +2 +6 +1 level9 +4 +3 +3 +6 Silver Light +1 level10 +5 +3 +3 +7 Silver Magic (always) +2 levels

    War Priest of BelinikThe war priests of Belinik are the leaders of the warriors of Vosgaard. They are instigators ofwar, strife and campaigns of terror. Mighty warriors themselves, they fuel the rage of thosewho are even greater masters of the martial arts. Those who have been initiated into the circleof war priests serve no other purpose than to increase the glory of their master by means ofwar; while they may occasionally appear to serve other goals, this invariably proves to be a

    deception on the part of the war priest they are ever filled with hatred. Fear of their terriblemaster spurs the war priests on; he has no mercy for those who prove weak.

  • 7/27/2019 3E Birthright - Prestige Classes

    7/10

    War priests are drawn from the ranks of the clerics of Belinik and the barbarian warriors ofVosgaard; while most of them has no use for the subtleties of religion (if indeed the faith ofBelinik can be called subtle), those who turn to the faith of Belinik become terrible indeed, forthey rage now with a purpose previously unimagined.

    Hit Die: d10

    RequirementsTo qualify to become a war priest, a character must fulfill all the following criteria.Alignment: Any evil or chaotic neutral.Base attack bonus: +5Intimidate: 4 ranks.Feats: Power Attack, Weapon Focus (battleaxe)Ability to cast divine spells.

    Rage class ability.

    Special: Must be a follower of Belinik.

    Class Skills

    The war priests class skills (and the key ability for each skill) are as follows: Climb (Str),Concentration (Con), Inspire Followers (Cha), Intimidate (Cha), Jump (Str), Knowledge

    (religion) (Int), Ride (Dex), Swim (Str), Warcraft (Int).Skill points at each level: 2 + Int modifier.

    Class Features

    All of the following are class features of the war priest of Belinik prestige class.Weapon and Armor Proficiency: The war priest is proficient with all simple and martial

    weapons, with light and medium armor, and with shields. Note that armor check penalties forarmor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, MoveSilently, Pick Pocket, and Tumble.

    Spells per day: The war priest continues advancing in magical ability. At some classlevels, the war priest gains new spells per day as if he had gained one level in a spellcastingclass he belonged to prior to becoming a war priest. He does not gain any other benefits of thatclass, however. At each level, the war priest must choose one spellcasting class that he

    previously belonged to in which she advances.Extra Rage: At the noted levels, the war priest gains the ability to rage one extra time per

    day.Fearless: The war priest becomes immune to all fear effects, starting at the first class level.Fearsome: The war priest adds +2 to the DC of any fear spell or other fear effect they use,

    starting at the second class level. Any fear effect a war priest employs is considered enlarged,as per the metamagic feat.

    Inspire Rage: Starting at third level, the war priest may cause another creature to enter arage, as per the barbarian class ability. This is a standard action for the war priest, and uses upone of the war priests own daily rages. This is an extraordinary ability.

    Ability Bonus: At fifth, and again at tenth level, the war priest can add +1 to either hisstrength or constitution. This is a special level-based ability increase, and does not countagainst any bonus type.

    Fear: Starting at eighth level, the war priest can cast thefearspell up to three, plus hischarisma bonus, if any, times per day, as a spell-like ability.

    The War Priest

    Class Base Fort Ref Will

    Level attack save save save Special Spells per day

    1 +1 +2 +0 +0 Extra Rage, Fearless2 +2 +3 +0 +0 Fearsome +1 level3 +3 +3 +1 +1 Inspire Rage +1 level4 +4 +4 +1 +1 Extra Rage +1 level5 +5 +4 +1 +1 Ability Bonus6 +6 +5 +2 +2 +1 level7 +7 +5 +2 +2 Extra Rage +1 level

    8 +8 +6 +2 +2 Fear +1 level9 +9 +6 +3 +3

  • 7/27/2019 3E Birthright - Prestige Classes

    8/10

    10 +10 +7 +3 +3 Extra Rage, Ability Bonus +1 level

    WarlordAcross the lands of Cerilia, countless warlords hold sway as leaders of kingdoms, mercenaryarmies, crusader armies or commanders of the armies and fleets of nations. Throughout

    hundreds, even thousands of years, the warlords of Cerilia have honed the art of war to a finepoint; those commanders who stand out from their peers are exceptional indeed.Warlords are most often fighters or aristocrats, though barbarians and paladins also

    frequently aspire to join this class. Some clerics of especially martial orders have been knownto become warlords. Of the other classes, it has not been unheard of for a wizard to become awarlord, combining arcane might with military training. Bards, rangers and rogues rarely jointhis class.

    Hit Die: d10

    Requirements

    To qualify to become a warlord, a character must fulfill all the following criteria.Base attack bonus: +5Diplomacy: 3 ranks

    Inspire Followers: 5 ranksWarcraft: 8 ranksFeat: Any one of Leadership, Great Leader, Military Genius or ConquerorSpecial: The character must have commanded an army at least once.

    Class Skills

    The warlords class skills (and the key ability for each skill) are as follows: Climb (Str),Diplomacy (Cha), Inspire Followers (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int),Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), and Warcraft (Int).

    Skill points at each level: 2 + Int modifier.

    Class Features

    All of the following are class features of the warlord prestige class.

    Weapon and Armor Proficiency: The warlord is proficient with all simple and martialweapons, with all types of armor, and with shields. Note that armor check penalties for armorheavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, MoveSilently, Pick Pocket, and Tumble.

    Personal Banner: You have acquired a personal banner or other similar symbol tied toyour person. As long as it is clearly visible upon a field of battle, any troops who can see it(generally, any troops on the battlefield) gain an extra morale icon. This is an extraordinaryability.

    Inspire Courage: By making an inspirational speech, any allies who can hear you for atleast one full round gain a +2 morale bonus on saves against fear and charm effects, and a +1morale bonus to attack and weapon damage rolls for as long as they can hear you, and 5 roundsthereafter. This is an extraordinary ability, which can be used once per day per class level.

    Battle Leadership: The warlord gains a competence bonus on all warcraft checks equal to

    his class level.Battlefield Charge: Once during a given battle, you can lead a charge of special

    significance. This adds +1 to the melee and +2 to the charge ratings of all units within onebattlefield area for one war card round. This is an extraordinary ability.

    Master Move: You are renowned for some masterful tactics you have mastered. Chooseeither movement, missile, defense or melee and charge. Once per battle, for one war cardround, you can add +1 to that score for all units on a battlefield which are loyal to you. This isan extraordinary ability.

    The Warlord

    Class Base Fort Ref Will

    Level attack save save save Special

    1 +1 +2 +0 +2 Personal Banner, Inspire Courage,

    Battle Leadership2 +2 +3 +0 +33 +3 +3 +1 +3 Battlefield Charge

  • 7/27/2019 3E Birthright - Prestige Classes

    9/10

    4 +4 +4 +1 +45 +5 +4 +1 +4 Master Move

    Sea Captain

    This variant on the warlord gains bonuses to naval combat instead of land-based combat.Personal Banner: The Sea Captains personal banner effect extends only to the sea

    captains own square, and any adjacent squares, including diagonally adjacent.Boarding Leadership: The ship upon which the Sea Captain is located gains two bonusboarding points. Any other ship in the same square under the Sea Captains command gainsone bonus boarding point. This ability replaces Battlefield Charge for the Sea Captain.

    Master Move: The Sea Captain may choose boarding, maneuverability, defense or missilefor his master move ability.

    Watch GuardThe Watch is a select group of individuals who keep the peace among the few Rjurik peoplesettled in the Giantdowns. Watch Guards are those individuals who lead the other members ofthe Watch. They are skilled in the lore of the downs, and know the land like the palm of theirown hand. They are duty-sworn to protect their charges, and to prevent the awnsheghlien and

    humanoids on all sides from overrunning their scarce holdings.Watch Guards are drawn primarily from the fighting classes rangers and fighters are themost common, but a few barbarians, rogues, druids and bards are also found among the elitemembers of the watch.

    Hit Die: d10

    Requirements

    To qualify to become a watch guard, a character must fulfill all the following criteria.Alignment: Any non-evil.Base attack bonus: +5Innuendo: 2 ranksKnowledge (local): 2 ranksProfession (herbalist): 4 ranks

    Feat: Track

    Class Skills

    The watch guards class skills (and the key ability for each skill) are as follows: Climb (Str),Concentration (Con), Disguise (Cha), Heal (Wis), Hide (Dex), Inspire Followers (Cha),Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis),Move Silently (Dex), Profession (herbalist) (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim(Str), Use Rope (Dex), and Wilderness Lore (Wis).

    Skill points at each level: 4 + Int modifier.

    Class Features

    All of the following are class features of the watch guard prestige class.Weapon and Armor Proficiency: The watch guard is proficient with all simple and

    martial weapons, with light and medium armor, and with shields. Note that armor checkpenalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide,Jump, Move Silently, Pick Pocket, and Tumble.

    Giantdowns Lore: You gain a +1 competence bonus on all Heal, Intuit Direction,Profession (herbalist) and Wilderness Lore checks while in the Giantdowns. This bonusincreases to +2 at third level, and +3 at fifth level. A Watch Guard can always tell by the localflora and fauna and the lay of the land whether he remains in the Giantdowns or has somehowbeen taken beyond its borders. This is an extraordinary ability.

    Fast Tracking: Starting at second level, you can track while moving at normal speed at nopenalty.

    Bonus Feat: You gain a bonus feat, chosen from one of the following: Alertness,Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Point Blank Shot (Far Shot, PreciseShot, Rapid Shot, Shot on the Run), Run, Skill Focus, Toughness.

    Strong Heart: You gain a +1 morale bonus on all saves while in the Giantdowns. Whenconfronting any declared foe of the humans of the Giantdowns, you gain a +1 morale bonus on

  • 7/27/2019 3E Birthright - Prestige Classes

    10/10

    melee attack and damage rolls. Declared foes includes the Gorgons minions, Ghurallisminions, the White Witchs minions, and the humanoids of the Blood Skull Barony.

    The Watch Guard

    Class Base Fort Ref Will

    Level attack save save save Special

    1 +1 +2 +0 +0 Giantdowns Lore2 +2 +3 +0 +0 Fast Tracking3 +3 +3 +1 +14 +4 +4 +1 +1 Bonus Feat5 +5 +4 +1 +1 Strong Heart