Prestige Classes

The Known Lands Online Campaign Sourcebook provides information pertaining to various prestige classes available within the campaign setting.

Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content.

Prestige Classes In The Known Lands

The only prestige classes that are allowed in a Known Lands campaign are those found on this website, for numerous reasons. Players are encouraged to work with the DM to develop milieu-specific prestige classes for the campaign setting, given the following guidelines:

Available Prestige Classes

The following prestige classes are available within the Known Lands campaign setting:

Ebon Star Cultist

The Ebon Star Cultist follows the directives of the Black Council in the Cult's pursuit of the magical powers of entropy and chaos. In the process, the more powerful Cultists forge mystical blood bonds with these forces, in the hopes of gaining more magical power.

Requirements

To qualify to become a Ebon Star Cultist, a character must fulfill all the following criteria:
Alignment: Any chaotic, non-good;
Skills: Knowledge (planes) 4 ranks, Spellcraft 8 ranks;
Feats: Sense Magic;
Spells: Must be able to cast 3rd level arcane spells;
Roleplaying: An Ebon Star Cultist must undergo a specific ritual in which they are infused with eldritch essences of entropy and chaos.

Game Rule Information

The following applies to Ebon Star Cultists:
Hit Die: d4.
Class Skills: The Ebon Star Cultist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Ebon Star Cultist

1+0+0+0+2Arcane Prowess; Chaos Wizardy; +1 level of existing arcane spellcasting class
2+1+0+0+3Mystical Resistance (+1)
3+1+1+1+3Entropic Strike; +1 level of existing arcane spellcasting class
4+2+1+1+4Mystical Resistance (+2)
5+2+1+1+4Improved Entropic Strike; +1 level of existing arcane spellcasting class

Class Features

All of the following are class features of the Ebon Star Cultist prestige class.

Weapon and Armor Proficiency: Ebon Star Cultists do not gain additional proficiency with any weapon or armor.

Spells per Day: At first, third and fifth levels, the character gains new spells per day as if they had also gained a level in any one arcane spellcasting class they belonged to before they added the Ebon Star Cultist prestige class. They does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class before they became a Ebon Star Cultist, they must decide to which class they will apply each spellcasting level of the Ebon Star Cultist prestige class for the purpose of determining spells per day.

Arcane Prowess (Ex): Levels in the Ebon Star Cultist prestige class, even when they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.

Chaos Wizardy (Su): Starting at first level, an Ebon Star Cultist may modify any spell that inflicts damage, allowing it to inflict chaos damage as well. By expending a gem worth at least 100gp (or sacrificing a living sentient creature with at least one hit die), an Ebon Star Cultist may add 1d6 points of chaos damage to the spell's normal damage. In addition, the spell gains the chaos descriptor. If the spell already has the chaos descriptor, an Ebon Star Cultist may add 2d6 instead of 1d6 points of chaos damage.

Chaos damage cannot be reduced by resistance or immunity to energy-based attacks. In addition, it is resistant to non-normal healing (all magical healing efforts must make an opposed caster level check against the Cultist's caster level score in order to heal the damage; non-magical fast healing and similar abilities require a character level check opposed by the spellcaster's caster level score.) Those attempting to heal chaos damage through non-normal means while on the holy ground of a Patron possessing the Chaos domain receive a +4 bonus to their checks.

Mystical Resistance (Ex): At 2nd level, the blood of Chaos flowing through the veins of the Ebon Star Cultist grants them a +1 bonus on all saves versus spells, powers, spell-like effects and psi-like abilities utilizing non-Chaos magic (i.e. Cultists of the Ebon Star and certain Chaos creatures). This bonus stacks with any similar bonuses granted by race, feats or other class abilities. At 4th level, this resistance increases to a +2 bonus.

Entropic Strike (Sp): At 3rd level, the Ebon Star Cultist gains the ability to imbue some of their spells with the forces of chaos damage. Three times per day, the Ebon Star Cultist can change the magical forces of a damaging spell they cast, so that half the damage is chaos damage. In addition, the spell gains the chaos descriptor. This ability may only be applied to spells up to one level lower than the maximum the Cultist can cast.

An Ebon Star Cultist may take a feat, Extra Entropic Strike, to gain three more Entropic Strikes a day. This feat may be taken more than once, and its effects stack.

Improved Entropic Strike (Sp): At 5th level, the Ebon Star Cultist's ability to use Entropic Strike improves, so that it may be applied to any spell the Cultist can cast, with no spell level restrictions.

Holy/Unholy Warrior

Holy and Unholy Warriors are those religious warriors devoted to the service of one of the Nine Patrons. All share some similar abilities, as well as some gifts unique to their Patron. Half of each Patron's Holy Warriors serve their Patron as part of a temple of cult, while the other half work independently to perform deeds in the name of their Patron.

Requirements

Holy and Unholy Warriors must meet the following requirements:
Alignment: Must be of the same alignment as their Patron;
Feats: Devout Follower, Weapon Focus (Patron's favored weapon);
Base Attack Bonus: +5
Skills: Knowledge (religion) 4 ranks;
Roleplaying: Holy and Unholy Warriors must have selected a Patron and followed their dogma without a single violation for the previous three levels.

Game Rule Information

The following applies to Holy and Unholy Warriors:
Hit Die: d10.
Class Skills: The Holy and Unholy Warrior's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Holy/Unholy Warrior

LevelBABFortRefWillSpecial
1+1+2+0+0Aura, Divine Gift, Lay On Hands
2+2+3+0+0Divine Grace
3+3+3+1+1Smite Unbeliever
4+4+4+1+1Aura Of Courage
5+5+4+1+1Divine Weapon

Class Features

The following are features of the Holy/Unholy Warrior prestige class.

Weapon and Armor Proficiency: Holy and Unholy Warriors are proficient with three different Weapon Groups, with all types of armor (heavy, medium, and light), and with shields.

Aura (Ex): A Holy or Unholy Warrior of a chaotic, evil, good, or lawful Patron has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Divine Gift (Sp): Upon receiving this ability at 1st level, the Holy or Unholy Warrior selects a 1st-level spell from one of their Patron's domains as their first divine gift from their Patron. Once per day, the Holy or Unholy Warrior can use their divine gift as a spell-like ability, duplicating the effects of that spell. When a spellcaster's level is required, use the Holy or Unholy Warrior's class level.

The feat Extra Divine Gift allows Holy and Unholy Warriors to use their divine gift ability an additional time per day. This feat may be taken more than once, and its benefits stack.

Lay On Hands (Sp): Each day a Holy or Unholy Warrior can cure a total number of hit points equal to the Holy or Unholy Warrior's Charisma bonus (minimum of 1) times their class level. This ability only heals those of the same faith as the Holy or Unholy Warrior, and the character may use this ability to cure themselves. The character may choose to divide their curing among multiple recipients, and they doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action. Alternatively, the Holy or Unholy Warrior can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The Holy or Unholy Warrior decides how many cure points to use as damage after successfully touching the undead creature.

Divine Grace (Su): Beginning at 2nd level, a Holy or Unholy Warrior applies their Charisma modifier (if positive) as a divine/profane bonus to all saving throws.

Smite Unbeliever (Su): Once per day, a Holy or Unholy Warrior of 3rd level or higher may attempt to smite a target that does not follow their Patron with one normal melee attack. The character adds their Charisma modifier (if positive) to their attack roll and deals 1 extra point of damage per level. If the Holy or Unholy Warrior accidentally smites a creature that does follow their Patron, the smite has no effect but it is still used up for that day. Smite Unbeliever is a supernatural ability.

The feat Extra Smite allows Holy and Unholy Warriors to use their Smite Unbeliever ability an additional time per day. This feat may be taken more than once, and its benefits stack.

Aura Of Courage (Su): Beginning at 4th level, a Holy or Unholy Warrior is immune to fear (magical or otherwise). Allies within 10 feet of the character gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

Divine Weapon (Sp): Starting at 5th level, the Holy or Unholy Warrior gains the ability once per day to channel holy or unholy power into a melee weapon representing his Patron's favored weapon. For a number of rounds equal to the Holy or Unholy Warrior's class level, the weapon acts as a +5 weapon with an additional weapon property based on the aura of the character. (i.e. Good auras can select Holy, etc. As followers of the Green Man are neutral in all respects, they may select an aura-based weapon property of their choice when activating this ability.) It also emits a magic circle effect (as the spell magic circle against evil), depending on the aura of the character. (Followers of the Green Man may choose the type of magic circle when activating this ability.) If the magic circle ends, the weapon creates a new one on the character's turn as a free action. The effects of Divine Weapon are automatically canceled 1 round after the weapon leaves the character's hand. This is a spell-like ability that requires a standard action to activate.

If this spell-like ability is used on a magic weapon, the powers of the Divine Weapon ability supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the ability. This ability is not cumulative with any spell or spell-like ability that might modify the weapon in any way.

This special ability does not work on artifacts.

Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.

Code of Conduct: A Holy or Unholy Warrior must follow the dogma set forth by their Patron. If the character fails to do so, they lose all special abilities of this prestige class until such time as they adequately atone for their transgressions.

Knight-Marshal of the Steadlands

Knight-Marshals are individuals who serve the High Marshals and Grand Marshals as independent operatives. Many of them have earned their position through valiant service in the armies of the Steadlands. Knight-Marshals typically swear an oath as part of their induction ceremony to defend their specific kingdom. Though not all Knight-Marshals pursue this prestige class, all who do must already possess the position of Knight-Marshal.

Requirements

To qualify to become a Knight-Marshal of the Steadlands, a character must fulfill all the following criteria:
Base Attack Bonus: +5;
Feats: Mounted Combat, Weapon Focus, and either Power Attack or Point Blank Shot;
Skills: Diplomacy 2 ranks, Knowledge (Nobility & Royalty) 2 ranks, Ride 4 ranks;
Roleplaying: At some point, the Knight-Marshal must have taken part in an induction ceremony, initiating him as a Knight-Marshal of the Steadlands. During that ceremony, the candidate must be magically bound to an oath to defend and protect the land that he serves at the time of the induction ceremony.

Game Rule Information

The following applies to Knight-Marshals of the Steadlands:
Hit Die: d8.
Class Skills: The Knight-Marshal of the Steadlands class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge (Nobility & Royalty) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis) and Survival (Wis).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Knight-Marshal of the Steadlands

LevelBABFortRefWillSpecial
1+1+2+0+0Resolute
2+2+3+0+0Controlled Charge
3+3+3+1+1Heroic Stand
4+4+4+1+1Countercharge
5+5+4+1+1Aura Of Courage

Class Features

All of the following are class features of the Knight-Marshal of the Steadlands prestige class.

Weapon and Armor Proficiency: Knight-Marshals are proficient with three different Weapon Groups, with all light armor and medium armor, and with shields.

Resolute (Su): Starting at first level, a Knight-Marshal of the Steadlands may add a morale bonus equal to his class level versus any checks against fear.

Controlled Charge (Ex): At 2nd level, the knight is able to make a charge attack without suffering a -2 penalty to armor class.

Heroic Stand (Ex): This ability bestows the Diehard feat upon the Knight-Marshal as a bonus feat, regardless of whether the knight has the prerequisites or not. If the knight already has the Diehard feat, then this benefit has no additional effect.

Countercharge (Ex): Once per round, a knight that is not caught flat-footed, may meet an incoming charge with one of his own, or a Controlled Charge at his option. Countercharge is only effective with a melee weapon.

Aura Of Courage (Su): At 5th level, a Knight-Marshal of the Steadlands is immune to fear (magical or otherwise). Allies within 10 feet of the character gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

Masque Sinister Assassin

A Masque Sinister Assassin is an elite assassin of the House of the Masque Sinister. Known for their lethality, their stealth and their fanatical devotion to completing their contracts, Masque Sinister Assassins continue to pursue their prey until one or the other of them is dead.

Requirements

Masque Sinister Assassins must meet the following requirements:
Alignment: Any evil;
Feats: Poison Use;
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks;
Roleplaying: The character must find someone within the House of the Masque Sinister who will serve as their sponsor. Such a sponsor will require proof that the character is skilled in the arts of stealth and assassination before sponsoring the character into the House of the Masque Sinister.

Game Rule Information

The following applies to Masque Sinister Assassins:
Hit Die: d6.
Class Skills: The Masque Sinister Assassin's class skills (and the key ability for each skill) are Appraise (Int), 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), Intimidate (Cha), Jump (Str), Open Lock (Dex), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Masque Sinister Assassin

LevelBABFortRefWillSpecial
1+0+0+2+0Death Attack
2+1+0+3+0Sneak Attack +1d6
3+2+1+3+1Uncanny Dodge
4+3+1+4+1Sneak Attack +2d6
5+3+1+4+1Hide In Plain Sight

Class Features

The following are features of the Masque Sinister Assassin prestige class.

Weapon and Armor Proficiency: Masque Sinister Assassins are proficient with the Crossbows and Light Blades weapon groups, as well as light armor, but have no proficiency with shields.

Death Attack (Ex): If a Masque Sinister Assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the Masque Sinister Assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd and 4th levels. If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Uncanny Dodge (Ex): Starting at 3rd level, a Masque Sinister Assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a Masque Sinister Assassin gains (or already possesses) uncanny dodge from a second class the character automatically gains improved uncanny dodge, as described in the Rogue class description.

Hide in Plain Sight (Su): At 5th level, a Masque Sinister Assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Masque Sinister Assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Master Bladesman

Having existed for some time in the Chimeran Isles, the practice of bravo-fighting has been on the ascendant in the coastal cities of the Steadlands region over the last few years. These so-called "Bladesmen" form a loose brotherhood devoted to the mastery of the "rapier and main gauche" style of bladed combat. Many nights, these bravo-fighters swagger from pub to pub, enjoying the evening, looking for wenches, wine and the occasional duel.

The typical bladesmen one encounters on the streets of these coastal cities are either members of noble families or skilled swordsmen in service to a noble family. Others are students of these newly formed bravo fighting academies opened by halfling rapier masters. Aside from exhibitions of skill and prowess with the dual blades, increasingly matters of personal honor are settled on the floor of the Bladesmen Halls. Where "swagger halls" are prohibited by local law, the bladesmen still meet in large underground chambers to carry on the perfection of their dangerous art. Those who can fight earn a reputation for themselves. Those who cannot fight, hire those who can.

As many duels are fought to first blood and rarely to the death, the lack of scars on a bladesman is either a testament to his skill at avoiding blows or a telltale of his general inexperience. Many accomplished bravo-fighters bear the scars of their training and early duels in the Bladesmen Halls.

While rapier and main gauche are the most common weapon form that bladesmen use, some have specialized in the dual rapier method.

Only those that have proven themselves as masters of the dual rapier or the rapier and main gauche styles are allowed to earn the title of Master Bladesman and pursue more secretive and elite training in this beautiful but deadly martial style.

Requirements

Master Bladesmen must meet the following requirements:
Base Attack Bonus: +5;
Feats: Two-Weapon Fighting, Weapon Finesse, Weapon Group (Light Blades) and one of the following: Acrobatic Defense, Combat Expertise, Combat Opportunist, Improved Two-Weapon Fighting, Lightning Parry, Main Gauche, Riposte, Twin Weapon Fighting, Two-Weapon Defense and Two-Weapon Harmony;
Skills: Bluff 4 ranks, Sense Motive 4 ranks;
Roleplaying: The character must find a mentor or school that will teach him this elite martial style, and then prove himself by winning enough duels and exhibitions to prove his level of mastery to his future instructors.

Game Rule Information

The following applies to Master Bladesmen:
Hit Die: d8.
Class Skills: The Master Bladesman's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Knowledge (nobility & royalty) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis) and Tumble (Dex).
Skill Points Per Level: 4 + Int modifier

Prestige Class Table: The Master Bladesman

LevelBABFortRefWillSpecial
1+1+0+2+0Defensive Bladework
2+2+0+3+0Sneak Attack +1d6
3+3+1+3+1Improved Reaction +2
4+4+1+4+1Sneak Attack +2d6
5+5+1+4+1Superior Feint

Class Features

The following are features of the Master Bladesman prestige class.

Weapon and Armor Proficiency: Master Bladesmen do not gain any additional proficiency with weapons or armor.

Defensive Bladework (Ex): Starting at 1st level, when fighting with a single blade weapon and nothing in the other hand, or when fighting with two blade weapons, the master bladesman gains a +2 equipment bonus to his normal armor class. The master bladesman can be flat-footed, but must have a blade drawn to gain this bonus. This bonus does not apply to the master bladesman's touch AC.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd and 4th levels. If a master bladesman gets a sneak attack bonus from another source, the bonuses on damage stack.

Improved Reaction (Ex): At 3rd level, a master bladesman gains a +2 bonus on initiative checks.

Superior Feint (Ex): At 5th level, a master bladesman may use Bluff to feint in combat as a swift action once per round.

Mithral Ringbearer

An elite order of battle sorcerers and wizard-warriors dedicated to the epitome of warmagery, the Mithral Ring are known for the magical bands they wear as a distinctive mark of their affiliation. Noble courts and mercenary commanders seek out Ringbearers, as the members of the Mithral Ring are often called, as militant advisors, given their expertise in both martial and arcane matters.

Requirements

To qualify to become a Mithral Ringbearer, a character must meet the following requirements:
Base Attack Bonus: +4;
Skills: Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (nobility and royalty) 2 ranks;
Feats: Weapon Focus (Heavy Blades), Combat Casting;
Spells: Must be able to cast 2nd-level arcane spells;
Special Abilities: Must be able to fight in light armor without arcane spell failure;
Roleplaying: At some point, the prospective Mithral Ringbearer must have, at least on one occasion, single-handedly defeated a foe through force of arms alone. Also, the character must have, on at least one occasion, single-handedly defeated a foe through use of magic alone. Finally, the character must be sponsored by a high-ranking noble or an existing member of the Mithral Ring.

Game Rule Information

The following applies to Mithral Ringbearers:
Hit Die: d6.
Class Skills: The Mithral Ringbearer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spellcraft (Int).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Mithral Ringbearer

LevelBABFortRefWillSpecial
1+0+2+0+2Arcane Prowess; +1 level of existing arcane spellcasting class
2+1+3+0+3Martial Focus
3+2+3+1+3Martial Training; +1 level of existing arcane spellcasting class
4+3+4+1+4Battle Mastery
5+3+4+1+4Combat Sorcery; +1 level of existing arcane spellcasting class

Class Features

All of the following are features of the Mithral Ringbearer prestige class.

Weapon and Armor Proficiency: Mithral Ringbearers do not gain additional proficiency with any weapon or armor.

Spells per Day: At first, third and fifth levels, the character gains new spells per day as if they had also gained a level in any one arcane spellcasting class they belonged to before they added the Mithral Ringbearer prestige class. They does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class before they became a Mithral Ringbearer, they must decide to which class they will apply each spellcasting level of the Mithral Ringbearer prestige class for the purpose of determining spells per day.

Arcane Prowess (Ex): Levels in the Mithral Ringbearer prestige class, even when they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.

Martial Focus (Ex): At second level, the Mithral Ringbearer's combat training grants him a +2 competence bonus on Concentration skill checks made in combat situations. This stacks with the benefits of the Combat Casting feat.

Martial Training (Ex): At third level, the Mithral Ringbearer's training allows the character to select a bonus feat from the Fighter's list of bonus feats.

Battle Mastery (Ex): At fourth level, the Mithral Ringbearer's ability to focus during battle allows the character to take 10 on Concentration skill checks even if stress and distractions would normally prevent them from doing so.

Combat Sorcery (Ex): At fifth level, the Mitrhal Ringbearer masters the ability to combine magic and warskill on the battlefield. During a full attack action, a Mithral Ringbearer may sacrifice a single attack of their highest attack bonus in order to cast a spell with a casting time of one standard action or less. For example, if the Mithral Ringbearer has two attacks, one at +10 and a second at +5, the Ringbearer may sacrifice the +10 attack to cast a spell in combat, and still make an attack at +5.

Casting a spell in combat in this manner is considered distracting, and requires a Concentration check (DC 10 + spell level) to successfully do so. Also, casting a spell while threatened by an opponent still triggers an Attack of Opportunity, which may be avoided by casting defensively.

Order of the Wyrding (Wyrdsman/Wyrdswoman)

The Order of the Wyrding is a reclusive order of arcane spellcasters that are also devout followers of the Star Maiden. They are dedicated to uncovering the secrets of divine and arcane magic, and then protecting and preserving that knowledge for future generations. After being accepted into the elite Order, new Wyrdsmen are taught mystic secrets that allow them to continue to develop in both divine and arcane power.

Requirements

To qualify to become members of the Order of the Wyrding, a character must meet the following requirements:
Patron: Must follow the Star Maiden as their Patron;
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks;
Spells: Must be able to cast 2nd-level arcane spells and 2nd-level divine spells.

Game Rule Information

The following applies to members of the Order of the Wyrding:
Hit Die: d4.
Class Skills: The Wyrdsman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Order of the Wyrding

LevelBABFortRefWillSpecial
1+0+0+0+2+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
2+1+0+0+3+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
3+1+1+1+3+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
4+2+1+1+4+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
5+2+1+1+4+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class

Class Features

All of the following are features of the Order of the Wyrding prestige class.

Weapon and Armor Proficiency: Members of the Order of the Wyrding gain no proficiency with any weapon or armor.

Spells per Day: When a new level in the Order of the Wyrding is gained, the character gains new spells per day as if they had also gained a level in any one arcane spellcasting class they belonged to before they added the prestige class and any one divine spellcasting class they belonged to previously. They does not, however, gain any other benefit a character of that class would have gained. This essentially means that they add the level of the Order of the Wyrding prestige class to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before they became a Wyrdsman, they must decide to which class they add each level of the Order of the Wyrding prestige class for the purpose of determining spells per day.

Render-Captain of the League

The Render-Captain of the League is a noted pirate captain affiliated with the League of Maritime Affairs, trained in the arts of piracy by the Grand Commodore of the League himself, Antonio Seacutter of the Chimeran Isles. Render-Captains are well-versed in the ways of ship combat, their training giving them a distinct advantage over their enemies. Although predominately halfling, the last few years have seen candidates of other races winning over the Grand Commodore's approval, and bringing the League's forminable training to the Great Sea.

Requirements

To qualify to become a Render-Captain of the League, a character must fulfill all the following criteria:
Alignment: Any non-lawful;
Skills: Balance 4 ranks, Climb 4 ranks, Jump 4 ranks, Profession (sailor) 8 ranks, Swim 4 ranks, Tumble 4 ranks;
Roleplaying: A potential Render-Captain must possess a ship valued at 10,000gp or higher. In addition, the Render-Captain must have spent at least half of the last six months on the sea. Finally, the Render-Captain must be accepted by Grand Commodore Antonio Seacutter. (Contributions of large quantities of gold seem to improve his mood dramaticly in these instances.)

Game Rule Information

The following applies to Render-Captains of the League:
Hit Die: d8.
Class Skills: The Render-Captain of the League's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Cha), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography, local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points Per Level: 6 + Int modifier

Prestige Class Table: The Render-Captain of the League

LevelBABFortRefWillSpecial
1+1+2+2+0Master At Sea
2+2+3+3+0Inspire Crew; Quick Shot At Sea
3+3+3+3+1Skill Mastery
4+4+4+4+1Sure Shot At Sea
5+5+4+4+1Acrobatic Defense

Class Features

All of the following are class features of the Render-Captain of the League prestige class.

Weapon and Armor Proficiency: Render-Captains are proficient with Weapon Group (Light Blades) and one other Weapon Group, and with all light armor, but no shields.

Master At Sea (Ex): Starting at first level, a Render-Captain of the League may add their class level as a competence bonus to their own Profession (sailor) skill checks. In addition, they may add half their class level, rounded down, as a competence bonus to the Profession (sailor) skill checks of their current ship's crew.

Inspire Crew (Ex): At 2nd level, the Render-Captain grants a morale bonus equal to their Charisma bonus (minimum of +1) to all attack and damage rolls, as well as saves versus fear effects, to himself and his crew during ship combat and boarding actions. Should the Render-Captain abandon ship or go down (either unconscious or dead), the crew suffers a morale penalty to attack and damage rolls, as well as saves versus fear effects, equal to the original bonus, for the remainder of the encounter.

Quick Shot At Sea (Ex): At 2nd level, the Render-Captain can direct the artillery crews serving aboard their ship as a free action, halving the time it takes the crews to reload the ship's weapons (minimum of one full round). The artillery crews must be able to hear the Render-Captain's orders in order to gain this bonus.

Skill Mastery (Ex): At 3rd level, the Render-Captain gains the ability to Take Ten with their Balance, Climb, Jump and Tumble skill checks in combat and similar stressful situations, as per the Rogue ability of the same name.

Sure Shot At Sea (Ex): At 4th level, the Render-Captain's ability to direct their artillery crews increases. All ship's weapon attacks have double the normal critical threat range (as per the Improved Critical feat), and all ship's weapon attack rolls made to resolve critical threats gain a +4 bonus to confirm the threat.

Acrobatic Defense (Ex): At 5th level, when in light armor or no armor, the Render-Captain gains a +4 dodge bonus when fighting defensively (as per the combat action), and a +8 dodge bonus when using the total defense combat action.

Scorpion Lord Cultist

The Scorpion Lord Cultist strives to preserve and promote vermin, in much the same way that other followers of the Green Man honor and aid animals. Toward that end, Scorpion Lord Cultists gather in small cabals called "hives", where they raise vermin away from the interference of an uncaring and vermin-hating populace.

Requirements

To qualify to become a Scorpion Lord Cultist, a character must fulfill all the following criteria:
Alignment: Any non-good;
Skills: Knowledge (nature) 8 ranks, Survival 4 ranks;
Feats: Enchanted Animal Companion (vermin companion), Natural Harmony;
Special Abilities: Must be able to Wild Shape at least once a day;
Spells: Ability to cast any of the Summon Nature's Ally spells;
Roleplaying: A potential Scorpion Lord Cultist must spend three days and nights living in a vermin's nest, communing with the vermin there, under the watchful eye of a true Scorpion Lord Cultist. If the prospect demonstrates the proper respect for vermin, the potential may undergo the Rites of Initiation into the Cult of the Scorpion Lords.

Game Rule Information

The following applies to Scorpion Lord Cultists:
Hit Die: d8.
Class Skills: The Scorpion Lord Cultist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex) and Survival (Wis).
Skill Points Per Level: 4 + Int modifier

Prestige Class Table: The Scorpion Lord Cultist

1+0+2+0+2Vermin Affinity, Vermin Shape (1/day); +1 level of existing divine spellcasting class
2+1+3+0+3Vermin Shape (2/day); +1 level of existing divine spellcasting class
3+2+3+1+3Vermin Shape (Large); +1 level of existing divine spellcasting class
4+3+4+1+4Venom Immunity; +1 level of existing divine spellcasting class
5+3+4+1+4Vermin Shape (3/day); +1 level of existing divine spellcasting class

Class Features

All of the following are class features of the Scorpion Lord Cultist prestige class.

Weapon and Armor Proficiency: Scorpion Lord Cultists do not gain additional proficiency with any weapon or armor.

Spells per Day: Every level, the character gains new spells per day as if they had also gained a level in any one divine spellcasting class they belonged to before they added the Scorpion Lord Cultist prestige class. They does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class before they became a Scorpion Lord Cultist, they must decide to which class they will apply each spellcasting level of the Scorpion Lord Cultist prestige class for the purpose of determining spells per day.

Vermin Affinity (Ex): Starting at first level, the Scorpion Lord Cultist's affinity for vermin allows them to use any divine spell that targets animals against vermin as well.

Also, vermin are considered to have a minimum Intelligence of 2 in regards to a Scorpion Lord Cultist, and thus can be charmed or otherwise targets by special abilities such as wild empathy without the -6 penalty from the Natural Harmony feat.

Finally, a Scorpion Lord Cultist may add the following vermin to the creatures that can be summoned by the Summon Nature's Ally spells:

Vermin Shape (Su): At 1st level, the Scorpion Lord Cultist gains the ability to turn themselves into any Small or Medium vermin and back again once per day. This ability functions exactly like a druid's wild shape ability, except that it only allows the Cultist to take on vermin forms that the Cultist is familiar with.

A Scorpion Lord Cultist can use this ability more times per day at 2nd and 5th level, as noted on Table: The Scorpion Lord Cultist, above. In addition, the Cultist gains the ability to take the shape of a Large vermin at 3rd level.

The new form�s Hit Dice can�t exceed the character�s caster level.

Venom Immunity (Ex): At 4th level, a Scorpion Lord Cultist gains immunity to all poisons.

Sword-saint Of Jai'dan

Based on a school of sword-fighting taught within the Clanholds of Jai'dan, the wandering weapon masters known as Sword-saints have devoted their lives in service to a greater cause through the mastery of their chosen weapon, tuning their mind and soul until they have become one with their weapon of choice. Sword-saints may dedicate themselve to an organization, Patron, or certain ideals or principals, or may swear fealty to their mentors or a great leige. Whatever path they follow, the Sword-saints are well respected and sometimes feared for their mastery of the blade.

Requirements

To qualify to become a Sword-saint of Jai'dan, a character must meet the following requirements:
Alignment: Any lawful;
Base Attack Bonus: +5;
Skills: Concentration 4 ranks, Sense Motive 4 ranks;
Feats: Quick Draw, Weapon Focus (Heavy Blades or Light Blades);
Roleplaying: Must swear an oath in service to a powerful lord, an organization of the same alignment and goals, a Patron and its church, or a specific ideal or principal, to which their devotion must be unwavering.

Game Rule Information

The following applies to Sword-Saints of Jai'dan:
Hit Die: d10.
Class Skills: The sword-saint's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Sword-Saint of Jai'dan

LevelBABFortRefWillSpecial
1+1+2+0+0Weapon Of Choice
2+2+3+0+0Uncanny Dodge
3+3+3+1+1Improved Reaction
4+4+4+1+1Grace
5+5+4+1+1Flawless Form

Class Features

All of the following are features of the Sword-saint prestige class.

Weapon and Armor Proficiency: Sword-saints do not gain additional proficiency with any weapon or armor.

Weapon of Choice (Ex): At 1st level, a sword-saint selects a specific sword (such as the longsword) as their weapon of choice. When fighting with their weapon of choice, the sword-saint deals an additional +2 points of damage. This bonus to damage stacks with that from the Weapon Specialization or Greater Weapon Specialization feats.

Uncanny Dodge (Ex): Starting at 2nd level, a sword-saint can react to danger before their senses would normally allow her to do so. They retain their Dexterity bonus to AC (if any) even if they is caught flat-footed or struck by an invisible attacker. However, they still loses her Dexterity bonus to AC if immobilized.

If a sword-saint already has uncanny dodge from a different class they automatically gains improved uncanny dodge (as per the rogue ability) instead.

Improved Reaction (Ex): At 3rd level, a sword-saint gains a +2 bonus on initiative checks.

Grace (Ex): At 4th level, a sword-saint gains an additional +1 competence bonus on all Reflex saving throws. This ability functions for a sword-saint only when they are wearing no armor and not using a shield.

Flawless Form (Ex): At 5th level, a sword-saint may focus their hours of practice into a flawless combat form. After the sword-saint scores a hit with their weapon of choice, they may choose to maximize the damage done by the weapon itself. Additional damage, such as from weapon qualities or the sneak attack ability, are determined normally. The sword-saint may use this ability two times per day, and this ability cannot be used when the sword-saint rolls a successful critical hit.

A sword-saint of Jai'dan may take a feat, Extra Flawless Form, to gain two more uses of their Flawless Form ability a day. This feat may be taken more than once, and its effects stack.

Code of Conduct: A Sword-saint that violates their oath, for any reason, loses access to all Sword-saint special abilities until they have sufficiently atoned for their actions.

In addition, a Sword-saint must practice with their weapon of choice for two hours every day. Extra time does not stack in advance, but may be used to make up for skipped days (although no more than two extra hours of practice per day count toward against the hours that must be made up.) A Sword-saint may not advance in level unless they are caught up in their weapon practice time.

Walker of the Healing Path

A member of a loose-knit affiliation of healers, the Walker of the Healing Path embraces a way of life that reveres compassion. Much of their specialized training in healing occurs at monasteries, where the Walker learns to master their body, often including training in unarmed combat. As they master their bodies, the Walker develops strong healing abilities, as well as great skill with first aid and long term care. Their knowledge of poison and disease is exceptional, and they can treat many conditions that would defeat the skills of others. Although most Walkers are clerics, Walkers from the bard, druid and even ranger classes are not unknown.

Requirements

To qualify to become a Walker of the Healing Path, a character must meet the following requirements:
Alignment: Any good;
Skills: Concentration 4 ranks, Heal 8 ranks;
Feats: Improved Unarmed Strike, Skill Focus (heal);
Spells: Must be able to cast a Conjuration (Healing) spell of at least first level;
Roleplaying: The character must follow a Patron with the Healing domain. Over the course of their career, the character must have stabilized a dying creature at least once, and must have cast a healing spell on a total stranger or enemy at least twice. Finally, the character's petition to join the Walkers of the Healing Path must be accepted.

Game Rule Information

The following applies to Walkers of the Healing Path:
Hit Die: d8.
Class Skills: The Walker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).
Skill Points Per Level: 2 + Int modifier

Prestige Class Table: The Walker of the Healing Path

LevelBABFortRefWillSpecial
1+0+2+0+2Curative Meditation; Empathic Healing; Mystical Prowess; Student of Perfection; +1 level of existing spellcasting class
2+1+3+0+3Faith Healing
3+2+3+1+3Absorb Poison; +1 level of existing spellcasting class
4+3+4+1+4Absorb Disease; Cure Disease
5+3+4+1+4Absorb Negative Level; Cure Negative Level; +1 level of existing spellcasting class

Class Features

All of the following are features of the Walker of the Healing Path prestige class.

Weapon and Armor Proficiency: Walkers do not gain additional proficiency with any weapon or armor.

Spells per Day: At first, third and fifth levels, the character gains new spells per day as if they had also gained a level in any one spellcasting class they belonged to before they added the Walker of the Healing Path prestige class. They does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before they became a Walker, they must decide to which class they will apply each spellcasting level of the Walker of the Healing Path prestige class for the purpose of determining spells per day.

Mystical Prowess (Ex): Levels in the Walker of the Healing Path prestige class, even when they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.

Student of Perfection (Ex): The Walker adds the levels of this prestige class to any previously acquired levels of the monk class, if any, and consults the appropriate tables for the monk class for determining Unarmed Attack Bonus, Unarmed Damage, AC Bonus and Unarmored Speed. The Walker gains no other bonuses or abilities from the monk class for the levels of this prestige class.

In addition, the Walker may freely multiclass with the monk class, thus allowing the character to bypass the normal monk restrictions regarding multiclassing.

Curative Meditation (Su): Starting at 1st level, a Walker can enter a meditative state in which they appear in a near-coma state, oblivious to the world around them. To enter into this meditative state requires a Concentration (DC 15) skill check. Other Concentration checks may be required over the course of the meditation, depending on the nature of interruptions and distractions. While in this meditative state, the Walker can heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. This ability will not restore ability score damage or negative levels, cure poisons or diseases, nor regenerate lost limbs.

Empathic Healing (Sp): Starting at 1st level, a Walker can use empathic healing, electing to heal as many points of damage as they desire (to a maximum of their own current hitpoint total), taking that damage themselves as the wounds transfer from the target to their own bodies. Lethal transfers as lethal damage, and nonlethal damage transfers as nonlethal damage. Empathic Healing is a spell-like ability that takes a standard action, and incurs attacks of opportunity. This ability does not transfer poisons, diseases, ability score damage or negative levels, nor regenerate lost limbs.

Faith Healing (Su): Starting at 2nd level, a Walker can use healing spells to their maximum effect on creatures of the same Patron as the Walker (including the Walker themselves). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat.

Absorb Poison (Sp): At 3rd level, the Walker gains the ability to absorb non-magical poisons through the Walker's Empathic Healing ability. The Walker is allowed to make appropriate Fortitude saves to resist the poison, as it enters their system and leaves the target's. This ability does not cure the target's ability damage due to their initial exposure to the poison.

Absorb Disease (Sp): At 4th level, the Walker gains the ability to absorb non-magical diseases through the Walker's Empathic Healing ability. The Walker is allowed to make appropriate Fortitude saves to resist the disease, as it enters their system and leaves the target's. This ability does not cure the target's ability damage due to their prior exposure to the disease.

Cure Disease (Su): At 4th level, the Walker can enter into Curative Meditation in an effort to cure a disease that has infected their body. At the end of an hour of meditation, the Walker may make a Heal check (DC equal to that of the disease, plus 5), to remove the disease from their body. If unsuccessful, the Walker may continue their meditation with a successful Concentration check (DC equal to that of the disease, plus 5), and try again after another hour has past.

Absorb Negative Level (Sp): At 5th level, the Walker gains the ability to absorb negative levels through the Walker's Empathic Healing ability.

Cure Negative Level (Su): At 5th level, the Walker can enter into Curative Meditation in an effort to remove a negative level that currently affects them. At the end of an hour of meditation, the Walker may make a Heal check (DC equal to that of the negative level, plus 5), to remove the negative level. If unsuccessful, the Walker may continue their meditation with a successful Concentration check (DC equal to that of the negative level, plus 5), and try again after another hour has past.

Code of Conduct: A Walker of the Healing Path must avoid needless killing or injury, for they are the embodiment of compassion. If the character fails to do so, they lose all special abilities of this prestige class until such time as they adequately atone for their transgressions.


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