The following is a list of unique prestige classes found in Rhunaria. Other prestige classes exist in Rhunaria, but these are unique to inhabitants in the Material Plane of Rhunaria. These descriptions are brief, but include the prerequisites of each prestige class. Further Rhunarian prestige classes will be added later as need or inspiration demands. To go to the full description of a prestige class, click the link in the prestige class' name. A light blue name indicate a completed description page. Those with a dark blue name are only halfway or mostly complete and thus have not been posted just yet. BUGBEAR MARAUDER A master of ambush and other surprise attacks. Bugbear Marauders know how to really put the scare into their foes, and then strike hard at the enemy's weakpoint. Their combination of cold cunning and calculated savagery makes Bugbear Marauders into dreaded bandits and raiders. The Marauder is skilled at putting forth extreme and sudden stopping power, though they lack some raw toughness and out-of-combat versatility found in common bugbears. Alignment: Any nongood Prerequisites: Must be a bugbear; base attack bonus +3 or higher; either Sneak Attack +2d6 or Uncanny Dodge (cannot be flanked); Hide 7+ ranks, Jump 7+ ranks, Move Silently 7+ ranks; proficiency in all simple and martial weapons; Power Attack, Weapon Focus DEATHLESS WARRIOR OF RIZA These elite warriors, trained in the Pharaonic Elite Guard and sworn to their Pharaoh with absolute loyalty, are the fiercest and most indomitable warriors seen in human lands and quite possibly beyond. A Deathless Warrior is a champion of Rizan ideals, stalwart and faithful, constant and dependable, without fear or hesitation. He or she is the Rizan image of a perfect warrior, and proud of it. It often seems impossible to keep this implacable knight down, but even Deathless Warriors must occasionally rely on the Ineffable to turn them back from the realms of the dead, reviving the Warrior before his corpse can cool. The Deathless Warrior himself can confer some of the Ineffable's blessings once in a while, saving allies from death. Alignment: Any lawful Prerequisites: Must be a human descended at least partially from Rizan stock; cannot be an undead or normally incorporeal creature; must swear an oath of fealty to the Theocracy of Riza and the Pharaoh; must take the Oath of the Deathless Warrior and adhere to it; must be accepted into the Order of the Deathless Warriors by the Pharaoh; BAB +5 or greater; Diplomacy 3+ ranks, Heal 3+ ranks, Knowledge (nobility and royalty) 5+ ranks, Knowledge (religion) 7+ ranks; must be proficient in either the khopesh, glaive, halberd, falchion, or scimitar; Expertise, Power Attack EXILE A strange and inscrutable fellow, the Exile rages silently against the world, its cruelty, its boundaries, and how he or she cannot change things to better fit his or her image of perfection, fairness, or harmony. The Exile strains against reality's bonds, and with extreme effort and peculiar studies, he or she breaches the constraints of reality to make their will be done. The methods and mindset of Exiles are hard to comprehend, even moreso the amazing yet horrific way they violate reality itself, without remorse. An Exile's credo is "I-will-not-be-DENIED!" Alignment: Any Prerequisites: Base attack bonus +3 or higher; base saving throws each +2 or higher; any Strength-based skill 4+ ranks, any Dexterity-based skill 7+ ranks, any Wisdom-based skill 7+ ranks, any Charisma-based skill 4+ ranks; Endurance or Run; Weapon Focus or Lightning Reflexes; Great Fortitude or Iron Will GILDEN FUSILIER A masterful sniper and musketeer, the Gilden Fusilier is a volunteer member in the armies of the Majestic Kingdom of the Gilded Throne. Fusiliers are the elite amongst the volunteers and peasant levies; they are chosen for their drive and skill with a firearm, receiving exclusive training only available in the upper echelons of a Gilden army. The Fusilier is not only a great marksman, but also a skilled scout and assassin in some cases. Gilden Fusiliers are trained mostly in the use of firearms, however, and nearly all their special techniques are exclusive to using flintlock pistols and muskets. They make excellent skirmishers, and the King ensures that his Fusiliers are taught certain magic techniques, devised by his Magi for firearms after the Kingdom invented them. Fusiliers can use these techniques to empower magic bullets. Alignment: Any Prerequisites: Must be a human of fairly pure Gilden lineage; base attack bonus +4 or higher; base Reflex save +3 or higher; Craft (Firearms) 2+ ranks, Hide 4+ ranks, Move Silently 4+ ranks, Spot 7+ ranks, Wilderness Lore 2+ ranks; Alertness or Skill Focus (Spot); Exotic Weapon Proficiency (Firearms), Point Blank Shot, Precise Shot GNOMISH TASKMAGE Amongst the gnomes of Rhunaria, some are more driven to wanderlust and tinkering than most, and in the case of gnomishkind, this often leads to that individual becoming a Gnomish Taskmage. Taskmages are quirky individuals who like to wander and try different things, without much rhyme or reason, and they often do the unexpected just to see how folks will react, test some wild theory, or satisfy an impulsive curiousity. Gnomish Taskmages especially love to tinker with magic, and through their strange methods, they manage to develop an odd variant of arcane sorcery, even if they didn't possess any talent for sorcery before. Eventually this power grows to where the Taskmage can use a small number of spell-like abilities at will, and even modify them pretty freely. Gnomish Taskmages don't learn many spells this way, and they never really improve their former spellcasting abilites very much, but they still manage some neat tricks for manipulating arcana. Alignment: Any nonlawful Prerequisites: Must be a gnome; base Will save +4 or higher; arcane caster level 4th+; Appraise 2+ ranks, Concentration 5+ ranks, Knowledge (any one) 5+ ranks, Perform 2+ ranks, Spellcraft 7+ ranks; Combat Casting or Skill Focus (Concentration); Skill Focus (Spellcraft); any one metamagic or magic item creation feat GOBLIN SWARMER Goblins often learn how to overwhelm their opponents with greater numbers, since they are individually rather meek. The best of these master the techniques of the Goblin Swarmer, learning to team up with others to take down a foe more quickly and with fewer casualties to the Swarmer's side. Goblin Swarmers make effective use of battlefield chaos and random opportunities, while fighting in a very unorthodox and wild fashion that makes them harder to hit or avoid. A Goblin Swarmer fights best with others of their kind, but is also great at teaming up with non-Swarmers, or even with non-goblins. Alignment: Any chaotic Prerequisites: Must be a goblin; base attack bonus +3 or higher; base reflex save +3 or higher; sneak attack +1d6 or higher; Climb 5+ ranks, Escape Artist 7+ ranks, Tumble 7+ ranks; Dodge, Mobility, Skill Focus (any one of this prestige class' prerequisite skills) GOLEMIST The Golemist is an odd fellow who seeks to transmute their body completely into living mithral. The technique was first devised by the Sterling Golemist Arcanaeum, an order comprised of the few dwarven mages amidst the Ur-Dalechron Hegemony, though arcane magic is outlawed there so the Arcanaeum must hide itself constantly. Golemists from there have occasionally ventured out and taught their lore to other arcane magic-users, by producing copies of a tome called the Constructicon, printed by the Arcanaeum for its disciples. Golemists learn only a small amount of arcana as they delve into the techniques of becoming a Construct, but in the end they become quite resilient and difficult to kill. Many Golemists seek this transformation for reasons of enlightenment, and separation from the crudeness of their fleshy bodies. Alignment: Any Prerequisites: Must be a living and intelligent creature, with Intelligence of 13 or higher and Constitution of 11 or higher and Dexterity of 5 or higher before taking this prestige class, must have a Strength score, and cannot already be a Construct, Elemental, Ooze, or Undead; must have a copy of the Constructicon tome, or otherwise be taught by someone possessing it, or otherwise must be taught by someone who has memorized it; must know and be able to cast the arcane spells Mending, Shocking Grasp, Enlarge, Alter Self, Greater Magic Weapon, and Keen Edge; Craft (armorsmithing) 5+ ranks, Craft (blacksmithing) 5+ ranks, Craft (weaponsmithing) 5+ ranks, Knowledge (arcana) 7+ ranks, Knowledge (architecture and engineering) 7+ ranks, Spellcraft 7+ ranks HALFLING ANIMIST An expert on halfling religion and animism, this individual is favored by spirits great and small, able to call on a greater variety of blessings, though he or she is less adept at the more potent spells of their patrons. The Halfling Animist is not very good in battle by himself or herself, but their ability to call on spirits for guardians and smiting is superior to that of any other priest. These halflings are also able to ask the spirits for advice more often than not, and receive many visions and divinatory boons to guide them. Halfling Animists can better harness the spiritual domains that their patrons embody, so they can cast spells with greater versatility and sometimes greater power. Alignment: Any Prerequisites: Must be a halfling; must know and be able to cast the divine spells Augury, Bless, Speak With Animals, and Speak With Dead; must possess at least two Cleric Domains or Shaman Domains, and must possess their granted powers; Diplomacy 6+ ranks, Knowledge (either arcana, or nature, or religion, or spirits) 8+ ranks, Scry 6+ ranks, Spellcraft 4+ ranks; Skill Focus (Knowledge - same skill that they meet the 8 rank prerequisite with) HIROTASHI KINU-TSUKAI Also known as a silk sorcerer, thread mage, spellweaver, puppetmaster, or yao ren. Kinu-Tsukai are master manipulators and spies in the Hirotashi Empire, yet have no loyalty to the Emperor, and exist merely as rumor amongst the Imperial families and peasantry alike. The Kinu-Tsukai combine minor arcane magic with a variety of mundane skills and means, becoming masterful assassins, surgeons, poisoners, herbalists, tailors, and trapmakers, though all with a certain twist of the Kinu-Tsukai's personal flaire. They use needles and thread with remarkable skill and power, even infusing them with arcane power for amazing tricks. Alignment: Any chaotic Prerequisites: Must have spent at least a year straight in the Hirotashi Empire training in the arts of this prestige class with someone who already has this prestige class; BAB +3 or greater; Craft (tailoring) 8+ ranks, Craft (weaving) 8+ ranks, Heal 3+ ranks, Knowledge (arcana) 5+ ranks, Perform (at least one of the following: acting, kabuki, or Noh; plus either acrobatics or dance; plus puppeteering) 3+ ranks, Use Rope 3+ ranks; must be proficient in the dagger, dart, and whip; Alertness, Skill Focus (Craft - Weaving), Weapon Focus (either the dagger, dart, mighty whip, mighty whip dagger, shuriken, whip, or whip dagger) HIROTASHI NINJA-TSUKAI A ninja wielding mystic powers for spying and resourceful combat, the Ninja-Tsukai is a rare and specialized ninja serving the Emperor Hirotashi directly. Even other ninja clans do not know who the Nnja-Tsukai are or who they serve. Ninja-Tsukai are a well-kept secret of the Emperor's, training in a small, hidden dojo where they learn to serve the Emperor covertly. Though their tactics are dishonorable, they are taught that in these times, their duty is more important and serves a greater honor, protecting the Emperor and helping him maintain the Empire's unity. Hirotashi Ninja-Tsukai train to thwart assassination attempts and spying attempts, and to slay any spies or assassins they find, while simultaneously serving the Emperor as spies against the noble families in the Empire. Their primary mission is to find and eradicate any other ninjas in the Empire, removing that stain upon Imperial honor and teaching the noble families to avoid dishonorable activities, lest those dishonorable families be discovered and executed. Ninja-Tsukai train only a little in martial arts, but their potent ki techniques make them nearly impossible for other ninja to harm, outlasting the criminal ninja in battle. Alignment: Any lawful Prerequisites: Must be a human of at least partial Tashi descent; must have spent at least five years straight in the Hirotashi Empire training in the arts of this prestige class with someone who already has this prestige class; must have sworn absolute fealty to the Hirotashi Emperors, regardless of any personal honor he or she stands to lose; evasion ability, any uncanny dodge ability; still mind or slippery mind ability; BAB +5 or greater; Balance 4+ ranks, Bluff 8+ ranks, Concentration 4+ ranks, Hide 8+ ranks, Listen 4+ ranks, Move Silently 8+ ranks Sense Motive 4+ ranks, Spot 4+ ranks, Tumble 4+ ranks; must be proficient in the unarmed strike; Blind-Fight, Improved Unarmed Strike, Quick Draw HOBGOBLIN ROUGHNECK A tough and adaptable soldier, an elite leader of troops, and a keen master of exotic and improvised weaponry. Hobgoblin Roughnecks develop the skills to lead large numbers of troops into battle, and simultaneously learn to wield anything as an effective weapon. They aren't quite as skilled at attacking and dodging in general, but they make up for it with stamina and broad weaponry skills. Alignment: Any nongood Prerequisites: Must be a hobgoblin; base attack bonus +5 or higher; base fortitude save +4 or higher; Climb 7+ ranks, Jump 7+ ranks; proficiency in all simple and martial weapons; proficiency in light armors and in shields; Exotic Weapon Proficiency (any one), Weapon Focus (any martial weapon), Weapon Focus (any exotic weapon) JUNGLE AVATAR A master of the forests and jungles of Rhunaria, the Jungle Avatar is a savage warrior and animist in tune with the spirits of nature. The primal heartbeat of the jungle rings in his ears, the mighty lifeblood of nature pumping through his veins as battle-rage overtakes him. Jungle Avatars are like unto the primal chaos of nature personified, and survival of the fittest is their creed. When the Avatar rages, the spirits of nature are stirred to fury themselves, and join their violent power to his own. He can even choose to lose all control, going wild with bloodlust and lashing out at everything around him, to draw on even more primal power in his fury. Alignment: Any chaotic Prerequisites: Must be a jungle elf; must know and be able to cast at least one 2nd-level druid, ranger, or shaman spell; proficiency in all simple and martial weapons; favored enemy ability or ability to rage; Animal Empathy or Handle Animal 5+ ranks, Climb 5+ ranks, Knowledge (nature) or Knowledge (spirits) 5+ ranks, Wilderness Lore 5+ ranks; Endurance, Power Attack KOBOLD TRAPMAGE Conniving and devious, the Kobold Trapmage is part of a small but widespread guild that controls the secrets of creating magical traps, at least amongst their own people, and the secret is even more rare amongst other races. Trapmages are masters of creating, finding, and removing magical traps, and they're none too shabby with mundane traps as well. A Trapmage learns to instantly generate short-lived, one-use magic traps in addition to their more lasting versions. They also know how to build mundane traps faster than normal, and how to direct other workers in building them within a fraction of the normal time required. Alignment: Any evil Prerequisites: Must be a kobold; base reflex save +2 or higher; must know and be able to cast at least one 2nd-level arcane evocation spell and at least one 2nd-level arcane illusion spell; either Uncanny Dodge (Dex to AC) or the ability to Inspire Competence; Concentration 4+ ranks, Craft (trapmaking) 8+ ranks, Disable Device 5+ ranks, Knowledge (architecture and engineering) 5+ ranks, Search 4+ ranks, Spellcraft 8+ ranks; Craft Wondrous Item, Skill Focus (Craft - trapmaking), Skill Focus (Disable Device) ORCISH RAMPAGER Orcish Rampagers are the champions of their violent, competitive people. They are masters of warfare and destruction, specializing in brutal mayhem and creating pandemonium through their savage way of fighting. An Orcish Rampager cuts as a swath through enemy forces with the simple fury and mighty thrashing of his battle frenzy. Even when he isn't losing control of hiimself with rampant bloodlust, the Orcish Rampager is an expert at pushing people around and breaking enemy formations, knocking enemies away and shattering skulls with the Rampager's awesome strength. Their determination, bravery, and grim will makes Orcish Rampagers scoff at any mage's pathetic attempts to quell or control the Rampager's mighty presence. Alignment: Any chaotic Prerequisites: Must be an orc; proficiency in all martial weapons; ability to rage; base attack bonus +5 or higher; base Fortitude save +4 or higher; Climb or Jump 4+ ranks, Intimidate 6+ ranks, Wilderness Lore 3+ ranks; Cleave, Great Cleave, Power Attack RHUNARIAN GUILDMAGE Certain prominent guilds of arcanists in Rhunaria possess the special knowledge, research, and raw power to generate spellpools, which are masses of arcane spell-energy contained at a specially-prepared and sealed location. Privelaged members of the guild can access this spellpool, drawing spells out of it when needed. However, these guilds require such privelaged members to frequently contribute to maintaining the spellpool's reserve, and to the device or artifact binding the spellpool in place without letting all that spell energy escape. Privelaged members of these guilds are sometimes known as Rhunarian Guildmages in general parlance. The Rhunarian Guildmage has great responsibilities and guild dues to pay, but has access to their guild's spellpool and other resources, such as research journals, spellbooks, magic item components, and more. They also learn a few extra spells and minor arcane techniques. Alignment: Any nonchaotic Prerequisites: Arcane caster level 6th+; must know and be able to cast, as an arcane spell, either Detect Thoughts, Magic Circle Against Chaos, Whispering Wind, or Illusory Script; Concentration 5+ ranks, Knowledge (arcana) 9+ ranks, Spellcraft 9+ ranks; Alchemy or Use Magic Device 7+ ranks; Skill Focus (Knowledge - arcana), Skill Focus (Spellcraft); any metamagic or magic item creation feat SPIRITBOND EXEMPLAR A rare few individuals find themselves developing an unusually strong bond and kinship with their familiars or animal companions, spirit beasts with a stronger spirit than most of their kind. When these spirit beasts grow close to a spirit-gifted mage or priest, they sometimes become close friends and confidantes, not mere pets or assistants. The spirit-magic that binds them together can create a powerful resonance that strengthens both individuals, and elevates the spirit beast to comparable power with his or her spirit-partner. Spiritbond Exemplars are dedicated to their familiars or animal companions just as those spirit beasts are dedicated to them, and through spiritual exploration they learn to empower their spirit beasts. The Spiritbond Exemplar strengthens their favored spirit beasts and those they summon, while also improving the Exemplar's spellcasting skills a bit. A Spiritbond Exemplar eventually learns to communicate mentally with spirit creatures, and to briefly travel the Ghostlands in a spirit-like form. Alignment: Any Prerequisites: Druid, shaman, or spirit sorcerer caster level 8th+; must possess a familiar or animal companion; must have possessed the same familiar or animal companion for at least half a year; must have a positive and respectful relationship with that familiar or animal companion; Spellcraft 7+ ranks; Knowledge (nature) 11+ ranks or Knowledge (spirits) 7+ ranks; any Charisma-based skill 5+ ranks; Animal Growth spell or Improved Familiar; Augment Summoning; any other feat that improves a familiar or animal companion |
RHUNARIAN PRESTIGE CLASSES |
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Disclaimer: 3rd Edition Dungeons & Dragons, prestige class, alignments, spell names, feat names, ability scores, skill names, skill ranks, feat types, favored enemy, base attack bonus, proficiencies, cleric domains, shaman domains, domain granted powers, spell types, creature types, aasimar, tiefling, chaond, zenythri, template names, sneak attack, rage ability, uncanny dodge, base fortitude save, base reflex save, base will save, animal companion, familiar, weapon types, druid class, shaman class, sorcerer class, cleric class, spell schools, inspire competence ability, AC, armor class, ability score abbreviations, favored enemy ability, mighty whip, whip dagger, mighty whip dagger, evasion ability, still mind ability, slippery mind ability, and caster level are, so far as I know, property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. All other content on this webpage is copyright (c) 2004-2005, property of John J. Korsog Jr., internet aliases Arkhandus and Mist Phantom. This material free for personal use but not for commercial distribution. |