A favored devotee of Altania L'Salle, a greater goddess of the Gilden pantheon.  Scions of Night work the Lady's will across Rhunaria: protecting important natural sites, maintaining the natural cycles of life and death, quelling restless spirits, destroying the undead that do not have just reason for remaining in the mortal realm, protecting fey, guarding the secrets best left alone, and maintaining the strength of Rhunaria's natural magic.  The Goddess has other purposes and secrets, but most of Her mortal servants are kept in the dark about these, merely performing what tasks She gives them, explanation or no.  Most Scions of Night are druids or sorcerers who have no idea why they were chosen by the Goddess, people naturally gifted with magic.

Prerequisites: Fey, or human at least partially of Gilden stock; any neutral alignment; patron deity must be Altania L'Salle; able to cast 3rd-level spells; must possess either Animal Companion, Familiar, Darkness Domain, Destruction Domain, or Repose Domain; Knowledge (either Arcana, or Nature, or Spirits) 7+ ranks; Spellcraft 7+ ranks; any one Charisma-based skill 4+ ranks; any one metamagic feat or item creation feat; Spell Focus (Conjuration) or Spell Focus (Necromancy); any one Scion feat

Hit Die: d6
Alignment: Any neutral
Class Skills: Animal Empathy, Appraise, Bluff, Diplomacy, Disguise, Handle Animal, Hide, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (Spirits), Listen, Move Silently, Perform, Scry, Spellcraft, Spot, Use Magic Device, Wilderness Lore
Skill Points Per Level: 4 + Intelligence modifier
Weapon And Armor Proficiency: All simple weapons and all martial weapons.

Spellcasting: At each level in this prestige class, the Scion of Night improves their spellcasting ability in one class of their choice, chosen at 1st-level in this prestige class.  They must choose one of the classes that allowed them to meet the spellcasting prerequisites for the Scion of Night.  Each level in this prestige class, thusly, grants +1 effective level in the chosen class but only for purposes of spellcasting ability, meaning spells known, spells per day, and caster level.  It does not count towards class level for other abilities.

Domain: A Scion of Night gains one domain similarly to a cleric, which is in addition to any domains they may already have.  They must choose either Charm, Darkness, Destruction, or Repose.  The chosen domain bestows upon them its granted power, and the character may prepare the domain's spells in their normal spell slots, and also in any domain spell slots they may have.  This domain's spells count as spells known, but are in addition to the character's normal number of spells known.  When cast from an arcane spell slot, these domain spells count as arcane rather than divine.  Domain granted powers are supernatural abilities.  Scion of Night levels stack with Cleric or Shaman levels for purposes of any Domain granted powers; not just for this Domain.  If the character has no Cleric or Shaman levels, they choose at 1st-level one of the classes that allowed them to qualify for this prestige class' spellcasting prerequisites, and they henceforth count their combined level in that class and Scion of Night for the granted power of the Domain gained through this class.  Even later gaining levels of Shaman or Cleric will not change this.

Avatar Familiar: A Scion of Night's levels in this prestige class stack with their level in any one class that grants a Familiar, but only for purposes of determining the familiars they can have and what benefits the master and familiar gain from one another.  If the Scion of Night did not already possess a familiar, they now gain the ability to summon a familiar just as a Sorcerer or Wizard could, in which case their level in this prestige class is their effective level for purposes of familiar abilities.  However, either way, the familiar gains Severe Light Sensitivity, imposing a -2 penalty on attack rolls, saves, skill checks, and ability checks in broad daylight or other light brighter than a torch.  This penalty stacks with any other Light Sensitivity, Light Blindness, or Light Vulnerability the familiar might have.  In addition to the normal benefits of a familiar, a Scion of Night is able to empower their familiar once per day with divine blessings.  Empowering the familiar with divine blessings is a standard action that does not provoke attacks of opportunity, and is a supernatural ability of the Scion of Night.  They can only empower their own familiar, and it must be within 1 mile at the time it is empowered, with the empowered benefits being suppressed if the familiar goes more than 1 mile apart from its master.  While the familiar is empowered, it gains the same benefits as the Night's Avatar ability described below, for a number of rounds equal to three times its master's level in this prestige class.

Night's Gift: At 2nd-level in the Scion of Night prestige class, the character gains a bonus feat of their choice.  This must be either an item creation feat, a metamagic feat, or a Scion feat.  The character must meet any prerequisites of the feat, as normal.  Scion feats are described in a separate Rhunaria document or page.

Night's Eye (Su): Scions of Night who have reached 2nd-level in this prestige class gain the benefit of Darkvision with a range of 60 feet, as a supernatural ability.  This magical Darkvision stacks with any natural Darkvision the character may possess, but not with other sources.  The Scion of Night can now also see up to 60 feet in magical or otherwise unnatural darkness.  However, in addition, the Scion of Night gains Severe Light Sensitivity, imposing a -2 penalty on attack rolls, saves, skill checks, and ability checks in broad daylight or other light brighter than a torch.  This penalty stacks with any other Light Sensitivity, Light Blindness, or Light Vulnerability the character might have.  Severe Light Sensitivity is not supernatural, unlike the Darkvision.

Night's Avatar (Su): A 3rd-level Scion of Night is able to call upon divine power for a brief surge of strength, toughness, and agility, once per day.  The effect lasts for a number of rounds equal to three times the character's Charisma bonus, to a minimum of 3 rounds.  Night's Avatar is a supernatural ability that takes a standard action to activate, and does not provoke attacks of opportunity.  For the duration of Night's Avatar, the character's entire body, including equipment, turns pitch black and is covered in a thin haze of magical darkness, granting a +8 circumstance bonus on Hide checks in very dark areas and also 20% concealment.  Creatures with True Seeing active, or any effects that can see through magical darkness, ignore the Hide bonus and concealment noted above.  The concealment granted by this effect does not stack with that of a Blur or Displacement effect, so use the better value when applicable.  The Hide bonus does not stack with any similar bonuses to Hide checks in darkened areas.  As long as Night's Avatar is active, the Scion of Night also gains a +4 enhancement bonus to both Strength and Dexterity, and a +4 luck bonus on both attack rolls and Armor Class.  Lastly, for the duration of Night's Avatar, the Scion of Night gains 2 temporary hit points per hit die.  Temporary hit points are lost before regular hit points, but once this ability's duration ends, any remaining temporary HP from it are lost.  Once Night's Avatar ends, the character suffers 6 damage (not absorbed by this ability's temporary HP), and is exhausted for 3 rounds.

Night's Claw (Su): The Scion of Night of 3rd-level can manifest a scimitar that is composed of solid moonlight, a silvery-blue energy blade that only the Scion of Night may wield.  This is the Night's Claw, and manifesting it is a supernatural ability useable once per day.  Manifesting the Night's Claw is a standard action that does not provoke attacks of opportunity, and the Scion of Night can dismiss the effect at any time without needing any action.  Unless dismissed sooner, the Night's Claw lasts for 1 round per character level.  The Night's Claw counts as a magical +1 scimitar, with the special qualities of ghost touch and sure striking.  Thus, it counts as +5 for purposes of bypassing Damage Reduction, and can strike incorporeal creatures without the normal 50% chance of no damage.  Sure striking is an ability from the D&D supplement Sword & Fist.  As further special properties, the Night's Claw sheds light equivalent to a torch (except for its silvery-blue color and steady light), cannot be held or disarmed by other creatures, and cannot be harmed or dispelled since it is pure divine energy, though antimagic areas (only) can suppress the Night's Claw as normal.

Class     Base       Fort      Ref      Will      Special
Level     Attack     Save     Save     Save     Abilities

1          +0           +0         +0        +2        Domain, Avatar Familiar, spellcasting
2          +1           +0         +0        +3        Night's Gift, Night's Eye, spellcasting
3          +2           +1         +1        +3        Night's Avatar, Night's Claw, spellcasting








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Rhunarian Scions --- Scion of Night Prestige Class
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