Click the link to go to that prestige class' description. A bright blue name indicates a completed description, while a dark blue name indicates that the description has not been completed and posted just yet. More Scion prestige classes will be added to the list as they are finished or nearly so. Scion of Battle (Patron Deity: Allesandro LeSalle; of the Gilden human pantheon; a god of rulership, military command, nobility, and the arts) Scion of Fortitude (Patron Deity: Floren LeTorres; of the Gilden human pantheon; a god of castles, homes, construction, security, elemental earth, and glasswork) Scion of Night (Patron Deity: Altania L'Salle; of the Gilden human pantheon; a goddess of arcana, death, fey, moonlight, mystery, nature's power, night, and vitality) Scion Feats: A rarely-available and special type of feat in Rhunaria is the Scion feat, granted by special divine patronage of some sort. Characters cannot gain Scion feats unless special circumstances grant them such a divine patron, and they only retain such feats as long as their divine patron continues to support them. Generally, deities or powerful spirits grant access to Scion feats for their most favored or special followers. Scion feats are much more potent than ordinary feats, generally of an order one or two magnitudes greater, sometimes slightly more, but since they all require several hours of prayer each week, limiting time for training and other supplications, no more than 7 Scion feats may be possessed by any given character. Access to Scion feats should not be taken lightly, and should be allowed only after consideration by the DM, who may limit which Scion feats are available. Regardless, any character with Scion feats is likely to be required by their divine patron to perform some quests or tasks for them on occasion, moreso if the character possesses multiple Scion feats. No Scion feat should be selectable more than once, nor should it be available without some mental or magical skill. Arcane Boon (Scion) Your divine patron has provided you with the power to enhance your arcane spells with divine strength, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Ability to cast at least two 3rd-level arcane spells each day, divine patron must have the Magic domain. Benefits: Add +1 to the saving throw DCs of any arcane spells you cast. Additionally, whenever you cast an arcane spell, you may expend one additional arcane spell slot for the day of equal or higher spell level, from the same spellcasting class. This is based on the actual level of the spell cast, or its effective level from Heighten Spell metamagic. You must have the additional slot available at the time, but it does not have to be an empty slot, nor does it have to contain the same spell. If you do expend the extra slot, then increase the save DC of your arcane spell by a further +3, and your effective caster level for that spell by +3. You may only expend extra spell slots in this way up to once per day per two caster levels in each such arcane spellcasting class. Only arcane spells from classes can be improved by expending extra slots in this way. Blessed Determination (Scion) Your divine patron has blessed you with mighty willpower and focus, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, Iron Will or Con 15+, divine patron must have either the Law domain or the Nobility domain. Benefits: You gain +3 on Will saving throws (this stacks with Iron Will if the character has it), and you also gain +3 on Concentration skill checks. Blessed Fortitude (Scion) Your divine patron has blessed you with greater physical toughness, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, character level 3+, divine patron must have either the Healing domain or the Protection domain. Benefits: You gain +1 to your maximum hit points, and a further +1 per hit die (retroactively and henceforth). In addition, you gain +2 on Fortitude saving throws. Blessed Memory (Scion) Your divine patron has blessed you with superior learning and memorizing capacity, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, character level 3+, divine patron must have either the Knowledge domain or the Magic domain. Benefits: Starting at this level, you gain +1 skill point per hit die henceforth, but not retroactively. In addition, you gain any one specific Craft skill, Knowledge skill, or Profession skill as a permanent class skill. This extra class skill is for all classes you have and may later gain. You gain a +2 bonus on checks with the chosen skill. Lastly, you gain a +4 bonus on any Intelligence checks to remember or memorize something. Blessed Mind (Scion) Your divine patron has blessed you with keener intellect, creativity, or instincts, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, Iron Will or Blind-Fight, divine patron must have either the Knowledge domain or the Magic domain. Benefits: Increase your Intelligence, Wisdom, or Charisma score by 1 point, chosen at the time you acquire this feat. You also gain a +1 bonus to Initiative and on Will saving throws. Blessed Mobility (Scion) Your divine patron has blessed you with unstoppable agility, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 15+, Dex 17+, Lightning Reflexes or Mobility, divine patron must have either the Chaos domain or the Travel domain. Benefits: You are immune to paralysis, petrification, and stunning as long as you move at least 5 feet each round. You gain +2 on Escape Artist checks. Blessed Physique (Scion) Your divine patron has blessed you with stronger muscles, nerves, or bones, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, Dex or Con 15+, Great Fortitude or Endurance, divine patron must have either the Strength domain or the Travel domain. Benefits: Increase your Strength, Dexterity, or Constitution score by 1 point, chosen at the time you acquire this feat. You also gain a +1 bonus on Reflex saving throws. Blessed Talent (Scion) Your divine patron has blessed you with great talent in a particular skill, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, score of 15+ in the chosen skill's key ability, divine patron must have either the Luck domain or the Travel domain. Benefits: You gain a +5 bonus on checks with one skill, chosen at the time you acquire this feat. Starting at this level, that skill is permanently considered a class skill for you with all classes and hit dice. You may take 10 on checks with that skill regardless of distractions, pain, stress, being rushed, or similar factors, but not if that skill specifies that you cannot take 10 with it. You cannot choose the Speak Language skill when taking Blessed Talent. Blessed Vitality (Scion) Your divine patron has blessed you with greater health and energy, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, base Fortitude save +2 or greater, divine patron must have either the Healing domain or the Strength domain. Benefits: You gain +4 to your maximum hit points, and an additional amount equal to your total base Fortitude save (retroactively and henceforth). You also gain +4 on any Constitution checks to perform strenuous physical activities, such as running, swimming, making a hard march, holding your breath, or performing at a sport. Divine Arcana (Scion) Your divine patron has provided you with the power to mix divine power into your arcane spells, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Ability to cast at least one 2nd-level arcane spell each day, divine patron must have the Magic domain. Benefits: Add +2 to the effective caster level of any arcane spells you cast. Once per day per three character levels, you can cast one of your arcane spells as a divine spell instead for all intents and purposes, so for instance, it would ignore Arcane Spell Failure from armor and shields as well as bypassing arcane material components and arcane focuses. However, in order to do so you must have a divine focus, a symbol sacred to your divine patron. Only spells with total arcane component costs of less than 2,000 gold pieces in value may be cast as divine in this way. This does not change the slot used for the spell, and this does not grant you extra spells per day, it merely changes the way you cast a few spells each day. Divine Familiar (Scion) Your divine patron has provided you with the power to bless your familiar with divine resilience, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Familiar, Wis or Cha 13+, ability to cast at least one 1st-level arcane spell each day, divine patron must have the Magic domain. Benefits: Your familiar gains a deflection bonus to AC equal to your Wisdom or Charisma modifier, whichever is higher. Your familiar also gains an equal luck bonus on saving throws. Lastly, your familiar acquires Damage Reduction 2/-, which functions like that of a Barbarian. Divine Smite (Scion) Your divine patron has provided you with the power to strike at enemies of the faith, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Wis or Cha 13+, Iron Will or Con 15+, divine patron must have either the Law domain or the Nobility domain. Benefits: Up to twice per day, as a supernatural ability you may Smite a foe with one melee attack. This functions like a Paladin's Smite Evil class ability, except as follows. The character may use their Wisdom modifier instead of Charisma for determining the attack roll bonus. The bonus damage from this Smite is double that of a Paladin's, and it is based on character level rather than class level. Instead of only functioning against an evil opponent, this Smite only functions against the worst enemies of your divine patron's faith. For divine patrons that are not true neutral in alignment, this includes any creature that is the opposite alignment (for instance, a chaotic good divine patron allows Smiting against lawful evil creatures, whereas a neutral evil divine patron would allow Smiting against neutral good creatures). For divine patrons that are true neutral in alignment, this includes any creature that has two alignment subtypes, such as a celestial with the Good and Lawful subtypes, or a fiend with the Chaotic and Evil subtypes. Aside from alignment (and regardless of it), a divine patron may have certain creatures designated as its worst enemies. This should not be more than three creature types or subtypes (or a combination of them totalling three). For instance, some nature deities may designate Aberrations, Constructs, and Undead as its worst enemies in the mortal realm. Any creature that is in the act of violating one of the chief principles of the faith, except in a trivial manner, also counts as something that may be Smited through this feat. So, too, do creatures count if they had performed such an act within the past 24 hours. This may require DM adjudication to determine if an opponent can be Smited at the time, but the character should instinctively know if so. Other feats and abilities cannot grant you additional uses of this Divine Smite feat. Greater Divine Familiar (Scion) Your divine patron has granted even greater defensive blessings to your familiar, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Familiar, Wis or Cha 17+, Divine Familiar, ability to cast at least one 5th-level arcane spell each day, divine patron must have the Magic domain. Benefits: Increase the AC and saving throw bonuses of the Divine Familiar feat each by +1. Also, improve the Damage Reduction of that feat to DR 3/-. In addition, your familiar gains the Slippery Mind ability, as per the same ability of Rogues. Lastly, up to three times per day, you can expend a 5th-level or higher arcane spell slot in order to grant your familiar 2 temporary hit points per spell level, or instead heal your familiar of up to 2 damage per spell level. These particular temporary hit points stack with each other, and with other sources of temporary hit points. Granting this healing or these temporary hit points to your familiar is a supernatural ability that takes a standard action to activate, but does not provoke attacks of opportunity. Any temporary hit points left from a use of this ability fade away after 1 hour. The familiar must be within 1 mile of you in order to initially receive the healing or temporary hit points. Superior Divine Familiar (Scion) Your divine patron has granted still-mightier blessings to protect your familiar, so long as you spend 4 hours each week in prayer and homage to the divine patron. This is in addition to any other time you already spend on such activities each week. Prerequisites: Familiar, Wis or Cha 19+, Divine Familiar, ability to cast at least one 7th-level arcane spell each day, divine patron must have the Magic domain. Benefits: The AC and saving throw bonuses of the Divine Familiar feat are each increased by +1. Additionally, your familiar's Damage Reduction from the Divine Familiar and Greater Divine Familiar feats is improved to a total of DR 5/-. Furthermore, your familiar gains the Mettle ability, as per a Sohei. Disclaimer: 3rd Edition Dungeons & Dragons, 3E D&D, Oriental Adventures, prestige class type, feat format, arcane spells, divine spells, spell levels, spell slots, cleric domains, shaman domains, domain names, saving throws, saving throw types, saving throw abbreviations, base saving throws, Difficulty Class, DC, Heighten Spell feat, metamagic feats, item creation feats, caster level, ability scores, ability score abbreviations, ability modifiers, ability bonuses, Iron Will feat, skill names, skill checks, skill ranks, skill points, class skills, Base Attack Bonus, BAB, Armor Class, AC, character level, hit dice, hit points, HP, temporary hit points, temporary HP, ability checks, Blind-Fight feat, Initiative, Lightning Reflexes feat, Mobility feat, Great Fortitude feat, Endurance feat, paralysis status, petrification status, stunning status, rounds, turns, key ability, take 10, take 20, supernatural ability type, extraordinary ability type, spell-like ability type, ability type abbreviations, Arcane Spell Failure, focus components, material components, spell components, familiars, deflection bonus, luck bonuses, cleric class, shaman class, barbarian class, paladin class, Damage Reduction, DR, attack rolls, melee attacks, Smite Evil class ability, class level, bonus damage, alignments, alignment subtypes, fiends, celestials, creature types, creature subtypes, Slippery Mind ability, rogue class, Mettle ability, sohei class, and attacks of opportunity are property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. All other content on this webpage is copyright (c) 2005, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom. This material free for personal use but not for commercial distribution. |
Rhunarian Scions |
Rhunarian Scion Prestige Classes |
Rhunarian Scion Feats |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |