3E Skylis Rules
Chapter 3: Classes.

 

Prestige Classes
CUR
Holy Warriors of Delcrorr

Delcrorr. Moorish 'New God' of Chaos and Battle. Or Battle and Chaos. Or Whatever.

The Blood-Giver of Freedom who is also known as The Battledancer, among many other names, is one of the more prominent deities in the Moorish pantheon. In keeping with His teachings, there is no established church in His name. However, there are many who follow the Unbridled Path. They group themselves according to their beliefs in exactly what they conclude Delcrorr teaches, for aside from the mentions in the Moorish Book of Gathered Leaves (a work which speaks of the gods in general) there is no known written work to guide his followers. Most of them are guided by whim and by the 'signs' they believe they receive in their dreams. However ludicrous this seems to others, it cannot be denied that the followers of Delcrorr appear to have an uncanny ability to sense, among other things, where and when to go in order to meet their spiritual kin. The skeptical would call this a mix of random chance and of tall tales.

There are two prominent groups who worship Delcrorr; The Warministers and The Curs.

The very idea that a Cur can be considered a Paladin of Delcrorr is an affront to all the old orders of regimented and law-revering holy knights. The Curs are primarily warriors imparted with a motley of special skills which are purportedly divine in origin. They gather in bands and travel the realms in search of fair battles. Their numbers dwindle in defeat (and sometimes costly victories) and swell when they encounter more of their kind. When two bands encounter each other, they often merge, after leadership is determined in a trial by combat fashion. The Curs, like many of Delcrorr's followers, are not always welcome everywhere. And in some nations, motions are being introduced to have them outlawed. A life of scorn is familiar to these followers, and though they begrudge none for their fear and spite, and though they are loathe to make battle against the weak, it would be unwise for the common man to obstruct the path of a band of Curs.

But, above all, the Curs, prefer to lend their bloody skills in an effort to free the oppressed and the enslaved. The primary belief which binds every Cur to the worship of Delcrorr is the belief in the personal freedom of each common man, woman and child. When a law is in place to protect, it is grudgingly respected. When a law is in place to oppress, it is pleasurably ignored. Strangely, there are very few battles a Cur will initiate, but fewer still are the battles he will not finish. Like a samurai, a sword drawn must be sated with blood before it is sheathed.

CUR
Lvl Base Att Fort/Ref/Will Special & Other
1 +1 +0/+1/+2 Tool of the Trade; Grace of Delcrorr; Bloodletter's Touch
2 +2 +1/+1/+3 Aura of Courage; Battledancing +1
3 +3 +1/+2/+3 Spirit of Chaos
4 +4 +1/+2/+4 Battledancing +2
5 +5 +2/+2/+4 Gift of the Cur (1d10)
6 +6 +2/+3/+5 Battledancing +3
7 +7 +2/+3/+5  
8 +8 +3/+3/+6 Battledancing +4
9 +9 +3/+4/+6 Gift of the Cur (2d10)
10 +10 +3/+4/+7 Battledancing +5
11 +11 +4/+4/+7  
12 +12 +4/+5/+8 Battledancing +6
13 +13 +4/+5/+8 Gift of the Cur (1d10+10)
14 +14 +5/+5/+9 Battledancing +7
15 +15 +5/+6/+9  
16 +16 +5/+6/+10 Battledancing +8
17 +17 +6/+6/+10 Gift of the Cur (3d10)
18 +18 +6/+7/+11 Battledancing +9
19 +19 +6/+7/+11  
20 +20 +7/+7/+12 Battledancing +10; Gift of the Cur (2d10+10)
NB: Beyond 20th level, only Base Attack and Saves increase. There are no further Class Features beyond 20th level.

REQUIREMENTS

To qualify to become a Cur, a character must fulfill the following criteria;
Alignment: Chaotic.
Base Attack Bonus: +6.
Feats: Armour Proficiency (Heavy), Combat Reflexes, Iron Will, Weapon Focus (Any), Weapon Group Proficiency (Martial – Melee).
Skills/Ranks: Knowledge (Religion)/2, Peform/2.
Other: Most renounce all previous affiliations or obligations. Not including friendship.

CLASS SKILLS

The Cur's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Knowledge (Religion - Moorish) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). See Chapter 4: Skills, PH for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES

The following are the class features of the Cur Prestige class.
        Weapon and Armor Proficiency: The Cur is proficient in the use of all simple and martial weapons and all types of armor and shields.
        Tool of the Trade: Sometime soon after cchoosing the path of the Cur, the character will be drawn to particular weapon. This weapon is usually the one with which he has the most skill. If he is equally skilled in more than one weapon, then a preferred weapon is found. Only rarely is a Tool of the Trade not the Cur's most preferred weapon. In this case, it is assumed Delcrorr has a design for granting this weapon. Further, the weapon isn't always without a current owner, but the Cur is so compelled to possess it, that any means must be used to acquire it. The Cur cannot advance to any level of this Prestige Class beyond 1st without the weapon in his possession. The Tool of the Trade counts as a Holy Weapon and is indestructable for as long as the Cur is alive, but it has no bonuses to attack or damage.
        Grace of Delcrorr: A Cur applies his Charisma modifier (if positive) as a bonus to all saving throws.
        Bloodletter's Touch: By a holy instinct and only when using his Tool of the Trade (see above), the Cur can feel the right moment in which to inflict additional damage to a target during combat. A twist of the blade, or a follow-up with the hilt are just two of the ways this damage is achieved. Each day he can inflict a total number of hit points equal to his Charisma bonus (if any) times his level. This total number can be divided in any way, any amount of times throughout the course of the day. To do so, the Cur must be using his Tool of the Trade and must state the action beforehand, by invoking the name of Delcrorr. There is no specific phrase that must be uttered, the only requirement is the use of Delcrorr's name. The form in which this additional damage is inflicted is entirely up to the player, but confers no additional combat advantage or effect.
        Aura of Courage: Beginning at 2nd, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the cur gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
        Battledancing: Beginning at 2nd level, the Cur learns to feel the flow of a battle. So much so that they are able to move through the battlefield with uncanny skill, deflecting or dodging certain blows directed at them. When a Cur is open to an Attack of Opportunity triggered solely by movement, they receive a temporary Dodge or Deflection bonus (player's choice) to their AC, against that attack. The value of this bonus is listed on the class table.
        Spirit of Chaos: At 3rd level, the Cur becomes so strongly in touch with their personal freedom of will that it is virtually impossible to exert any unnatural control over them. They become immune to all charm spells and charm-related effects or abilities. This is a supernatural ability.
        Gift of the Cur: Starting at 5th level, the Cur acquires a random set of abilities. These are gained when the Cur is called to walk through the Forest of Dreams, a vision quest unique to their devotion. At each noted level on the class table, he rolls the listed die to gain an ability from the Gift of the Cur table. The Cur may also choose to forego rolling for additional hit points to roll twice on the table.

GIFTS OF THE CUR
Roll Result Gift Granted
1 Feat: Skill Focus
2 Divine Health (see Paladin Class, PHB)
3 +1 to Attack rolls with Tool of the Trade
4 SR +5
5 Bonus Feat: select from Fighter list
6 Special Mount (see description in Paladin Class, PHB)
7 Sneak Attack +1d6
8 +1 to Damage rolls with Tool of the Trade
9 Battledancing +2
10 Evasion (see description in Rogue Class, PHB)
11 +1d10 to hit point total (plus any Con bonus)
12 Divine Grace bonus +1
13 Favoured Enemy +1 (see description in Ranger Class, PHB)
14 Sneak Attack +2d6
15 Bonus Feat: select from Fighter list
16 Base Speed +5
17 +2 to Attack rolls with Tool of the Trade
18 Damage Reduction 1/-
19 Battledancing +4
20 +2 to Damage rolls with Tool of the Trade
21 Sneak Attack +3d6
22 Divine Grace bonus +2
23 Choose any from table
24 +3 to Attack rolls with Tool of the Trade
25 Bonus Feat: select from Fighter or General lists
26 SR +10
27 Bonus Ability Point
28 Tool of the Trade is considered Keen
29 One additional attack per round at best value with Tool of the Trade
30 May choose another weapon in possession to be a Tool of the Trade (original looses all abilities)
BOLD: Gifts listed in bold are only available when using the chosen Tool of the Trade.
NB: All Gifts stack with each other and any previous class ability of the same type -- EXCEPT #6: Special Mount and #28: Weapon considered Keen.


        Cur's Right: At 7th level, once per week, the Cur may attempt to recall his Tool of the Trade weapon to his hand, by praying in silence and solitude for 1 hour/level. Any distraction requires a Concentration check and any failure to ignore the interruption negates the attempt. This recall works as a supernatural ability and will transport, divinely, the weapon from any distance, regardless of whether or not the Cur knows of its location. This ability does not work if the weapon is on another plane or is barred from retrieval by a Wish spell, or more powerful magics. Further, the Cur must sacrifice all XP gained from their current level, reducing them to only the amount of XP necessary to remain at that level. Any abuse of this ability may result in a fall from grace.

Hit Die: d10.

STARTING GEAR

One weapon of choice, which is entirely non-magical except that it counts as a Holy Weapon and is indestructable. (See Tool of the Trade, a Class Feature listed above)

NPC PROGRESSION

The following Feats and Ability Scores suggested for NPC curs in the order they are listed, to fulfill the standard character progression.
        Feats: (EDIT) Ride-by-Attack, Spirited Charge, Leadership, Improved Critical: Lance, Toughness, Great Fortitude.
        Ability Scores: Strength, Constitution, Str or Con, Charisma, Charisma.

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September 10, 2003. Copyright Angelo Barovier 1998-2004.