Author Topic: Prestige Classes Roleplaying Resources and Lore  (Read 19663 times)

Heretic

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Prestige Classes Roleplaying Resources and Lore
« on: February 07, 2007, 07:52:06 AM »
Below is a complete list of Prisoners of the Mist's available Prestige Classes, with information to be used as a resource for character development.

Supported Prestige Classes:

Unsupported Prestige Classes:
- Harper Scout: Non-existent organization in the Land Of Mists, thus unable for a character to progress and develop in it.
- Purple Dragon Knight: Non-existent organization in the Land Of Mists, thus unable for a character to progress and develop in it; also requires a mount which are currently disabled.



Sources: Ravenloft Dungeon Master guide, Dungeon Master Guide 3.5, Tome of Blood, Libris Mortis, The Quintessential Rogue, d20, Complete Warrior, Wizards of the Coast, DnD Wiki, Sword and Fist, Complete Divine, Player's guide to Faerun, Masters of the Wild, Tome of Magic.
« Last Edit: February 18, 2018, 05:41:32 PM by EO »

Heretic

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Guidelines and Tips
« Reply #1 on: February 07, 2007, 07:53:06 AM »
The PrC application is designed to make sure that applying players understand the class and how to roleplay it, as well as making sure it is a natural progression for their character. If, looking at the application, you find yourself honestly unsure of how to explain something, consider your roleplay and whether or not you need to find out more about the class in question, or continue your development.

The Community Council has attached an example of a successful PrC application below, in spoiler tags. This should be used as a tool and inspiration to help you write your own application, and give you some understanding of the expectations of the PrC application. Copies and plagiarism of the example application will be declined.



Character name:

Player account:

Forum account/name:

Other characters/accounts:

Alignment:

Class(es):

Desired Prestige Class:

Character Background (350 words):
- The history of your character: where they come from, and what they've done since arriving. Explain how your character has developed over the course of their time in the Land of Mists, and introduce them to members of the Council that haven't met the character in-game yet. While some experience in your background may be relevant to the training required to master your PrC, it is important to note that no training in your background at level two can justify mastering the PrC entirely.

Describe in your own words the class you are applying for (350 words):
- Explain the class as represented in lore, and where in this lore your character fits in, and what sets them apart from others (for example, in terms of alignment or training.) Exhibit an understanding of how to roleplay each of the class's abilities, and what the explanation is for having them in the first place. Take a look at our resources found in this thread, and use them as a starting line to look at whether or not you understand the basics of the class. Look elsewhere in the canon for further knowledge and inspiration.

What has your character done to achieve this prestige class and how will they roleplay mastering the new class? (300 words):
- Explain what you've done towards developing your character to the class. Training with other characters who have the class is not necessary, though it is recommended, as there must be some explanation of how your character acquired the knowledge, and some roleplay that demonstrates their efforts at working towards achieving it. Training, as well, doesn't stop at level 1: how will the character progress in their learning of the class if they do achieve it, each time they level up?
- Include screenshots, any relevant DM interactions, and the names of other PCs you've talked to and trained with, if you feel it will add to your application.
- Any training towards earning the class should be completed before the application has been sent in, not afterwards.

Why does your character want this PrC? (300 words):
- Achieving the PrC should be a logical progression of the character. Think of the character's understanding of the class IC, and of its strengths and weaknesses. What events have shaped their desire to try and achieve this class? Take a look back to the character's background, and the relevant history there. As well, how does this fit in with your character's goals and aims? Think about how this will help them towards achieving those ends, and how it will affect their life from then onwards.

Why do you, as a player, want this PrC? (300 words):
- Be honest. There is nothing wrong with wanting a powerful build or subrace, however, one of the purposes of the application process to prevent players from taking a PrC only for power. Council members will take into consideration any potential or prior OOC issues, such as a player having previous instances of griefing or violations of PvP guidelines.

Did you read and understand all of PotM's rules?

General Tips:
- The word limits attached to each question are guidelines only. Try to answer as succinctly as possible, while providing all detail you feel is relevant.
- Do answer each question in a distinct section, don't write it up as an essay.
- Do put large images in spoiler tags, or included simply as links.
- At the end of the application, do include extra information you think might be pertinent, that doesn't fit into any of the questions presented.
- The permissions can, and will, be stripped if abused or used to create a poor representation of the class.

Spoiler: show
Quote
Application for a Prestige Class:

Character name: Nielsine Roesdahl

Player account: emptyanima

Forum account/name: emptyanima

Other characters/accounts: SheWhoSlaysDragons: Daewyn Orle’valsa, Edith Farthingale, and many, many more...

Alignment: CN

Classes: Fighter/Rogue

Desired Prestige Class: Weaponmaster (Favoured Weapon: Rapier)

Character Background: Twenty-two years ago, Nielsine (named after the eldest of the Three Sisters) was born in Abora, Nova Vaasa. Her family had made their fortune trading across the seas with Darkon, which bought her a life of comfort and security unknown to most of Nova Vaasa’s citizens. As an only child, Nielsine’s father raised her as he would have done a son, teaching her to ride (properly, rather than side-saddle), as well as some swordplay. However, as she grew older, she did not mature in the way he had hoped, and refused to put away the boyish things she had been taught. Her rage and stubborn nature led her father to compare her to the Vindhåre, a breed of Vaasi horse that is known for its speed and fierce temper.

Unbeknownst to Nielsine or her father, however, was that in fact, Nielsine was not truly her father’s daughter. While he was at sea, Nielsine’s mother had an affair with one of their Darkonese trading partners, and fell pregnant. As such, Nielsine is something of a Bastard Bastard (while this trope is usually subverted today, I felt it fitting to play with for this character). Enraged by his daughter’s inability to set aside the joys of her youth, her father sought to push responsibility over her onto another man, in marriage (the very man who actually fathered her, no less). Sickened by the idea of being ‘saddled’ by a husband (thus losing everything she found joy in and being made a housewife), she ran away from her home upon her Vindhåre, Angsar. Reaching the border with Hazlan, where the foreboding Skyggeskøv Forest lay, Angsar refused to press on. Tearfully, Nielsine removed Angsar’s tack, threw it aside, and set him loose into the Vaasi plains, knowing that it would be cruel to deny her friend his freedom while she claimed hers. While crossing through the misty forest, she spotted a dark figure on the path. Drawing closer to investigate, she was struck, lost consciousness, and woke in Barovia.

Describe in your own words the class you are applying for: The weaponmaster is one who has reached the pinnacle of expertise with their chosen weapon, beyond that of a usual combatant. Their power does not stem from raw brute strength, but from a high level of training, ultimately in a transition from weapon-wielder to true weapon. In many ways, the weaponmaster is closer to a monk than a fighter; their bond with their weapon is nigh-spiritual. Some weaponmasters refer to the unparalleled connection to their chosen weapon, the source of their abilities, as ‘ki’, though not all use this term. Their ultimate goal is to become so skilled with their chosen weapon that it becomes an extension of them, and they of it. This knitting together of weapon and weaponmaster requires a high level of dedication, discipline and dexterity. They must be as capable of blocking, parrying and dodging blows as they are of dealing them (and when they do, they are devastating).

This class raises a number of interesting RP points in its premise-- to what extent can one truly ‘become’ a weapon? Can the weaponmaster hold strong convictions, or does this only serve to separate them from true ‘oneness’ with their weapon of choice? The high feat cost to qualify for the class (especially compared with classes such as Arcane Archer or Red Dragon Disciple, which have comparatively simple requirements) reflects the level of dedication required, resulting in very nuanced, deep roleplay possibilities.

What has your character done to achieve this prestige class and how will they roleplay mastering the new class?

Nielsine has undergone intense training with Magda, weaponmaster of the rapier. She took Nielsine back to the basics of swordplay-- by unlearning the methods she was taught by her father, ones which valued showmanship over survival, Magda sought to distance her from her old life, and to train her in the Borcan style which she employs. Once she had built this new foundation, Magda had Nielsine spar with Temperance Levasseur. Nielsine lost the first spar, but driven by her anger and bastard’s streak, she demanded a second try. She was moments from sending Temperance tumbling into the sand when Magda stopped the fight and asked Nielsine what she had done differently. Nielsine replied that she had switched more swiftly between offensive and defensive stances, and had also been incensed by her rage. Magda offered no praise for this, instead having Nielsine challenge her tutor again. She was told to try to survive, but did not last long against the skilled weaponmaster. With this failure, Magda was quick to put her down. This was a theme that continued. Whether during her training, or while employing Nielsine in hard, back-breaking labour in gathering ore for her blacksmithing, she continued to mock and belittle her, while giving little, muted praise. At last, infuriated and exhausted, Nielsine snapped. She wrestled with Magda (verbally and physically) over her treatment, and asked why her teacher was hell-bent on tearing her apart when she had come to improve. Magda answered by pointing to the smelter and asking if Nielsine knew how it worked. Then the realisation came-- Nielsine had been seeking the same goal as Magda; to become the blade. However, due to her station of privilege and her own pride, she had begun with a poor foundation. As such, Magda required her to be torn down (essentially, to kill her old self) so that she could be reforged as a better blade. Nielsine immediately took this to heart, making a mixture of black dye and cropping her hair with the new blade Magda made for her, as a way to distance herself at once from her old life. The focus turned to sharpening her mind sufficiently to increase her survivability against the Barovian swordswoman. As Netanare, Magda's blade, is an extension of her, prevailing against its mind-affecting enchantments proved the best test of her dedication.

Upon attaining the class, Nielsine will take it to be a successful reforging. She will see it as her lessons, toil and pain coming to fruition. She is currently wrestling with her faith, as she tries to determine whether it is a relic of her old life, or if it contributes to the weapon she wants to become. She will likely abandon her faith in the Lawgiver, as it is a religion that relies on birth rather than work, and it shall be obsolete to her.

Screenshots of her training can be found here. A biography entry detailing the beginning of her metamorphosis can be found here.

Why does your character want this PrC?

Nielsine wants to become a weaponmaster of the rapier because it will validate the decision she made to leave her old life. She desires respect that she has earned, rather than respect because of her station or birth (something which is prevalent in the two-class system of Nova Vaasa, particularly as it is in the clutches of the Lawgiver church). She has poured blood, sweat and tears into her pursuit of the rapier, and to see this toil bear fruit is something that she desires more than anything.

She also desires it because it will be a milestone in her transition between her old life and the new. By changing her appearance (dyeing her hair and cutting it short) she has begun to create herself in a new image. By attaining this martial prowess, and forging this spiritual bond with her weapon, she will have fully cast off the self-congratulatory, showy and shallow swordplay of upper class duelists, and instead will have embraced the visceral, vital essence of fighting to survive on her own merits.

Why do you, as a player, want this PrC?

I would like this prestige class for a number of reasons. I feel it is a natural (if hard-fought) progression of Nielsine’s arc. I have deeply enjoyed all of the roleplay surrounding the prestige class thus far, as it raises key, character-changing questions. The parallels it has with roleplaying a monk is something that I also enjoy. The facets of roleplay and potential avenues it opens up are very exciting to me. In addition, I love taking on a helpful role in the playerbase, so to be able to train others in the prestige class (Nielsine’s interactions with Magda have been among my favourite during my playtime on this server; their tough teacher/student dynamic is very different to anything I have explored thus far and I am having a lot of fun with it) is something I would greatly enjoy.

Additionally, I am intrigued by the idea of playing a character with a defining trait of being able in combat. This is not something I am used to (my characters usually fill auxiliary roles in a party, and in the past, my martial characters have not been overly effective), and is a facet of roleplay I would love to experience.
 
Did you read and understand all of PotM's rules?

Yes!
« Last Edit: March 14, 2017, 05:55:23 PM by brimstonebane »

Heretic

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Arcane Archer
« Reply #2 on: February 07, 2007, 07:53:37 AM »
Arcane Archer



Master of the elven warbans, the Arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain reknown throughout entire kindoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

Fighters, rangers, paladins and barbarians become arcane crchers to add little magic to their combat abilities. Conversely, wizards and sorcerers may take this Prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues and bards rarely become arcane archers.

Npc arcane archers oftren lead units of normal archers or form small elite units formed entirely of Arcane archers


Arcane archers are unsurprisingly and exceedingly rare in the human-dominated Land of Mists. Most arcane archers serve as respected guardians for the elven cities of Sithicus or northeastern Darkon.

 :arrow: Altered class features

-Imbue arrow: all spells imbued into arrows must follow the guidelines for altered magic in Ravenloft

-Arrow of death: creatures immune to attacks requiring Fortitude saves (such as constructs and undead) cannot be slain by the enchantment of an arrow of death, but they do suffer standard damage.



Source: Dungeon master v.3.5 p 176, Ravenloft Dungeon master guide p.107
« Last Edit: February 07, 2007, 09:38:32 AM by Eraldur »

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Assassin
« Reply #3 on: February 07, 2007, 07:54:54 AM »
Assassin




In the criminal underworld, the Assassin is a deadly tool that strikes with the precision of a scalpel, neatly slicing away a troublesome rival or rabble-rousing, ambitious underling. The classical assassin is silent, highly accomplished killer. He strikes in cold blood, his ethics and morality as easily bought and sold as his loyalty.

Adventuring: No assassin springs onto the scene fully trained in the art of murder, his combat skills honed to a razor sharp edge. Many begin as simple thugs who manage to pick up a  few tricks here and there. Others begin as adventurers, testing themselves against monsters, traps, and other hazards in order to prepare themselves for their chosen vocation.

More see adventure as simply another opportunity to accumulate wealth - after all, most assassins work not for a love of killing but because of the tremendous fees their unique skill demand. Some rare assassins adventure as a cover for their assigments. A killer hired to take out an orc warlord may ally with a band of heroic paladins, using them as unwitting bodyguards and helpers to fulfill his contract.


Roleplaying: Killing for money is inherently an evil act, and while an assassin does not have to be murderous, unstable psychotic, it's the rare assassin that does not have a strong, greedy, self-centered steak. Assassins tend to look at people as things, rather than individuals. Their work requires a certain detachment from others. The assassin is a murderer, an important distinction from the heroic paladin who slays an evil preist or the fighter who rides to war in his liege's name. He kills not for the ideals or a belief but for his own gain. Thus, assassins are often cold, detached and calculating. They are liable to look at others purely in terms of their value as allies and only rarely develop true friendships.

The assassin focuses fighting skills to a greater extent than the typical Rogue. Weapons are the tools of his trade and he must be adept at their use in order to fulfill his foul vocation.

The assassin also has a knowledge of use Poisons as class skill, suggesting he must have a certain knowledge of alchemy and poisons. His Death attack deals an extra damage to humanoid creatures and can paralyze their targets as the assassin studies humanoid anatomy in order to learn its weaknesses.

Assassins, sadly, Ravenloft is home to more than its fair share of assassins. These silent killers are thought to be especially prevalent in the upper ranks of the Kargat, Darkon's secret police. In Rokushima Taiyoo, the four shujin all keep assassins (called ninja) in their employ. Many assassins in Ravenloft have failed one or more powers checks, making them all the more unpredictable and dangerous.

 :arrow: Altered class features

-Prerequisite: In order to qualify for the assassin prestige class, the character must successfully execute a contracted assassination.

-Note: Killing a victim solely for prestige is a particularly vile act; increase the chance for failing the powers check for this murder in half (the premeditated murder of a good NPC would thus carry a 9% chance of failure).

-Spells: some spells function differently in Ravenloft.



-----------------------



Here is also additional read for the Assassin from the Wiki

- It also suggests the prospect assassins must have a certain knowledge of alchemy, poisons, human anatomy to excell in this class.

- Their spell casting abilities suggests the Assassin must ensure some sort of training to accomplish himself/herself as a lethal killer, a certain form of "arcane" study that is focused on their "killing art" as thei spell effects are generally those that make it easier to approach or kill a target, or those that aid the assassin's escape if discovered. Organizations exist in Barovia that could "teach" this to PC characters such as the Ba'al Verzi, however I can also see this class as self-learned throughout character development, depending on the concept and as long as you weren't an assassin prior your entrance to the Mists and that -strong- character development happened to your character leading him to that path.

From Fraternity Of the Shadows: ORGANISATION ENGAGED IN ASSASSINATIONS IN THE MISTS

 

-Ba’al Verzi, guild based in Barovia, members are ethnic Baloks and most are also nosferatu vampires, 5 full-fledged members at present, led by Nicu Moldonesti (nosferatu vampire Ari1/Rog6/Asn6 CE), historically the most infamous, feared and secretive assassins in the Land of the Mists, and this despite rarely striking outside of Barovia, Borca or Invidia, the contemporary reputation is owed in part to other guilds sometimes fabricating evidence against them to mislead investigators;

-Red Vardo Traders, organisation based in Krezk and willing to operate (for a price) throughout the Land of the Mists, members tend to be ethnic Baloks, led by Jacqueline Montarri (Rog8 or varies with head NE), 1 assassin is on staff and Montarri keeps at least one assassin’s head that she can don, the organisation will not turn away a customer ready to pay an exorbitant price for someone’s murder but will offer the victim the chance to meet that price;

-The Gundarakite rebels, resistance movement based in eastern Invidia and western Barovia, members are ethnic Gundarakites, they include 2 aged assassins from the old regime coaxed out of retirement to train a new generation, nominally commanded by Ardonk Szerieza (Com2/Ftr4/Rog4 N), secretive and cellular organisation that is happy to contemplate the murder of any Barovian whose death would materially, strategically or symbolically advance their cause;

-Nachte Naakter, little known guild within the Land of the Mists, members are Vistani of the Corvana tribe, the number of full-fledged members is unknown, although anyone successfully seeking out the Corvana with assassination as the purpose will find a member to contract with, the guild is a loose fraternity with no leader and no purpose beyond keeping the art that it practices alive among the Corvana, among the knowing few it is said that no Corvana assassin, having escaped the scene of the crime, has ever been caught;

-Kargat, secret police and intelligence service of Darkon numbering 200 members, up to half of who may be stationed abroad, 20 mid- and high-level members, mostly lycanthropes and undead, are assassins, Martira Bay faction and overall organisation led by Lady Kazandra (vampire Rog5/Asn3 LE), Karg faction led by Venrith Chole (ghost werewolf Rog6/Asn6 LE), and Corvia faction, which is gradually crumbling into disarray, led by the paranoid Beryl Silvertresss (vampire Ftr5/Ari5 NE), secretive and cellular organisation that never engages in contracted assassinations in its own name but from time to time may create fronts that do, accepting only those contracts consistent with the will of one or more of its leaders and not inconsistent with the commands of Azalin Rex;

-The Ministry of Intelligence (Falkovnia), based in Lekar and operating in the nations immediately surrounding Falkovnia and also in Invidia too, members are ethnic Falkovnians, the number of trained assassins is 7 at present with at least one on loan to Invidia at any time, directed by the Minister of Intelligence Falkfuhrer Calons Weir (LE), anyone so foolish as to approach the ministry to contract an assassination ends up, at best, impaled upon a stake;

-Lustmorde, a highly secretive, loosely associated fraternity of sadistic murderers with Morfenzi lying at the centre of their Falkovnian wide activity, members are ethnic Falkovnians, 3 are trained assassins and 1 still holds his position as an assassin employed by the Ministry of Intelligence, initiation is by a tenebris identifying itself as the Second (or Deeper) Shadow of Death;

-The (Night) Talons, highly secretive guild based in Lekar, members are liberated calibans and demihumans, 6 full-fledged members at present, led by the anonymous No One (elf Rng2/Rog3/Asn5/Shd4 NE), members delight in taking Falkovnian coin to take Falkovnian lives, they can be counted on to not betray the efforts of others to liberate their kin but little more, they do not seek the assassination of the Kingfuhrer as they believe that his replacement would be no less bigoted and all the more dangerous to them;

-Le coeur empalé, secretive guild based in Pont-au-Museau and operating in Richemulot and Dementlieu members are human female entertainers inflicted with lycanthropy by Jacqueline Renier herself, 6 full-fledged members at present, led by Elena Lafontaine (Brd6/Asn5 NE), they will contract for the life of any male, or for twice the price female, but only with the permission of the lord of Richemulot when the individual is of consequence.

-Les frères de mort, highly secretive guild based in Richemulot, members are freelance assassins who met untimely ends, were reanimated as constructs by Azalin in “an act of kindness” with an eye to eventually using them to penetrate the Death Shroud, and were subtly pushed together in Pont-au-Meseau that they might be tested, they number 6 currently, guided and brought back from destruction as need be by Ladislas Sintesti (construct Nec12 CE), they are equally willing to kill man, beast and man-beast, but are very conscious, indeed paranoid, about unwittingly creating patterns that might establish their existence and lead to their permanent destruction.

-Vexjensi, gang often based in La maison des sages, although equally at home in the environs of Aerie or Sturben and sometimes sheltering at the La Sanctuaire de la Dame Oublié, it operates in Richemulot, southern Falkovnia, and north west and north central Borca, members are Richemuloise, Falkovnian or Borcan, 2 are assassins, led by the Black (darkling (Corvana tribe)Rog5/Rng4/Asn3 CE), will gladly accept to perform any crime whatsoever for a not unreasonable price, but woe to anyone who attempts, or is perceived to attempt, a doublecross.

-The League of Nine, elusive and mysterious guild based in Borca, members are in fact apothecaries from leading families, they are 9 in number, led by Lorzen Olszanik (Rog5/CPo3/Asn3 NE), the guild may be appealed to right wrongs, which it does according to the advancement of its own pretensions to importance and power and in return for which it issues a bill;

-The Gelders, well known guild based in Nova Vaasa but willing to strike into Hazlan and Tepest, members are ethnic Vaasi, the number of full-fledged members is 6, openly led by Marguerite Vistins (Ari1/Rng6/Asn6 LE), the guild is a self-appointed guardian of Nova Vaasan interests, believed to enjoy the favour of Prince Othmar Bolshnik, widely known for maiming before murdering those involved in exporting from Nova Vaasa ungelded horses or the training techniques necessary to develop their full potential, but will accept any contract not prejudicial to the economy, culture, religion and state of Nova Vaasa, Malken has a well placed spy within the organisation and manipulates it as necessary;

-Afrbrand, secretive guild based in Toyalis, members are ethnic Mulans, 4 full-fledged members at present, led by Preben Valsisk (Mnk6/Asn3 LE), a guild born from the recent wreck of its predecessor and sworn to put the Rashemani back in their place and, in particular, to kill Eleni of Toyalis, it will enter into contracts on the lives of non-Mulan, most gladly those of Rashemani and of Mulans fraternising with Rashemani, the Iron Inquisition maintains a tenuous and deniable influence upon it as a tool for shaping secular events;

-Garras, highly secretive guild within the Lands of the Mists, members are Paka, the number of full-fledged members is but a handful at most, the guild is a loose fraternity with no leader, it rarely engages in contracted assassinations, existing rather to keep the assassin’s art alive among the Paka as a powerful instrument of vengeance;

-Lee-due anvo, guild based in the Shadow Rift and an open secret there, members are 3 powries, 1 sith and 1 teg, led by the powrie leader Malinda (Asn 8 CE), all members command at least one changeling, the guild rarely engages in contracted assassinations, existing for the pleasure of its members, to enforce the will of the Unseelie Court, and to ensure the safety of the Arak generally.



Sources: The Quintessential Rogue, d20.org, Wikipedia, Ravenloft Dungeon Master guide p.107, Fraternity of the Shadows
« Last Edit: June 09, 2017, 11:59:19 PM by brimstonebane »

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Blackguard
« Reply #4 on: February 07, 2007, 07:55:32 AM »
Blackguard



The Blackguard epitomizes evil he is nothing short of a mortal fiend. The quintessential black knight, this villain carrries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark dieties, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature.

The blackguard has many options available to him- sending forth dark minions and servants to do his bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand his way. Fighters, ex-paladins, rangers, monks, druids and barbarians make for indomitable combat oriented blackguards, while rogues and bards who become blackguards are likely to stress the subtle aspects of their abilities and spells, Sorcerers, wizards and clerics who become blackguards are sometimes called diabolists and favour dealing with fiends even more than other blackguards do.

As NPC's Blackguards usually lead legions of undead, evil outsiders or other monsters to conquer their own doomed demesne or expand their existing territory. Sometimes they serve more powerful evil characters as dark lieutenants. On occasion they operate alone as hired killers or wandering purveyors of ill destruction and chaos.


Blackguards are thankfully rare even in the Realm of Dread. Most blackguards, particularly those who were once paladins, quickly come to the attention of the Dark Powers and are sealed away in their own domains. Lady Elena Faith-hold of Nidala is Ravenloft's most notorious example of these fallen souls.


 :arrow: Altered class features:

-Requirements: The Dark Powers pay special attention to paladins who fall from grace and remain unrepentant in their sins. Ex-paladins who have failed at least one powers check can become blackguards much more easily than members of any other class. In effect, the Dark Powers remove all obstacles from the fallen paladin's descent into darkness.

-Detect Good: no mortal magic can detect alignment in the Realm of Dread. In Ravenloft, this ability usually duplicates the effects of the spell detect law. Many blackguards have failed multiple powers checks; if so, the Dark Powers may replace this ability with some twisted equivalent. Elena Faith-hold believes she can detect evil when, in fact, she detects any strong emotion directed at her.

-Poison Use: it is possible for an ex-paladin in Ravenloft to become a blackguard without consciously knowing it, as with Elena Faith-hold, who still believes she is a true paladin. "Unwitting" blackguards are not skilled in the use of poison. When a blackguard accepts her true status, however, she gains this ability as normal.

-Spells: some spells function differently in Ravenloft

-Command Undead: This ability is altered in Ravenloft

-Fiendish Servant: a blackguard's fiendish servant is a dread companion (even if it were not, however, its behavior would hardly be less sinister)


Sources: Wikipedia, d20.org, Dungeon master guide, p.181, Ravenloft - Dungeon Master guide p. 197,198
« Last Edit: February 07, 2007, 09:39:18 AM by Eraldur »

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Divine Champion
« Reply #5 on: February 07, 2007, 07:56:08 AM »
Divine Champion



A divine champion is the strong right arm of her deity. She serves as guardian of holy sites, a protector of pilgrims and a leader of crusades. Though Paladins fill these roles in many good-aligned churches, a divine champion can take up the banner of any deity, regardless of the alignment or ethos. Rivalries between divine champions of opposing faiths have been the stuff of legends told by bards for centuries. These holy warriors are loved by their patron's worshipers and hated by the church's enemies in equal measure.

Most divine champions come from a combat or military background. Barbarians, fighters, paladins and rangers are the most common candidates, though monks, clerics and the more militant druids frequently pursue this path as well. Many divine champions of evil gods are also blackguards, and divine champions of all alignments often have levels in prestige classes unique to their churches. Bards, rogues, sorcerers and wizards rarely become divine champions unless they are unusually militant.

To qualify as Divine champion one must fulfill all the following criteria.

Base attack bonus: +7
Feat: Weapon focus (Deity's favored weapon)
Patron deity: A divine champion must have a patron deity, and it must be the one he serves as divine champion.


Sources: D&d 3.5 FR Players guide to Faerun p.49
« Last Edit: January 27, 2017, 06:01:56 PM by Bastellus »

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Dwarven defender
« Reply #6 on: February 07, 2007, 07:56:56 AM »
Dwarven Defender



The defender is a sponsored champion of dwarven cause, a dwarf aristocrat, a dwarven deity or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is far better than 10 foot thick wall of stone and much more dangerous.

Most dwarven defenders are fighters, paladins, rangers or clerics, although ex-barbarians, sorcerers, wizards and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to the fullest.

NPC dwarven defenders are usually soldiers in a dwarven citadel, segregated into their own units separate from regular warriors or fighters. Occasionally a lone, wandering dwarven defender can be encountered on some mission, although he usually guards his words so losely that it's difficult to learn what his quest actually entails.


Dwarven Defender, even less common than the arcane archer, dwarven defenders are rarely seen beyond Darkon's Mountains of Misery, where they typically serve as elite guards in dwarven strongholds. Dwarven defenders encountered elsewhere in Ravenloft are usually Darkonian traveling abroad to complete specific missions.

 :arrow: Altered class features

 none


Source: Dungeon master guide 3.5 p.186, Ravenloft Dungeon Master guide p.108
« Last Edit: February 07, 2007, 09:40:08 AM by Eraldur »

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Pale Master
« Reply #7 on: February 07, 2007, 07:58:39 AM »
Pale Master



Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Sorcerers and Wizards make powerful pale masters. Additional spellcasting ability is sacrificed for a stronger melee presence.

Deathless mastery : The Roleplay of an important feat.

At level 10, a pale master gains the Deathless Mastery feat.

- In Tome and Blood: "His body becomes partly mummified, and he is no longer subject to critical hits."
- In Libris Mortis: "His body becomes partly mummified (though he is not truly undead), and he becomes immune to [long list - not gained in NWN]. He still needs to breathe, eat, and sleep as normal for his type, and he still ages normally."

Thus by being "partly mummified," he still needs to breathe and eat. Mummification involves the removal of organs, but breathing and eating require several organs, if not all.

Basically, the pale master is a necromancer that gives parts of their living body up for undead augmentations. For example, the natural AC bonus that the class gets is thier skin turning hard and bony. As they gain levels, they look more and more like the undead that they control. In Tome and Blood actually said that at level 10, most onlookers confuse the Pale Master for an undead.

- Palemaster isn't simply mastery of the undead, it is breaking the bounds between life and death, it's in a sense, a loss of vitality, not related to the desire to control and create undeath necromancers have.

- The Palemaster is also striving to serve the existance he previously knew in reshaping his body as he sees fit, to resemble undeath (The undead graft, and the vital changes necessary for the immunities that he gains).  Likewise, these changes increase his link to the undeath.  Whereas a necromancer would force undeath to do his bidding through spells and the like, a Palemaster differs by being able to use his growing link with the undead to coax them into doing what he wishes.  Breaking the boundaries that people usually think exist between undeath and life.

A good aproach I've read might be self-mummification. Here is a caricaturization. (Mind you, this is a subjective view, but an interesting aproach, give it a magical twist, dismiss it, but if it can help to give you a guideline; as long you keep in mind that the Palemaster wishes to defy/shape Death, to twist his own self to ressemble it by "experimenting" on his body)

-First, the pale master makes a cut in the left side of the body and removes all of the internal organs. It is important to be well-rested and nourished before beginning the ritual.
-Second, the liver, lungs, stomach, heart and intestines are washed and packed in salt, which will dry them out.
-Third, the pale master stuffs his empty body with salt and waits for it to dry for at least 12 hours, preferably in a dry area with an abundance of negative energy.
-Fourth, after sufficient time drying, the body is washed with water, then covered with oils to help the skin stay elastic.
-Fifth, the dehydrated internal organs are returned to the body and reconnected with one another. The other organs are discarded. The remainder of the body is stuffed with dry materials such as sawdust, leaves and any linen used during the embalming process.
-Finally, the body is covered again with good-smelling oils.


In essence: taken out, semi-mummified, returned (and also reconnected). Still magically working (Organs) and are required (since the pale master isn't really undead and can breathe, eat, ect).

Keep in mind that not all mummification is done through the old Eygptian techniques. There is also natural mummification, where a corpse becomes dessicated and somewhat preserved. It's conceivable that a Pale master's body could become much drier. Picture the skin becoming leathery and creased, the eyes sinking a bit, the lips drawing back a little to expose the teeth more. Finger and toe nails would appear longer as the skin retracts, cheeks would appear a little sunken. Losing all that moisture, they'd be much leaner looking, and might actually fit the phrase, "Death warmed over."

About the dead and controlling the dead:

Animate/Create spells make a dead body into an undead creature. At some point in casting this spell, a corpse becomes undead. Whether that happens at a distant and it's summoned to you, or whether you're carrying part or all of the corpse to be animated on you is up to you.

Summon Undead abilities are summon abilities. This represents a pale master's connection with undeath, and allows him to call his undead buddies to his aid. Like summon creature spells, they don't make the creature, just call it to your location and bind it to your will.

Sources: Libris Mortis, Tome of Blood.
« Last Edit: February 07, 2007, 09:56:11 AM by Eraldur »

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Dragon Disciple
« Reply #8 on: February 07, 2007, 07:59:01 AM »
Dragon Disciple



A dragon disciple is different. He always suspected, but the flying dreams confirmed it. The experience is so vivid and real that other dreams are dusty by the earth, the dreamer exults in his beautifully scaled wings pulling him to smell, hear and see with a terrible clarity no mere human can ever really comprehend. A volatile power burns in his lungs, a potency he knows he could unleash witha mere breath. It's almost draconic.

It is known that certain powerful dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union and every child of that child unto the thousandth generaton claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occassionally credit their powers to draconic heritage. For some, however, dragron blood beckons irresistibly. First come the dreams. Many dismiss them as nothing more than wish fullfillment (Or even nightmares) and that's the end of it. But a few emcrace the dreams, recognizing their allure as a promise. These become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.

Dragon disciples prefer a life of exploration to a clois tered existance. Most are sorcerers, but bards sometimes follow the path. Already adept at magic, many pursue adventure, specially if it furthers their goal of finding out more about their draconic heritage. All dragon disciples are drawn to areas known to harbor dragons.

Hit die increase: As a dragom disciple gains levels in his PrC, his dragon nature expresses itself more.

Natural armor: At 1st, 5th and 8th level, a dragron disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible at first, but becoming more noticeable at higher levels. This provides increasing natural armor bonuses to his base armor class. As his skin thickens, the dragon disciple takes on more and more of his progenitor's physical aspect.

At 9th level they grow wings.

Dragon apotheosis: At 10th level the dragron disciple fully realizes his draconic heritage.

Dragon Disciple:This prestige class does not exist in Ravenloft, as the background that would make it viable is incompatable with the world (i.e. only outlanders can take this class).


Tome and blood, DnD
« Last Edit: January 27, 2018, 08:06:38 PM by EO »

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Shadowdancer
« Reply #9 on: February 07, 2007, 08:02:53 AM »
Shadowdancer



Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Many use their abilities to infiltrate past defenses and dupe others. Any class can become a Shadowdancer, often rogues, rangers or bards make the best of them.

Despite their link with the shadows and trickery; Shadowdancers are as often good as evil. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and duper others. All shadowdancer troupes maintain an aura of mystery among the common folk, who never know whether to think well or ill of them.

Not all who manipulate shadow do so through intense study and arcane formulae. A rare few grow so close to darkness, they brush the edges of shadow on an instinctive level. Shadowdancers pierce the borders of the Plane of Shadow when the make use of their abilities, even if most remain ignorant of that fact. To date, shadow magic casters have been unable to determine what it is about shadowdancers that grants them this innate link to shadow, but it is an area of intense study and debate whitin their various societies and organizations.

HiPS => Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind.

Other definitions/beliefs and visions in regards of HiPS:  If you cast a light spell on someone, that is a twenty-foot radius of light. That means there won't be shadows there. Ten feet is quite a distance. That means that if you are next to someone with a fifteen-foot light radius, you wouldn't be able to use the ability, or if you had a 10-foot light radius item you wouldn't be able to use it either. In short some believe, there's no way you could use this while meleeing somoene with a ''light radius item'' - he glows too bright voiding any shadow.

Main Peeves in regards of Shadowdancer: What people are getting tired of is otherwise seemingly normal people, suddenly disappearing and reappearing in plain sight in broad daylight without the slightest hint of how they did it - no mention of a shadows, no emotes, no facination with the dark, shadows - no thought at all into why they have taken this class. In other words, what people in general seem to loathe is the ''HiPs'ing spamin'. These are peeves going beyond one's opinion, but are subject of discussion in every single PW forums  some come across; its important to be aware of them.

Misconceptions and clarifications: Being a Shadowdancer has nothing to do with being a rogue - often believed or played as such,  any class can become a SD-  some are just much better at it than others. Rogues, rangers, and bards are the best at it, but a palemaster could become one pretty easily too, and likewise wizards/sorcerers could as well. Classes totally uninvolved with stealth could spend those cross-class skill points and become one.  A Shadow Dancer is not just someone with the supernatural ability of Hide in Plain Sight - he/she has a certain attachment to shadows - basically that's where their power comes from - Shadow Plane.

Being an SD is not a natural extension of being a rogue nor really being good at 'sneaking' - it is something else.

1) You're supposed to need shadows to hide in. Some believe it shouldn't even be possible to use the ability if you have any items that shed light, or are around someone who is shedding too much light.

2) Shadowdancers are supposed to have some special connection to shadows. It goes beyond just hiding in them all the time. The Hide in Plain Sight ability is a supernatural one - a magical one, due to your connection with shadow plane.

:arrow: To be or not to be a Shadowdancer: How to become one.

This is subject to a lot of controversy, although, there seems to be a solid consensus; one just 'doesn't' become one by 'sneaking' constantly all the time. It goes beyond that, some claim it is mentored and in -very- rare cases 'self-learned' through magical studies, Shadowdancers often learn their art by someone teaching them. Wheter you take this aproach or not, is entirely up to you, one thing you should retain however, its the fact that it is NOT an extention of being a ''Good rogue that sneaks well'' but rather a class with its lifestyle of its own where there is a strong connection to the Shadow Plane.

The Shadow Plane: The Plane of Shadow

The plane of shadows neighbors and overlaps the material plane, and many of the other as well. It is a dark, twisted reflection of the real world, made all the more alien by its nagging similarities. Color is faded memory, bleached from the world and replaced by shades of gray. The sky is an endless vault of black, with neither sun nor stars to break the gloom. Emotions are as muted as colors, love and hate, joy and sorrow, mirth and mouring are all less potent, less expressive. Only true needs, hunger, thirst, exhaustion and pain, remain undiminished. Bring all the light you like, it will not shine half so brightly as it does in the darkes night of your own world.

The plane of shadow is the litteral shadow of the material plane, cast not by any light, but by the mystical energies that hold creation together. The domain conrains twisted reflections of everything that exists in the physical realm. Mountains rise from the earth, but they are perverse and foreboding, Structures stand clustered into communities, but they are warped and often worn.

It is only natural to consider the Plane of Shadow lesser than the material plane. After all, it is merely a reflection of "true" existence, a shadow distorted by the angle of the light and the movements of the world. It is simple image without substance. A rare few understand a deeper truth, however. Shadow is sculpted in the endless darkness. Carved from the only force that is truly eternal, it has a greater meaning, anda  greater existence, than the physical world itself. Rather than the plane of shadow poorly reflecting the materal plane, the plane of light and substance in the ephemeral reflection of all encompassing shadow.

Shadowdancers in Ravenloft often work as spies or assassins. Having tied themselves so closely to the dangerous Plane of Shadow, most shadowdancers have a reputation for insanity or recklessness and are seldom trusted even by their masters. Shadowdancers are rumored to be relatively common among the Arak, however.

 :arrow: Altered class features

-Summon shadow: if a shadowdancer dies, any shadow she has summoned immediately becomes chaotic evil. These shadows are under the control of the slain shadowdancer's shadow (see below).

-Death's Shadow: when a shadowdancer dies, within 1d4 rounds her shadow animates as a chaotic evil shadow with Hit Dice equal to the shadowdancer's level. The character cannot be raised or otherwise restored to life until the shadow has been destroyed.


To note: In PoTM, make sure you have this PrC as being part of your in game character development, like any other PrC's, they must be learned in game, a bad example of a PrC application for this class would be to state your character learned the Class in your character background, or that he was a Shadowdancer and lost his powers to regain them later. The most plausible way to learn or become a Shadowdancer is by being mentored by one in game, or by requesting mentorship quest via a DM quest/event or via secret societies.


Sources: Dungeon Master guide p. 194, 195, Ravenloft Dungeon Master guide p.109, 110, Tome of Magic p.110
« Last Edit: March 05, 2007, 05:51:44 AM by Eraldur »

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Shifter
« Reply #10 on: February 07, 2007, 08:03:27 AM »
Shifter



The shifter has no form that she calls her own. Instead, she clothes herself in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to her true self through all her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her.

It is the inner strength of that soul that enables her to take on any shape and remain herself within. At first, the shifter can risk only humanoid forms and familiar animal shapes. As she grows more comfortable with her own true shapelessness, however, she can assume more outlandish forms. Eventually, she knows herself so well that she feels just as comfortable in the shape of a completely different creature type as she does in her own. At that point, her past-even her racebecomes irrelevant, since external form no longer matters to her.

The shifter's path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more of it. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a terrible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape after another, never realizing that they actually face a single, formless enemy.

Hit Die: d8.


Greater Wild Shape (Sp): Beginning at 1st level, the shifter can take the form ofanother creature. Greater wild shape works like wild shape, with the following exceptions. As she rises in level, the shifter gains the ability to assume the forms of creatures with types other than animal, though she cannot choose a form that normally has more Hit Dice than she herself does. She can designate at the time of the change which pieces of her equipment meld into her new form and which do not. Nonmelded equipment alters its size to match that ofher new form, but retains its functionality.

The shifter cannot, however, use any equipment unless she has either an appropriate appendage or a magical means of compensating for the lack of one. Any piece of equipment that is separated from her reverts to its original form.

At 1st level, the shifter is limited to humanoid forms of Small and Medium-size. Thereafter, she can use greater wild shape two more times per day for every two shifter levels she gains, and her range of available creature sizes and types increases[...]

When she gains the ability to adopt an undead shape at 8th level, she may become incorporeal if she chooses the form of a creature with that subtype.

If the shifter already has the wild shape ability from another class, she may convert her uses per day of wild shape to uses per day of greater wild shape on a one-for-one basis. She may also mix and match the benefits of the two abilities as desired to gain the
maximum advantage for any daily use. Thus, a druid shifter has up to four uses per day ofgreater wild shape, and she could use the ability to become a Large humanoid (because an 8th-level druid can become a Large creature and a 1st-level shifter can adopt the form of a humanoid).

Supernatural Ease: At 6th level, the character's greater wild shape ability becomes supernatural rather than spell-like. It still requires a standard action and can be suppressed in an antimagic field, but its use no longer provokes attacks of opportunity and never requires a Concentration check.

Evershifting Form: At 10th level, the shifter has reached the pinnacle of her shapechanging abilities. From this point on, she can use greater wild shape once per round, as a move-equivalent action, as many times per day as she wishes. Her type changes to shapechanger for determining what effects and items can affect her, and she gains darkvision (60 feet), which remains in effect regardless of her form. In addition, the shifter no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place . Bonuses still accrue, and the shifter still dies of old age when her time is up.

-------------------------

The Wiki for Shifter gives a good overview of this class as well.

Here are important points.

Shifters also have the unique ability to retain their equipment as they change, instead of having it meld with their new body or fall off. Retained equipment changes size and shape to match the new form, within reason. For example, a Shifter could not assume the form of a snake and retain their boots. Equipment cannot be used without suitable appendages to utilise it, or a magical means of compensating. For example, a creature without hands cannot use a sword.

Experienced Shifters can change so fluidly that they no longer require a concentration check or provoke attacks of opportunity if threatened by enemies.

Eventually, Shifters reach a point where they no longer have a standard form and can change shape as often as they wish. They also stop aging in the normal fashion and are classified as 'shapeshifter' rather than 'humanoid'.


Shifters and society

Shifters are generally druids, and are always characters who grow tired of their birth form or yearn to experience the world in different bodies. Shifters tend to grow closer to their 'true self' due to the fact that they cannot base their identities on their external appearance. Eventually, they reach the stage where they are just as comfortable in any shape. Shifters tend to consider the history of their birth race as irrelevant. They can be either good or evil, depending on their personality.

Evil Shifters in particular can be a terrible threat, since they can appear at any time in any form. This may fool their opponents into thinking that they are facing a well organised attack by a variety of beings, and also makes it difficult to be certain that the Shifter in question has actually been killed or captured.

Certain evil characters have been associated with beastality, and with their shapeshifting ability and the fact that they do not identify with any particular form, Shifters could be seen as particularly suseptable.

Note: Its important to note that 3.5 rules changed this class to ''Master of Many Forms'' which will likely be the version for nwn 2 of this PrC in an upcoming expansion, if ever.


Source: Masters of the wild, 2dn edition, Wikipedia.
« Last Edit: February 07, 2007, 09:57:04 AM by Eraldur »

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Weapon Master
« Reply #11 on: February 07, 2007, 08:04:37 AM »
Weapon Master


The monk, the red avenger, the drunken master and the master samurai all harness Ki  energy as part of their martial disciplines; they are not, however, the only such persons to do so. Some pursue the study of ki by mastering a single melee weapon. To unite this weapon of choice with the body, to make them one, to use the weapon as naturally and without thought as nay other limb, is the goal of weapon master.

Monks who follow this path may choose unarmed attacks or kama, nunchak, siangham or other three-section staff as their weapon of choice. In order to gain any of the special abilities of the weapon master, you must use your weapon of choice. Once chosen, the weapon of choice cannot be later changed.

This does not mean that, if your weapon of choice is the longsword, you can only use the longsword you owned when you first became a weapon master. The only material requirement for the class is a masterwork version of your weapon. It means you can use any masterwork longword and gain the benefits of the weapon master. If you use any other weapon, you can use none of the special abilities of the prestige class.


Sources: Sword and fist, p.38, 39.
« Last Edit: August 24, 2010, 04:55:46 PM by Heretic »

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Monster Hunter
« Reply #12 on: February 18, 2018, 05:29:51 PM »
Monster Hunter

Known to the folk of Ravenloft as monster hunters, these men and women are scholarly adventurers who research dangerous creatures seeking their weaknesses in order to eliminate them more easily. Monster hunters generally prefer to defeat their foes using knowledge, guile and superior tactics rather than brute force. Monster hunters learn to cast a few spells to assist in their hunt. A few have been mistaken as witches due to this ability. Monster hunters are generally of good alignment, but some become too zealous or fall into the trap of taking on their foes' tactics or worldview, usually without realizing they have done so. Evil monster hunters usually still believe themselves to be good, but may overlook a few mistakes or a too-forceful questioning of innocents in their pursuit of their foes.

Sources: Secrets of the Dread Realms, p. 4, 5.

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People's Champion
« Reply #13 on: February 18, 2018, 05:31:59 PM »
People's Champion

In every land, there are nobles who misuse their positions of privilege. The people’s champion rises to the defense of commoners who suffer under the excesses of abusive nobles and their hirelings. The champion has no desire to overthrow the existing social order, but is instead motivated by a desire to see that justice is done within its confines.

Characters belonging to this class are invariably former clergy or church warriors who turned their backs on the organized churches of Ezra or the Lawgiver. This was due to what they perceived as corruption, abuse of authority for personal gain of the clergy and exploitation of the masses of faithful in favor of the rich and powerful.

Some members of this class remain within the church hierarchy, where they work to root out corrupt church leaders and their toadies, but others take to the streets to defend commoners against nobles who lack nobility. Interestingly, although these champions have invariably turned away from the structure of their faith to a greater or lesser degree, they remain strongly devoted to the belief in their deity. In turn, the god or goddess clearly favors the character’s efforts, as they continue to answer his prayers for spells and to grant him other supernatural abilities.

Sources: Legacy of the Blood

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Grimetrekker
« Reply #14 on: February 18, 2018, 05:33:17 PM »
Grimetrekker

Though a sewer system enhances the quality of life for city residents, it also provides ample shelter for the most loathsome creatures of the night. Those hunters who are willing to venture below to root out these evils earn praise for their courage. Hunters who spend too much time in the lightless tunnels, however, tend to acquire an unsavory reputation. Pale skin, ragged garments, and a revolting odor easily distinguish these haunted souls, colloquially termed grimetrekkers. Ultimately, grimetrekkers are more comfortable below than above, and few folk notice when they vanish for weeks at a time into the wilderness beneath the city.

Nearly all grimetrekkers begin their careers as rangers with an atypical knack for urban or subterranean tracking. Fighters and rogues have also been known to turn to the path of the grimetrekker when provoked by vengeance against sewer denizens. Though they are rare, caliban barbarian/grimetrekkers are not unprecedented. City folk often tell tales of malformed people living beneath their streets, surviving on the refuse of civilization. Many grimetrekkers cut their teeth in the sewers of Richemulot, though others hail from Dementlieu, Darkon, or the fabled twilight city of Nosos.

Sources: Ravenloft Gazetteer III

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Crypt Raider
« Reply #15 on: February 18, 2018, 05:34:23 PM »
Crypt Raider

Many cultures have no title that carries greater shame, or summons up deeper revilement than the grave robber. The crypt raider, however, brushes aside such concerns with the nonchalance gained from years of experience. Whether for the sake of knowledge, righteousness, or old-fashioned avarice, the crypt raider has dedicated his life to breaching the resting places of the dead. Many crypt raiders are indeed motivated by greed; the riches of the past can be a tempting hoard no matter what lethal traps and horrors may guard them. But many crypt raiders hunger just as deeply to destroy the living dead that inevitably guard such caches, and their plunder is merely a fringe benefit. Still other crypt raiders are genuine idealists and academics, devoting themselves to bringing the past into the light of day, so that others might benefit from the lessons and the mistakes of those that have gone before.

Sources: Van Richten's Arsenal, Volume I