Trent - Core Rules Character Creation and Miscellany last update: 8/22/2003 ************************************************************************************** QUICK LIST of CHANGES * Each Prestige Class incurs a 20% XP Penalty (see CHARACTER CREATION) * You can't add more strength/spec. damage to a weapon than its maximum normal damage (see COMBAT) * Halflings & Half-orcs are restricted races (see Character Races) * Dirty Fighting, Endurance, Exotic Weapon, Luck of Heros, Run, & all the item creation Feats play differently. (see Feats & Character classes) * Bards, Rangers, & Druids are restricted classes. (see Feats & Character classes) * Divine Casters cast spells as if they were 2 levels lower than they actually are. (see Feats & Character classes) In addition, they may spontaneously cast (sacrificing another spell of the same level) any spell granted from their Domains. Note that a cleric who does not choose the healing domain can not spontaneously cast healing spells. * Normal Wizards do not gain 2 free spells with each new level gained. In addtion, there are 5 new wizards specialist classes which replace the ones from the PHB (see Feats & Character classes) * Spells - Identify & Magic Missile play differently. (See Spell Erata) ************************************************************************************** CHARACTER CREATION Creation is per the book. Stats are solid 15s, drop-add 2 for 1 up to 18 (before racial mods). Characters start at 2nd level and gain a stat advance every other level, instead of the normal every 4 levels. However, you may not advance the same stat twice in a row. During character creation, you are limited to the PHB only. You may also start the game as a 5th level character (a Vetran). Veterans are allowed to pull from the PHB, DMG, and the 5 class books (DotF, MotW, S&F, S&S, T&B) during character creation. However Vetrans only earn half the XP of a normal character. A vetran may remove this penalty by 'paying back' the extra XP he started with (9000XP). If you are buying a Prestige class, check with the GM & make sure it is available in this world. Characters do not gain bonus languages for having a high Intelligence score, though they may choose to purchase extra languages with the skill points granted from a high score (Or with any skill points, for that matter). Nonhuman races speak their racial tounge and common for free. Characters gain levels as soon as they have the XP to do so, provided they are expanding a class they already know. Learning a new class requires a month of downtime, and a willing teacher with sufficient skill. When rolling Hit Points, if you roll less than your Con bonus (bonus Hit Points from Constitution), you instead replace your die roll with your Con bonus (Up to the max die roll). So, a Mage with an 18 Con (+4) always rolls max HP, but a Mage with a 20 Con (+5) still can only gain 4 HP from the die roll. Each separate Prestige Class now incurs a 20% XP penalty, to represent the extra training required at each level. A fair number of Prestige Classes are not allowed on Trent, particulary the magic heavy ones. All Prestige Classes require GM approval. When you gain enough XP to gain a level, you can advance any class you know & gain all the bonuses at next sunrise. You may also choose to start a new class, However, starting a new class requires both a trainer and 1 month of training time. This also holds true for all Prestige Classes. If for some reason you can not or do not wish to meet these requirments you may also start a new class by sacrificing a full level, much like purchasing an ECL. ************************************************************************************** Character Races Available Races: Humans, Elves, Half Elves, Dwarves, Gnomes Restricted (but Available) Races: Drow, Goblin, Kobolds, Halfings, Orc/Half-Orc Drow: Drow are a viable character class in this world. The race had established itself above ground before the Night of Darkness. While most Drow were forced underground during the battles with the undead, some scattered across the overworld. While generally hunted and hated by all surface dwellers, it is possible to play one under unusual circumstaces. Naturally, they are not allowed to start with one of the overworld Prestige Classes. Goblins & Kobolds: Goblins & Kobolds are considered degenerate races by all, barely above animals in intelligence, and often not as useful. However, both races have managed to survive, and even find use in certain cities. There are few independant tribes of either race anymore, and most are slaves to wealthy landowners, or beggars & vagrants hiding inside a city. Halflings: Halflings are exceedingly rare in Trent. While valued for their amazing skills (particually their cooking ability) very few Halflings were living in defended cities on the first Night of Darkness. Entire Halfling communities were wiped out overnight. The few survivors left find it very difficult to keep the old traditions alive. Today, Halfings are known to die from depression as often as from a physical cause. Orc/Half-Orcs: Orcs (& Half-Orcs) play with the same racial mods as listed in the Player's Guide for Half-Orcs. There are a surprising number or Orc tribes still alive today. In fact, as far as numbers go, the Orcs came though the Blacksmoke reasonably unharmed. The Orcs currenly inhabit only two regions of Trent. The extreme NW mountains, North of the Dwarves (the Dwarves pushed them out of their land years ago), and the extreme SE desert, where their skills (& muscle) at mining are constantly in demand, particually in Sandstone. While the NW Orcs have kept to the traditional ways, the desert Orcs have adapted many traditions from their human counterparts. Typical southern orcs lean more towards neutrality than evil, and prefer drinking & brawling over outright agression or bloodthirst. Indeed, many Orcs have served with the Gold Wings during the course of history, and Sourthern Orcs are viewed as equals with the other races in Sandstone. ************************************************************************************** Skills, Feats & Charcter Classes SKILLS Knowledge-Undead is a class skill for all classes Knowledge-Arcana is now used to identify Magic items. Identifying an item requires 10 minutes of careful study. Use the chart below to determine DC: Obvious Visible or Common ability (Flaming sword): +10 bonus Obvious Mysterious or Uncommon ability (Sword that vibrates when swung): +5 bonus Unusual or High Powered Ability: -5 penalty Ability to see magic (Detect Magic): +5 bonus Identify the simplest power on an item: DC 30 Identify the 2nd simplest function on an item: DC 40 Each additional function: +5 DC Identify a command word for a known function: DC 50 FEATS Dirty Fighting: (PTC rewrite) - When using the full attack action, before rolling dice, you may declare one of your attacks to be a dirty trick. If that attack succeeds, roll an addtional 1d4 damage. (See S&F p6) Starting characters from the North (Rotterdamn/Mithril&Garnet) may buy this as a bonus Fighter feat. The Endurance Feat may be purchased multiple times. The bonuses stack. The Exotic Weapon Feat requires you first have a Martial Weapon Feat The item creation feats only allow you to create a temporary magic item, which lasts for a year and a day (or less). The ability to create permanent magic items has been lost to the mages of Trent. There is no XP cost to creating items in this manner. (see Item Creation, below). Luck of Heros (FRCS) is available to everyone, but must be purchased at character creation. It provides a +1 Luck bonus to all saving throws. The Run Feat may be purchased multiple times. Each purchase raises the speed multiplier for a full run by one. Note that although your speed is now much greater, you also become exhausted much quicker. There are 9 new feats for Ritual Magic (One for each sphere) See Spellcasting Variariations below for details. New Feat: Strength of the Wolf: You gain your full strength bonus on each weapon when fighting with 2 weapons. Pre: Thaco +2 New Feat: Strength of the Bear: You gain double your strength bonus on damange when fighting with a 2 handed weapon. Pre: Thaco +2 Character Classes Bards, Rangers, & Druids are extremely rare in this world. Not being able to live safely outside the walled cities has driven these characters to 'safer' lifestyles. The few who do dare to venture out from the cities are rarely seen again. Good Clerics are still highly sought after, now more than ever for their ability to turn undead. However, this ability has been greatly weakened by the inherent evil spread over the land. All Divine abilities function as if they were two levels lower than normal. So, A 3rd level cleric has the spells & turning ability of a 1st level cleric. Occasionally, a 2nd level cleric will be granted one or two daily cantrips. In addtion, Clerics may spontaneously cast (sacrificing another spell of the same level) any spell granted from their Domains. Note that a cleric who does not choose the healing domain can not spontaneously cast healing spells. Monks - There are several Street Fighter (TM) based Prestige classes available to Monks. (See Below). Paladins are only found in Captial City, as part of the King's Royal Guard. In addtion, Paladins also gain an additional Bonus Feat every 5 levels, from the Fighter's list of available Feats. Much like clerics, their divine powers are two levels lower than normal. Sorcerors play as in the book, but are required to choose a general theme to their spells, which will show up repeatedly in their spell selection. While not as restrictive (or as powerful) as a specialist, it provides a general guideline for how his spells are powered. For example, a Sorceror could choose Lightning as his primary element, and would likely have Shocking Grasp and Lightning Bolt as his primary spells, as well as a lightning-based version of some other spells, perhaps a Melf's Acid arrow that deals lightning damage instead of acid. Red/Green/Gold/Blue Knights & Mages Each of the four wings had their own special methods of fighting. Although the wings are now gone, parts of their traditions still live on, and it is possible that your character might have found a teacher, or even been in one of the reserves, depending on your age. The Mages are listed below. The Knights are listed with the Prestige Classes. Mages: There are 6 classes of wizards on Trent: Black, White, Blue, Red Green, and Gold. Blue, Red, Green, & Gold Mages replace the specialist wizards, and the White Mage is a limited mage who can cast healing spells. Black mages are traditional wizards, as listed in the Players Handbook, with one exception - They no longer automatically learn 2 new spells each level. Instead, they must either research or adventure to find new spells. Blue Mages: Blue Mages are item creation specialists. They are considered specialists of the Transmutation & Abjuration spheres. All checks involving these spheres gain a +2 bonus, and they may cast one extra spell from their specialty sphere for each level of spell avaiable. Every level, they automatially learn one spell from one of their specialty spheres. In addition, they gain a bonus magic feat every 3 levels, instead of the normal every 5 levels for wizards. However, this feat must be spent on an item creation Feat. They may also purchase the same magical craft feat up to two more times, each of which reduces the time, & cost required by 25%. Blue Mages can not cast spells from the Illusion or Necromancy spheres. Red Mages: Red Mages are specialists of the Evocation sphere. All checks involving these spheres gain a +2 bonus, and they may cast one extra spell from their specialty sphere for each level of spell avaiable. Every level, they automatially learn one spell from their specialty sphere. In addition, they gain the light armor proficiency & a melee martial weapon proficiency of their choice. If they are already proficient in armor & with a martial weapon, they may take a non-magical bonus feat of their choice. Red Mages can not cast spells from the Abjuration or Enchantment spheres. Green Mages: Green Mages are specialists of the Enchantment & Divination spheres. All checks involving these spheres gain a +2 bonus, and they may cast one extra spell from their specialty sphere for each level of spell avaiable. Every level, they automatially learn one spell from one of their specialty spheres. In addition, they gain a weapon proficiency with a bow of their choice. If they are already proficient with a bow, they may instead take one of the bow-related feats, such as weapon focus or point blank shot. Green Mages can not cast spells from the Conjuration sphere. *Between the War of Bitterness & the Night of Darkness, the Green Mages were exterminated. Becoming a Green Mage now would require unusual circumstances, as there are no longer any teachers. Gold Mages: Gold Mages are specialists of the Illusion and Conjuration spheres. All checks involving these spheres gain a +2 bonus, and they may cast one extra spell from their specialty sphere for each level of spell avaiable. Every level, they automatially learn one spell from one of their specialty spheres. In addition, they are masters of meta-magic tricks. A Gold Mage may use his wizard bonus feats to purchase a Metamagic Feat he already knows a multiple times. Doing so reduces the spell level increase by one. This can reduce the required level back down to zero, but not below. Gold Mages can not cast spells from the Evocation sphere. White Mage - A White Mage sacrifices access to the most destructive spells in exchange for being able to cast Healing magics as Mage spells. These spells are cast as per normal wizard spells, not by Divine Magic, and must be found or researched, just like normal wizard spells. She does, however, gain one from the list below every time she gains a level. A White Mage must be of a Good alignment. If she ever changes to a non- good alignment, she loses access to all the White Mage Healing spells (see below). A White Mage loses access to the Evocation sphere and most of the Necromancy sphere. In exchange she gets access to most clerical Healing and Protection spells. These include but are not limited to: 0th: Cure Minor Wounds Mending Resistance 1st: Bless Cure Light Wounds Endure Elements Protection from Evil 2nd: Cure Moderate Wounds Delay Poison Hold Person Lesser Restoration Make Whole Remove Paralysis Resist Elements 3rd: Cure Serious Wounds Dispel Magic Magic Circle vs Evil Negative Energy Protection Prayer Protection from Elements Remove Blindness/Deafness/Curse/Disease 4th: Cure Critical Wounds Death Ward Dismissal Neutralize Poison Restoration Spell Immunity 5th: Healing Circle Dispel Evil Hallow Raise Dead 6th: Banishment Forbiddance Greater Dispelling Heal 7th: Dictum Greater Restoration Holy Word Regeneration Repulsion Resurrection 8th: Antimagic Field Holy Aura Mass Heal Shield of Law 9th: Mordenkainen's Disjunction True Resurrection ************************************************************************************** COMBAT When rolling a D20, treat all rolls of 20 as a 30, and all rolls of 1 as a -10. This applies to all D20 rolls, not just combat. In combat, rolling a 1 ends your attacks for the round, & you must make a fumble check (Dex+d20 vs DC10) to see if you retain your weapon. If a roll of 1 would still hit your target (with the -10 penalty), you roll damage before checking to see if you fumble your weapon. Weapons damage modifiers are limited to the maximum base damage of the weapon. So a dagger (1d4) is limited to 4 points of additional damage modifiers (1d4+4). This does not apply to critical hits, the Rouge's sneak attack bonus, or similar. For example, a Figher with a 30 Strength (+10 Damage bonus) would only be able to apply 4 points of that to a dagger (doing 1d4+4). Such a character would need to find a weapon capable of benefiting from that much Strength, such as a Bastard Sword or a large Poleaxe. The only way to increase this number is to increase the base damage of the weapon, such as with a Magical Enhancement bonus. A +3 dagger would now do 1d4+3, for a maxiumum of 7 points of damage. In the hands of our 30 Strength fighter, he could now add 7 points of damage from his Strength to the +3 dagger. Blunt weapons are capable of scoring critical hits against most corporeal undead. Fighting in armor in the desert: For every minute spent fighting (heavy exertion), or hour spent traveling (light exertion), you suffer subdual damage. 1d6 for light armor, 2d6 for medium armor, and 3d6 for heavy armor. The Endurance Feat reduces the damage by 1 for each time it is purchased (So 1d6-1 for Light Armor). ************************************************************************************** ECONOMY & MISC The Empire minted 4 basic coins during it's 800 years. All of the coins are large, (about the size of a quarter) and weigh 1/50 lb. 100 Copper Piece = 10 Silver Pieces = 1 Gold Piece and 1 Platnium = 25 Gold In addition, there are 3 coins minted in the underdark by the Drow. Gold coins, which are valued roughly the same as their overworld counterparts, Electrum coins, which are a mixture of Copper & Silver, and valued about as much. Mithral coins, which are each worth at least 100GP, usually much more. Mithral coins are smaller than normal coins, (about the size of a dime) and weigh 1/100 lb. ************************************************************************************** ITEMS Masterworked Mage Robe: A Mage robe is a heavy garment with leather patches sewn into the fabric across the chest and other vital areas. It must be Masterworked and custom fit to the wearer. AC+2, Max Dex: +7, skill Penalty +0, Arcane Failure: 0%, Move: 30', 15 lbs. Light Armor. 155GP. Desert Armor: Desert Armor (AKA Gold Knight's armor) is a comprised mainly of leather straps, with a little cloth for padding. Design variants using twisted cloth, leather, and even rope all exist in the desert kindgom. The armor is designed to allow minor protection, while keeping the user cool enough to fight or run for long hours in the desert. Although Light Armor, due to the complexity of the staps, it requires the same amount of time to don or remove as a medium armor. Unlike conventional armors, Desert Armor only causes one point of subdual damage per minute of fighting (or none with the Endurance Feat). AC:+4, Max Dex:+4, skill Penalty:-4, Arcane Failure: 30%, Move: 30', 15 lbs. Light Armor. 55GP (free for Gold Wings) Masterwork & Exceptional Equipment Masterwork items gain a new bonus type, called a Masterwork Bonus. This bonus stacks with the enhancement spells used in item creation, so it is possible to have magical weapons with some truely bizzare modifiers. Typical Masterwork weapons are +1 to hit, and Masterwork armors reduce the AC check penalty by one (and Spell Failure by 5%). In reality, a masterwork weapon can excel in one or more areas, and even have penalties in others. When crafting Masterwork items, choose any one bonus from the chart below. It is also possible to take penalty traits to the weapon, in order to buy more bonus traits. Penalties are only worth only half the value of the corresponding bonus trait. No single trait (Bonus or Penalty) may be bought more than twice. The Craft DC for a masterwork item is 15 + the modifiers listed below. Taking Penalty traits does not reduce the DC. Masterwork Weapon Traits (Bonus/Penalty): Craft DC To Hit Bonus: +1/-1 +5 Damage: +1/-1 +10 (2 points) Critical Threat Range: +1/-1 +15 (2 points) Critial Multiplier: +1/-1 +15 Weight: -25%/+50% +5 Range Increment: +25%/-25% (Ranged Weapons only, duh!) +10 Weapon's Hit Points: +1(or 25%, whichever is greater)/-2(or 25%) +5 Masterwork Armor/Shield Traits (Bonus/Penalty) AC: +1/-1 +10 Armor's Hit Points: +1(or 25%, whichever is greater)/-2(or 25%) +5 Max Dex Bonus: +1/-1 AND Weight: -25%/+50% +10 Armor Check Penalty +1/-2 AND Spell Failure -5%/+10% +10 Non-standard Weapon/Armor Materials While steel is the most common metal for forging weapons & armor, there are several other materials availible for crafting items. Mithral (also spelled Mithril) and Adamantium (also called Adamantine) are the rarest of these materials, and the most sought after. The bonuses for crafting items from these materials are listed in the DMG and copied below. Note that these bonuses are for a non-masterworked item, so masterworked items would gain an additional bonus trait. Adamantine: Heavy, dull black metal, which naturally resists magic. L/M/H Armor: +1/+2/+3 AC Shield: +1 AC d6 or smaller weapon: +1 damage, 1 bonus trait d8 or greater weapon: +2 damage, 1 bonus trait Craft DC+5 Mithral: Light, silver-white metal which magic naturally sticks to. Armor & Shields: Spell Fail -10%, Max Dex +2, AC penalty +3 (treat Heavy Armor as Medium, treat Medium as Light) Weapons: Weight reduced 50%, 1 bonus trait Obsidian: Jet black, glasss like substance, found in the underdark. 15 point damage reduction from Acid & Electricity Piercing & Slashing Weapons, 1 bonus trait, HP -50% Everything else: HP -50% Darkwood: Dark/Black wood, found in marshes & jungles Weight reduced 50%, 1 bonus trait Heartwood: Light colored wood from the center of certain older trees HP + 25%, 1 bonus trait Platinum: 1 bonus trait, weight + 100% (Yes, I know in reality steel should be better than Platinum....) Soft Metals (Silver/Gold): 1 penalty trait Weak Materials (Wood/Bone): 2 penalty traits ************************************************************************************** MAGIC & ITEM CREATION Mage Guilds: Very few cities actually had proper 'mage guilds'. In fact, only the four region capitals had any sort of formal wizard schools, and each of these was designed to augment the standing army, not research new magic. As such, magic is very rare in Trent, with the bulk of magic being spells designed to aid a fighter in battle. While there is a good supply of low level magical weapons and armor, powerful magic is rare indeed. Spellbooks, Scrolls & Potions (Minor Magic Items): Scrolls are the very essence of magic, captured on a piece of paper. The power of these magics will cause the paper to age rapidly over time, becoming dry & brittle almost immediatetly, and bursting into flames within a year of it's initial inscription. Due to the unstable nature of scrolls, wizards typically carry spellbooks instead. The more powerful a spell is, the quicker it will destroy the material it is written upon. Thus, A Sleep scroll lasts considerably longer than a Wish scroll. Potions are seldom as incendiary as scrolls when they expire. Typcially they fade or darken in color, but otherwise there is no obvious visible effect that a potion is no longer magical. (Other than with a Detect Magic, of course). Spellbooks are non-magical books, full of notes the wizard made while learning the spell. These notes, although non-magical, are substantial enough to allow the wizard to re-memorize spells he has learned. Since they are non-magical, the costs to write spells into a spellbook is merely the nominal cost for the ink (Not the 100gp/page cost listed on p155 PG). However, spellbooks themselves are very expensive, costing anywhere from 10-50gp/page. Item Creation: The ability to create permanent magic items has been all but lost on Trent. However, A Mage can create (with the appropriate feats) a non-permanent version of any item he would normally wish to create, which will last for one year and one day. All costs are the same as the permant version, except that there is no associated XP cost (instead of 1/25 XP the value of the item.) Charged items can also be created in this manner, however they will only be able to hold one charge. (The market value for these one shot wands is caster level x spell level x 25gp, not 750gp). Magical Energies: There are 8 standard magical engergies in the game; The four elementals: Fire, Water, Electricity(Air) & Acid(Earth), and the four alignments: Law, Chaos, Good(Holy), and Evil(Vile/Dark). Weapons are typically enchanted to add an additional 1d6 damage of the appropriate type (or 1d10 if burst is selected). When used, these weapons flare up in a burst of the appropriate energy type. The burst is large enough that it can even damage the wielder. The user is assumed to have 5 points of damage reduction from the element. This damage redution is ficticious, it represents the fact that he's not standing in the center of the burst. When struck by Alignment Weapons, Neutral characters have 5 points of Damage reduction. Good aligned Creatures are immune to Holy Damage and take double from Vile Energies, and vice versa. A item may not be enchanted with opposed magic types (No Fire & Ice swords). It is very difficult to enchant a weapon with more than 2 energy types. Sonic energy occasionally shows up as a non-standard form of engergy, typcially only useable by Bards. Pure Magical Force also shows up rarely, but is extremely uncommon. ************************************************************************************** Spellcasting Variants Overcasting: Even if a caster doesn't have enough Magic left to cast a certain spell, he may still attempt to do so, at the risk of great harm to himself. The caster rolls a Concentration check, with a difficulty of 20 + (2 x spell level). If successful, he subtracts one temporary point of Constitution for each level of the spell. These may be recovered normally with natural sleep, at the rate of one per day. If he fails the roll, he suffers all the above penalties, plus he loses a PERMANENT point of Constitution. Failing to cast the spell will knock the caster out for the spells level in turns, as well as possibly causing multiple wild magic effects. Ritual Magic (Axl's System): Traditional magic is cast in a matter of seconds while in combat. However, magic can also be cast in a ritual form. This format is much slower, typcially requiring an hour per spell level. In addition, the components required are substantially more expensive. (Typically 25gp x spell level x desired caster level, the same as creating a scroll). The results of a Ritual can be more powerful than a caster would normally be capable of, and a ritual master could cast spells that he is not high enough level to cast normally. There are 9 new Feats and 9 new skills available, one for each of the schools of magic - Necromancy, Evocation, Divination, Abjuration, Transmutation, Enchantment, Illusion, Conjuration, and Holy, (which is available only to White Mages). Buying the appropriate Feat gives the wizard 1 point in the appropriate skill. For example, buying the feat Ritual-Necromancy gives the wizard a point in the skill Ritual-Necromancy, and allows him to buy more with later skill points. A wizard may not buy a Feat in a school that he is bared from. The skills are Intelligence based, and trained only. It is a class skill for Clerics, Sorcerors, and Wizards (all 6 of them), cross-class for Bards and Druids, and barred for everyone else. When attempting to cast a spell, the wizard must first have a skill in the appropriate sphere equal or higher than the level of the spell. The wizard needs to have the spell completely preped and ready, so that there is no pause in the casting of the spell. The most common way to do this requires extensive research as the wizard disects the spell down into its primal components. The easier way is with a scroll. If you have the scroll, plus all the components to create another copy of that scroll, then scroll is not destroyed in the ritual. On the last round of the ritual, the wizard makes two skill checks. The first is to determine his caster level (DC=15), If sucessful, subtract 15 from the total to determine his caster level. The second roll determines if the spell is cast successfully or not. The difficulty is 5 per each level of the spell. (5 for a Mage Armor, 45 for a wish). Any distraction greatly raises the difficulty of the second roll.) A rooster crowing in the next room might raise the difficulty by 2, while having someone swing a sword at you could raise the difficulty by 10 or even 20, per each combat round! Anyone may help assist with the rolls, even if they do not have enough levels in the ritual to actually cast the spell. If they make a succeessful ritual check (DC15) they grants the wizard a +2 bonus to one of his two rolls. They must decide before the ritual begins which roll they wish to help. ************************************************************************************** Spell Erata: Identify: Identify now gives you a +10 bonus to your Knowledge Arcana skill for 10 minutes/level. Magic Missile: Does not exist on Trent However, The Acid, Lighting, Cold, & Fire Lesser Orbs(T&B) are common, & may be purchased instead. (Notice the Sonic one is not available) True Ressurection: Does not exist on Trent. ************************************************************************************** Prestige Classes: Prestige classes on Trent are considerably rarer than on most worlds. While they certainly do exist, you'd need to travel to a city where they exist to find a master who could teach you how to become a certain class. Remember, to start a new class (Prestige or otherwise), it takes a month of training from a master knows that class. KNIGHT PRESTIGE CLASSES: The elite of the standing army are refered to as knights. Each kingdom lives by its standing army, so it's no surprise that each kingdom's Knights have developed a few tricks to keep themselves alive. These tricks have been passed down for generations, and have becomes a way of life all their own. The Red Knights were known for their violent methods and constant infighting. By & far the most unorganized of the Wings, their combat prowess more than makes up for their lack of structure. Requirements: +2 Attack Bonus, The Dirty Fighting Feat (S&F), Northern Homeland Alignment: Any Lawful or Chaotic Hit Dice: D12 Skills: 2/level - Climb, Handle Animal, Intimidate, Knowledge-Nature(Mountain), Jump, Ride, Wilderness Lore(Mountain) Level Thaco Fort Ref Will Special 1 +1 +2 +0 +0 Bonus Feat, Rage 1/day, fast movement 2 +2 +3 +0 +0 Bonus Feat, Uncanny Dodge (Dex to AC) 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Bonus Feat, Rage 2/day 5 +5 +4 +1 +1 Uncanny Dodge (can't be flanked) 6 +6 +5 +2 +2 Bonus Feat 7 +7 +5 +2 +2 8 +8 +6 +2 +2 Bonus Feat, Rage 3/day 9 +9 +6 +3 +3 10 +10 +7 +3 +3 Bonus Feat, Uncanny Dodge (+1 traps) If a character already has Rages per day, they are added to those gained by this class. (So a 2nd level Barbarian 1st level Red Knight has 2 Rages per day). When determining class level for special abilities, Red Knight levels are added to both Barbarian & Fighter levels. (So a lvl2 Fighter, lvl2 Red Knight is eligible for weapon specialization!) The Green Knights were known to excel with the Long Bow, and every Green Knight was required to carry one. Requirements: +2 Thaco, Western Homeland, Any 2 of these Feats: Far Shot, Precise Shot, Rapid Shot. Hit Dice: D10 Skills: 2/level - Animal Empathy, Balance, Craft, Climb, Handle Animal, Hide, Intuit Direction, Jump, Knowledge-Nature, Listen, Move Silently, Spot, Wilderness Lore Level Thaco Fort Ref Will Special 1 +1 +2 +0 +0 Ranged Weapon Focus 2 +2 +3 +0 +0 Ranged Weapon Specialization 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Bonus Ranged Feat 5 +5 +4 +1 +1 6 +6 +5 +2 +2 Bonus Ranged Feat 7 +7 +5 +2 +2 8 +8 +6 +2 +2 Bonus Ranged Feat 9 +9 +6 +3 +3 10 +10 +7 +3 +3 Bonus Ranged Feat The Ranged Weapon Focus & Specialization may be used on any ranged weapon the character is proficient with. If the already has Weapon Focus/Spec in a ranged weapon, these may instead be used to purchase other Ranged Feats. The Bonus Ranged Feat can be any Feat which revolves around a ranged weapons. (Far Shot, Many Shot, Sharp Shooter, Shot on the Run, Zen Archery, etc.) This also includes Weapon Focus & Specializtion in additional ranged weapons, as well as the Ranged Power Attack Feat (below). Ranged Power Attack This feat may only be purchased with the Bonus Ranged Feat granted to Green Knights. Requirements: Thaco +5, Power Attack, Weapon Focus in a Ranged Weapon This feat allows the wielder to sacrifice their base attack bonus in exchange for damage (just like the Power Attack Feat) when using a ranged weapon. However, if the target is over 30 feet away, you may only fire one arrow each round. The Gold Knights were known for their amazing speed and stamina, particularly under the desert sun. They are highly skilled at surviving in the desert, and several go on to become trackers or bounty hunters after their service expires. Requirements: Thaco +2, Southern Homeland Hit Dice: D10 Skills: +1 Wilderness Lore(Desert) & 4/level - Heal, Hide, Intuit Direction, Jump, Knowledge-Nature(Desert) Listen, Move Silently, Spot, Tumble, Use Rope, Wilderness Lore(Desert) Gold Knights start with desert armor for free (see ITEMS, below). Level Thaco Fort Ref Will Special 1 +1 +2 +0 +0 Endurance Feat, Two Weapon* & Ambi* 2 +2 +3 +0 +0 Run Feat* 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Bonus Feat 5 +5 +4 +1 +1 6 +6 +5 +2 +2 Endurance Feat 7 +7 +5 +2 +2 Bonus Feat 8 +8 +6 +2 +2 Run Feat* 9 +9 +6 +3 +3 10 +10 +7 +3 +3 Endurance Feat, Run Feat*, Bonus Feat *Two Weapon Fighting & Ambidexterity - The Gold Knight has this ability only when wearing light or no armor (just like the Ranger). *Run Feat - If you already have the run feat, instead of purchasing it multiple times, you may instead select Mobility, Dash(S&S), Fleet of Foot(S&S), or any other Movement based feat. When determining class level for special abilities, Gold Knight levels are added to both Ranger & Fighter levels. (So a lvl2 Fighter, lvl2 Gold Knight is eligible for weapon specialization!) This also applies to calculating a Ranger's hated enemy bonus. MONK PRESTIGE CLASSES All Monk prestige classes combine with Monk levels for determining the power level of special abilities. So an 8th level Monk, 4th level Dragon Karate student would be able to perform 12 stunning palms per day. In addtion, he would have the unarmed strike damage of a 12th level Monk. Unless noted otherwise, Monk Prestige classes gain the same Hit Dice & skills as a normal Monk. Notice, however, that not all Monk Prestige Classes require you to have a Lawful Alignment. (In fact, a few require you not to have one!) All the Monk Prestige classes gain new Special Maneuvers, instead of the special abilities they would usually gain for advancing as a Monk. Several Special Maneuvers work just like Feats that already exists. Pay attention to the wording. If an ability grants you a new Feat, you must have the Prereqs to use it. These will have the book name listed in parenthesis next to the name EX: Lighting Fists(S&F). Other Special Manevuers grant an abilities similar to an existing spells or Feats. You do not need the prereqs for these. These special maneuvers will have a cost listed next to them EX: Jump Kick(2). The number in parenthesis is the number of attacks a Monk must sacrifice to perform the maneuver. He may opt to use his flurry of blows or even the Lightning Fists ability to gain extra attacks, but any special maneuvers will also suffer the attack roll penalties. Other Special Maneuvers work just like existing spells. These are spell-like abilities, and will provoke an attack of opportunity. Monks use their Wisdom score when determining Save DC for spell-like abilities. Examples: An 8th level Monk with 6 levels of Dragon Karate (total 14) Would have a +10 Thaco, or 4 unarmed attacks/round (+10/+7/+4/+1). He could perform a Huricane Kick (at +10), which counts as if he used 3 of his 4 attacks for the round. He would then have one attack left in the round, which he could use to perform a normal attack or a Foot Sweep (at +1) He could have also chosen to use Flurry of Blows, giving him 5 attacks (+8/+8/+5/ +2/-1). He could still Perform the Huricane Kick (+8), and the Foot Sweep (+2), and still have one attack left over(-1). Or Better yet, he could have tried the Foot Sweep first (+8), then the Hurricane Kick (still +8, b/c it's only the 2nd attack), and then have one attack remaining (-1). Each Special Maneuver can only be used once per round. Unless noted otherwise, Special Maneuvers do the same damage as a normal unarmed strike. Any single Special Maneuver may also be performed as a standard action, provided it is not listed as requiring a full attack. Aikido Requirements: 1d10 unarmed attack damage, Alignment - LG, NG, or LN Level Thaco Fort Ref Will Special 1 +0 +2 +2 +2 Clever Wrestling(MotW), Throw(2) 2 +1 +3 +3 +3 Foot Sweep(1), Hold the Line(S&F) 3 +2 +3 +3 +3 Close Quarters Fighting(S&F) 4 +3 +4 +4 +4 HadoKen(2) 5 +3 +4 +4 +4 Lay on Hands 6 +4 +5 +5 +5 Power Geiser(4), Spinning Pile Driver(3) Dragon Karate Requirements: 1d10 unarmed attack damage, Lawful alignment Level Thaco Fort Ref Will Special 1 +0 +2 +2 +2 Foot Sweep(1), Elbow Smash(1) 2 +1 +3 +3 +3 Jump Kick(2), Fists of Iron(S&F) 3 +2 +3 +3 +3 Throw(2), Hurricane Kick(3) 4 +3 +4 +4 +4 Dragon Punch(3) 5 +3 +4 +4 +4 HadoKen(2) 6 +4 +5 +5 +5 Spirit of the Dragon (Full Attack) Monkey Kung Fu Requirements: 1d10 unarmed attack damage, 10 ranks Tumbling, Any Chaotic 5 ranks Balance, Climb, & Jump Skills - 2/lvl and +1 Tumbling, +1 Balance, +1 Jump, +1 Climb Level Thaco Fort Ref Will Special 1 +0 +0 +2 +2 Jump Kick(2) Prone Attack 2 +1 +0 +3 +3 Drunkey Monkey Roll(2), Elbow Smash(1) 3 +2 +1 +3 +3 Lighting Fists, Foot Sweep(1) 4 +3 +1 +4 +4 Rolling Attack(2), Circle Kick(1) 5 +3 +1 +4 +4 Throw(2), Hurricane Kick(3) 6 +4 +2 +5 +5 Shave Roll(2), Improved Flurry of Blows Muay Thai Requirements: 1d10 unarmed attack damage, Non-Lawful Alignment Hit Dice D10 Level Thaco Fort Ref Will Special 1 +0 +2 +2 +0 Dirty Fighting(S&F), Elbow Smash(1) 2 +1 +3 +3 +0 Damage Reduction 1/-, Thai Kick(2) 3 +2 +3 +3 +1 Lightning Fists(S&F), Unarmed Damge class shift+1 4 +3 +4 +4 +1 Damage Reduction 2/-, Fists of Iron(S&F) 5 +3 +4 +4 +1 Weapon Spec- Unarmed(PHB), Improved Flurry of Blows 6 +4 +5 +5 +2 Damage Reduction 4/-, Dragon Punch(3) Ninjitsu Requirements: 1d10 unarmed attack damage, Non-lawful Alignment Skills- 8/lvl, same class skills as a Rouge Level Thaco Fort Ref Will Special 1 +0 +2 +2 +2 Jump Kick(2), Darkvision(Full Action) 2 +1 +3 +3 +3 Foot Sweep(1), Throw Anything(S&F) 3 +2 +3 +3 +3 Circle Kick(1), Throw(2), Darkness(Full Action) 4 +3 +4 +4 +4 Dirty Fighting(S&F), Silence(Full Action) 5 +3 +4 +4 +4 Hadoken(2), Invisibility(Full Action) 6 +4 +5 +5 +5 Spinning Pile Driver(3), Improved Invis(Full Action) Snake Kung Fu Requirements: 1d10 unarmed attack damage, Any Evil Hit Dice D10 Level Thaco Fort Ref Will Special 1 +0 +2 +2 +2 Dirty Fighting(S&F), Expedious Retreat(Full Attack) 2 +1 +3 +3 +3 Thai Kick(2), Foot Sweep(1), True Strike(Full Attack) 3 +2 +3 +3 +3 Venom(3), Charm Person or Animal(Full Attack) 4 +3 +4 +4 +4 Drunken Monkey Roll(2) 5 +3 +4 +4 +4 Hadoken(2), Charm Monster(Full Attack) 6 +4 +5 +5 +5 Haste(Full Attack), Suggestion(Full Attack) Tai Chi Requirements: 1d10 unarmed attack damage, Any Lawful or Good Alignment Level Thaco Fort Ref Will Special 1 +0 +0 +2 +2 Blindfighting(PHB), Lay on Hands 2 +1 +0 +3 +3 Eyes in the Back of your Head(S&F) 3 +2 +1 +3 +3 Eagle Claw Attack(S&F), Hold Person(Full Action) 4 +3 +1 +4 +4 Extra Stunning Attack(S&F) 5 +3 +1 +4 +4 Blindsight 5'(S&F), Hold Monster(Full Action) 6 +4 +2 +5 +5 Cone of Cold(4) Tae Kwon Do Requirements: 1d10 unarmed attack damage, Any Lawful Level Thaco Fort Ref Will Special 1 +0 +2 +2 +2 Circle Kick(1), Jump Kick(2) 2 +1 +3 +3 +3 Foot Sweep(1), Lightning Feet (Fists)(S&F) 3 +2 +3 +3 +3 Feet (Fists) of Iron(S&F) 4 +3 +4 +4 +4 Descending Phoenix(1) 5 +3 +4 +4 +4 Thai Kick(2) 6 +4 +5 +5 +5 Unarmed Damge class shift+1 Wing Chun Kung Fu Requirements: 1d10 unarmed attack damage, Any Lawful Level Thaco Fort Ref Will Special 1 +0 +2 +2 +2 Lightning Fists(S&F) 2 +1 +3 +3 +3 Jump Kick(2) Circle Kick(1) 3 +2 +3 +3 +3 Hurricane Kick(3), Elbow Smash(1) 4 +3 +4 +4 +4 Improved Flurry of Blows 5 +3 +4 +4 +4 Improved Lightning Fists 6 +4 +5 +5 +5 Hundred Hand Slaps, Haste(Full Action) Wrestling Requirements: 1d10 unarmed attack damage Hit Dice D10 Level Thaco Fort Ref Will Special 1 +0 +2 +2 +0 Foot Sweep(1), Throw(2), Clever Wrestling(MotW) 2 +1 +3 +3 +0 Moon Sault (Full Attack Action) 3 +2 +3 +3 +1 Adaptive Wrestling, Jump Kick(2) 4 +3 +4 +4 +1 Spinning Pile Driver(3) 5 +3 +4 +4 +1 Clever Wrestling II 6 +4 +5 +5 +2 UltraSPD(4), Adaptive Wrestling II Adaptive Wrestling - You may now grapple creatures one size category larger or smaller than normal. Adaptive Wrestling II - You may now grapple creatures two size categories larger or smaller than normal Charm Person/Animal/Monster - As per the spell, except it is Verbal only. Clever Wrestling II - Wrestlers gain this Feat for free. It behaves just as Clever Wresting, except now it works when you're the attacker as well. Cone of Cold - As per the spell, except it is Verbal only. Darkness - As per the spell, except it is Verbal only Darkvision - As per the spell, except it is Verbal only. Descending Phoenix - The Descending Phoenix works similar to a normal Jump Kick (Mantis Leap-S&F), except that all physical attacks performed that round against the same target gain the bonus damage from the leap (+2 + double strength). In addition, you may attempt a Knockdown attempt at your opponent (as per Knockdown-S&F). Dragon Punch - The Dragon Punch automatically threatens a critical hit (As per Power Critical MotW). In addition, it can be used to leap straight up, as if the fighter had a full running start. Note that using the leap ability typically ends your attacks for the round, as you are now up in the air & need to wait to fall back down. Drunken Monkey Roll - The fighter makes a Tumbling check, and gains +1 to his AC for the round for every 5 points scored with the Tumble check. Elbow Smash - An Elbow Smash deals an additional 2 points of damage. Expedious Retreat - As per the spell. Foot Sweep - A succesful footsweep also grants the attacker a Knockdown test (as per the Knockdown Feat - S&F). A character with the Knockdown Feat gets a +4 bonus to their Knockdown test. Jump Kick - As per Mantis Leap (S&F), except it only costs 2 attacks Hadoken - You summon a small ball of energy & throw it at any target within short range (25'+5/2/levels). When you first learn the Hadoken, pick one energy subtype (Air/Earth/Fire/Water) for the type of energy thrown. Haste - As per the spell, except it is Verbal only. Hundred Hand Slaps (Pre: Improved Lighting Fists)- You may make 3 extra unarmed attacks per round, with each attack suffering a -5 penalty (similar to Lighting Fists) Hurricane Kick - As per Whirlwind, except it only costs 3 attacks Improved Flurry of Blows - there is no longer an attack penatly. Improved Insvisibility - As per the spell, except it is Verbal only. Improved Lighting Fists (Pre:Lightning Fists) - the penalty per attack is now -2 instead of -5. Invisibility - As per the spell, except it is Verbal only. Lay on Hands - as per the Paladin ability, Charisma modifer x Monk level. Moon Sault - Perhaps not the best fighting maneuver. The fighter Leaps nearly straight up (5' / level!), and uses his mass to crush his opponent. It takes 1 initiative action to fall 5' back down. When he finally does reach the ground, everyone in the hex he lands suffers an unarmed attack, adding +1 to the damage for every 5 feet fallen. The Monk is not harmed by this attack. You may move horizontally as if you had jumped normally. Power Geiser - the Power Geiser is a Flamestrike, which eminates 10' away from the Fighter, does 1d6 per Monk level (max 15d6) and requires only a Verbal Component. Rolling Attack - As per Jump Kick (Mantis Leap-(S&F)) except you may also make a Knockback attempt (as per Bull Rush) to push your opponent back 5 feet. Shave Roll - As per Improved Overrun(S&F), except that it only costs 2 attacks. Silence - As per the spell, except it is Verbal only. (Ironic, eh? =) Spinning Pile Driver (SPD) - Similar to a Throw, once you have your victim pinned, you can throw them up in the air, only you travel along with them, and ride them down into the ground. The SPD plays just like a Throw, except it scores an automatic critical hit (no to-hit rolls needed, just roll double your unarmed attack damage). At the end of the SPD, the victim lands 10 feet away from you & is knocked down (no Reflex save on this one). Spirit of the Dragon - By mastering all tenants of the Dragon Style, the student is able to throw a rapid volley of attacks at his oponent. When Spirit of the Dragon is learned, choose either the Hurricane Kick, Hadoken, or Dragon Punch as your mastered manevuer. This reduces its cost by one. When performing the Spirit of the Dragon, you may only attack with your mastered maneuver, but you may use it multiple times, until either you miss or you use all your attacks for the round. Suggestion - As per the spell, except it is Verbal only. Thai Kick - When using the Thai Kick, the use the unarmed damage die one class higher than normal. Throw - Once you have your victim pinned, you can throw them a distance of 5 feet + 5 feet for every +1 damage modifier you have from Strength. A throw causes normal unarmed damage and threatens a Knockdown. The defender may make a Reflex save (DC=10+throw damage) to land on their feet. You may not throw creature sizes at the extreme edge of your grappling range. (So if you the largest creature you can normally grapple is Large, you can only use the throw on medium or smaller creatures.) True Strike - As per the spell, except it is Verbal only. Ultra SPD - As SPD, except you score two critical hits before you let them go. Unarmed Damage class shift +1 - Muay Thai Practicioners shift their damage up one class from the chart on PHBp38. So, a 1d10 would be a 1d12, a 1d12 would be a 1d20, and 1d20 becomes 3d12(PTC rule). *These values are wrong, check 3.5 for new ruling on Monk damage. Venom - Same as Melf's Acid Arrow, except it is Verbal only, and the range is reduced to short (25'+ 5'/2 levels) **************************************************************************************