Huskarl

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Huskarl[edit]

In the ancient history of the dwarven people, the huskarl were the royal guard of the greatest dains. They received honor above all others and served their gods with unequaled devotion. In the dark times that followed, the huskarl became a knightly tradition for those dwarves who could prove devotion to their people and unwavering honor. The huskarl today continue to serve as the royal guard for the more noble dains, but the huskarl are not a tool of a leader – they are the patriots of dwarven-kind. They serve what is right and what is good about the dwarven people, and they cannot be swayed in their convictions. Nothing will embolden a group of Good dwarven troops like the presence and performance of a huskarl’s bravery. Nothing will force the hand of Evil dwarves to strike against him like the conviction and integrity of a huskarl’s character. The huskarl are an order of magical and martial leaders with roots in the most ancient traditions of the dwarven people, and embody the spirit of dwarven strength.

Hit Die: d10

Requirements

To qualify to become a huskarl, a character must fulfill the following criteria:
Race: Dwarf.
Alignment: Any good.
Base Attack Bonus: +6.
Skills: Profession (soldier) 6 ranks.
Feats: Armor Proficiency (Medium), Magecraft, Still Spell, Weapon Focus (any axe or hammer weapon).
Special: Must be trained and knighted by another huskarl and must be a Pathwalker. Must not have the Sneak Attack class ability.

Class Skills

The huskarl’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (warfare) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a). Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are features of the huskarl prestige class.

Weapon and Armor Proficiency: Huskarls are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Leadership: The huskarl gains Leadership as a bonus feat. The huskarl also gains a bonus to his leadership score equal to his huskarl levels. This bonus, however, only applies to dwarven followers and cohorts. The huskarl may attract followers of any race according to his leadership score without this bonus, and dwarven followers according to the additional amount of followers that his leadership score with this bonus allows.

All of the huskarl’s followers or cohorts higher than level 1 must have at least one rank in Profession (soldier).

Improved Spellcasting: The huskarl learns spells that follow a particular tradition rather than a particular school of magic. The huskarl gains access to the spells in the huskarl spell list and may learn these spells following the normal rules. However, spells from this list may only be learned during a huskarl level – if a huskarl gains a level as a channeler, spells learned that level are restricted to the spells in the character’s allowed schools only.

Each time the character achieves a new huskarl level, he gains one new spell of any level he can cast. This new spell must be chosen from the huskarl spell list. Finally, the character’s maximum spell energy increases by one point for every level of huskarl he gains.

Spoken Power: Starting at 2nd level, huskarls can cast spells as a still spell without having to modify the spell by a metamagic feat or by paying additional spell energy. This is limited to spells from the huskarl spell list and of a level equal to half of the character’s huskarl levels. Therefore, a 2nd level huskarl can freely cast all 0 level and 1st level spells as still spells, and a 9th level huskarl can still-cast spells of levels 0 through 4.

Inspirational Presence: Simply being close to a 2nd level huskarl is a humbling and powerful event. The huskarl and all allies within 10 feet gain a morale bonus to saving throws against harmful mind-affecting effects equal to the character’s huskarl levels.

At 7th level the range of this aura increases to 5 feet per huskarl level.

At 9th level the huskarl’s presence also grants a morale bonus to all other saving throws equal to half the character’s huskarl levels. This applies to himself and all others within range.


Lead By Example: Each time a 3rd level huskarl successfully damages an enemy with a melee weapon, all of his allies within 30 ft. (but not himself) gain a morale bonus of +1 to either attack rolls, AC, damage, saves, skill checks, or a temporary hit point. This bonus lasts one round, and the bonus granted by the attack is selected by the huskarl when the attack is made. Huskarls with multiple attacks in one round may select the bonus granted by each attack separately, but multiple applications of the same type of bonus do not stack. This is a mind-affecting effect.

Bonus Feat: The huskarl gains a bonus feat at 4th and 8th levels. The feat chosen must be a fighter bonus feat. Squire: At level 5, a huskarl attracts an additional, 2nd-level cohort as a “squire.” The squire is in training to become a huskarl one day, and therefore only qualifies to become a huskarl’s squire if he or she can prove that they are working toward qualifying to meet the requirements for huskarl training. The squire earns XP in the same manner as a regular cohort. Upon completing the training to become a huskarl, the squire leaves the master’s care and the huskarl may attract another 2nd-level squire. For every squire that the huskarl knights as a fellow huskarl, the character may attract an additional squire (maximum 5 concurrent squires). Damage Reduction (Ex): At 6th level, a huskarl gains damage reduction. Subtract 3 points from the damage the huskarl takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below 0.

Honor and Character: A huskarl must be of good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a huskarl’s character requires that he respect legitimate authority (though he will never serve blindly or in such a way as to impinge on his integrity), act with honor (not lying, not cheating, not using poison, and so forth), help dwarves and those in need (provided they do not use the help for evil ends), and steadfastly fight against the forces of Shadow. A huskarl stands for what he believes to be the truth and what is right in the world, and many huskarls create a slogan that personifies the greatest goals of the character (like “Truth and Justice for Dwarvenkind!”). Associates: While he may adventure with characters of any good or neutral alignment, a huskarl will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A huskarl may accept only henchmen, followers, or cohorts who likewise lack tendencies toward Evil.



Example Huskarl[edit]

The huskarl’s expertise is in leading others, especially in combat. The huskarl’s magical abilities are secondary for most huskarl, used as an aid for herself and for allies.

HUSKARL CR 14 Dwarf fighter 6 / huskarl 8 LG Medium humanoid, Earthbonded Heroic Path Init +0; Senses Listen +2, Spot +2, Darkvision 90 ft., Tremorsense 30 ft. Languages Dwarven clan dialect, Old Dwarven, Orcish, Trader’s Tongue (2) AC 26, touch 11, flat-footed 25 hp 165; DR 3/- Fort 10, Ref 5, Will 10 Speed 20 ft. (4 squares) Melee dwarven waraxe +23/+18/+13 (1d10+9 +1d6 fire / 19-20/x3) or 2-handed power attack with waraxe (-3 to AC) +18/+13/+8 (1d10+17 +1d6 fire / 19-20/x3) Base Atk +14; Grp +18 Special Actions Cleave, Power Attack, Shield Bash (1d6), Ride-By Attack Channeler Spells Known (CL 14) 8 spell energy 4th – lesser geas (DC 17), secure shelter 3rd – cure serious wounds, heroism, protection from energy 2nd – bleed power, blur, bull’s strength, lesser restoration, owl’s wisdom, tongues 1st – channel might, endure elements, faerie fire, hold portal, longstrider, shield, true strike 0 (5/day) – cure minor wounds, know direction, mending, open/close, prestidigitation, purify food and drink Spell-Like Abilities 1/day each (from Heroic Path) Hold portal, soften earth and stone, make whole, spike stones, stone shape, meld into stone, transmute rock to mud, stoneskin Abilities Str 18, Dex 12, Con 16, Int 10, Wis 14, Cha 12 Combat Equipment Masterwork clouded full plate, +2 fortified bashing greater masterwork light shield, +3 flaming burst greater masterwork mithral dwarven waraxe, ring of minor spell storing (true strike, blur), gloves of dexterity +2, invisibility potion, haste potion, gaseous form potion, water walk potion, cure serious wounds potion x3, magic vestment +3 oil, greater magic weapon +3 oil, eagle’s splendor potion x2 SQ Improved Spellcasting, Improved Stonecunning, Inspirational Presence, Lead by Example, Leadership bonus, Spoken Power, Squire Feats Cleave, Improved Critical (dwarven waraxe), Improved Shield Bash, Leadership, Magecraft (Spiritual), Mounted Combat, Power Attack, Resigned to Death, Ride-By Attack, Skill Focus (Diplomacy), Still Spell, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe) Skills Craft (weapons) +14, Diplomacy +15, Intimidate +5, Knowledge (warfare) +4, Perform +6, Profession (soldier) +16, Ride +8, Sense Motive +9 Favored Region +2 Survival, Knowledge (nature) when in the Kaladruns; bonus increases to +4 when in subterranean environments.

0-Level Huskarl Spells Abjur Resistance: Subject gains +1 on saving throws. Div Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Read Magic: Read scrolls and spellbooks. Conj Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Evoc Flare: Dazzles one creature (-1 on attack rolls) Light: Object shines like a torch. Necro Disrupt Undead: Deals 1d6 damage to one undead. Trans Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Virtue: Subject gains 1 temporary hp. 1st-Level Huskarl Spells Abjur Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Protection from Chaos/Evil/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Conj Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Peasant’s Rest: One subject gains the benefits of a full night’s rest in only 4 hours. Div Comprehend Languages: You understand all spoken and written languages. Detect Astirax: Detects the presence and condition of astiraxes within range. True Strike: +20 on your next attack roll. * Ench Assist: As long as you speak, those within 30 feet gain +2 morale bonus on skill checks. Inspiration: Subject gains +10 morale bonus on one Craft check. Joyful Speech: Emboldens subjects against fear and makes others more friendly as long as you speak or sing. Evoc Channel Might: Subject’s next attack deals max damage and bonus damage equal to your caster level. Trans Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: objects or creatures fall slowly. * Longstrider: Your speed increases by 10 ft. Magic Weapon: Weapon gains +1 bonus. Phantom Edge: Weapon deals damage according to the type assigned. Stone Soup: Enchants one stone to become nourishing condensed soup. 2nd-Level Huskarl Spells Abjur Pacify: Attempts to prevent 1 + 1 per 3 levels subjects from attacking. Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Conj Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Glitterdust: Blinds creatures, outlines invisible creatures. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Div Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. ** See Invisibility: Reveals invisible creatures or objects. Tongues: Speak any language. Ench Calm Emotions: Calms creatures, negating emotion effects. Enthrall: Captivates all within 100 ft. + 10 ft./level. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Evoc Bleed Power: 1 creature per level that damages you in melee combat suffers 1d6 points of force damage. Illus Blur: attacks miss subject 20% of the time. Silence: Negates sound in 15-ft. radius. Trans Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Fox’s Cunning: Subject gains +4 Int for 1 min./level. Knock: opens locked or magically sealed door. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Warp Wood: Bends wood (shaft, handle, door, plank). Whispering Wind: Sends a short message 1 mile/level. 3rd-Level Huskarl Spells Abjur Dispel Magic: Cancels magical spells and effects. Magic Circle Against Chaos/Evil/Law: As protection spells, but 10-ft. radius and 10 min./level. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Conj Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Remove Disease: Cures all diseases affecting subject. Div Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Ench Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC. Suggestion: Compels subject to follow stated course of action. Evoc Daylight: 60-ft. radius of bright light. Necro Gentle Repose: Preserves one corpse. Trans Halfling Burrow: Creates comfortable, well-hidden burrow. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Meld Into Stone: You and your gear merge with stone. 4th-Level Huskarl Spells Abjur Freedom of Movement: Subject moves normally despite impediments. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Remove Curse: Frees object or person from curse. Stoneskin: Ignore 10 points of damage per attack. Conj Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Minor Creation: Creates one cloth or wood object. Secure Shelter: Creates sturdy cottage. Div Locate Creature: Indicates direction to familiar creature. Ench Geas, Lesser: Commands subject of 7 HD or less. Modify Memory: Changes 5 minutes of subject’s memories. Evoc Shout: deafens all in cone; deals 5d6 sonic dmg. Trans Reincarnate: Brings dead subject back in a random body. Silver Storm: Silver needles deal 1d4 damage per caster level in a cone. Stone Shape: Sculpts stone into any shape. 5th-Level Huskarl Spells Abjur Atonement: Removes burden of misdeeds from subject. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Magic Circle Against Shadow: As magic circle spells, but only verses agents of Izrador. Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Conj Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Major Creation: As minor creation, plus stone and metal. Wall of Stone: Creates a stone wall that can be shaped. Div Telepathic Bond: Link lets allies communicate. Ench Inspirational Might: mimics bard’s Inspire Greatness. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. * Evoc Interposing Hand: Hand provides cover against one opponent. Sending: Delivers short message anywhere, instantly. Illus Dream: Sends message to anyone sleeping. Necro Death Ward: Grants immunity to all death spells and negative energy effects. Trans Fabricate: Transforms raw materials into finished items. Passwall: Creates passage through wood or stone wall. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

  • – This spell is normally one spell level higher for channelers in Midnight.
    • – This spell is normally limited to legates only in the Midnight setting.







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