Difference between revisions of "Midnight Custom Prestige Class: Huskarl"

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== Requirements ==
 
== Requirements ==
  
To qualify to become a fell warden, a character must fulfill the following criteria:<br>
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To qualify to become a huskarl, a character must fulfill the following criteria:<br>
'''Skills:''' Knowledge (spirits) 8 ranks, Spellcraft 8 ranks.<br>
+
'''Race:''' Dwarf.
'''Feats:''' Magecraft (any tradition), Spell Focus (necromancy), Spellcasting (necromancy)<br>
+
'''Alignment:''' Any good.<br>
'''Special:''' Must have a living familiar with an Intelligence score of at least 8.<br>
+
'''Base Attack Bonus:''' +6.<br>
 
+
'''Skills:''' Profession (soldier) 6 ranks.<br>
 +
'''Feats:''' Armor Proficiency (Medium), Magecraft, Still Spell, Weapon Focus (any axe or hammer weapon).<br>
 +
'''Special:''' Must be trained and knighted by another huskarl and must be a Pathwalker.  Must not have the Sneak Attack class ability.
  
 
== Class Skills ==
 
== Class Skills ==
  
The fell warden’s class skills (and the key ability for each skill) are Concentration (Con), <br>
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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).<br>
Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken <br>
 
individually) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak <br>
 
Language (n/a), Spellcraft (Int).<br>
 
 
Skill Points at Each Level: 4 + Int modifier.
 
Skill Points at Each Level: 4 + Int modifier.
  
 
== Class Features ==
 
== Class Features ==
  
All of the following are features of the fell warden prestige class.<br>
+
All of the following are features of the huskarl prestige class.<br>
'''Weapon and Armor Proficiency:''' Fell wardens are proficient with the scythe and sickle, traditional symbols of the harvesting of souls and death.  Fell wardens gain no proficiency with any type of armor or with shields.<br>
+
'''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).<br>
'''Improved Spellcasting:''' Fell warden levels grant similar benefits as channeler levels with regards to the art of magic, bonus spells, and bonus spell energyThis means that fell warden levels stack with channeler levels for the purposes of determining the highest-level spells the character can castA character with more channeler and fell warden levels than levels in other classes adds +1 to his character level to determine the highest-level spells he can cast.<br>
+
'''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.<br>
Additionally, each time the character achieves a new fell warden level, he gains one new spell of the necromancy school of any level he can cast.<br>
+
All of the huskarl’s followers or cohorts higher than level 1 must have at least one rank in Profession (soldier).<br>
Finally, the character’s maximum spell energy increases by one point for every level of fell warden he gains.<br>
+
'''Improved Spellcasting:''' The huskarl learns spells that follow a particular tradition rather than a particular school of magicThe huskarl gains access to the spells in the huskarl spell list and may learn these spells following the normal rulesHowever, spells from this list may only be learned during a huskarl<br> 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.<br>
'''Fell Familiar:''' The fell warden gains the ability to allow his familiar to become one of the Fell, giving it abilities and advantages that other familiars lack, though at a cost of its life.<br>
+
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.
The fell warden’s familiar is killed and then reanimated through a dangerous ritual.  In order to perform this ritual, the fell warden must spend at least 5 days in preparation gathering components and supplies, and securing solitude, which is typically a single room or cave where disruptions are at a minimum.  The ritual takes two full days to complete, at the end of which the fell warden’s familiar becomes an undead Fell.<br>
+
Finally, the character’s maximum spell energy increases by one point for every level of huskarl he gains.<br>
If a fell familiar is destroyed, the fell warden suffers the same penalties as he would if a living familiar had died.  Unlike normal familiars, slain fell familiars cannot be raised from the dead.  A destroyed fell familiar must first be replaced by a new living familiar, and then ritually killed and raised as Fell.<br>
+
'''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 energyThis 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.<br>
A fell warden cannot benefit from the Improved Familiar feat and the Fell Familiar class ability at the same timeFell warden levels stack with different classes that are entitled to familiars for the purpose of determining any familiar abilities that depend on the master’s level. <br>
+
'''Inspirational Presence:''' Simply being close to a 2nd level huskarl is a humbling and powerful eventThe 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.<br>
'''Deathcraft (Ex):''' At 2nd level, the fell warden learns to unlock the secrets of necromancy.  The spell energy cost for casting spells from the necromancy school is reduced by 1.  The character only gains this reduced spell energy cost on spells with a level equal to or less than his fell warden level, and the minimum cost is 1.<br>
+
At 7th level the range of this aura increases to 5 feet per huskarl level.<br>
The fell warden’s focus on necromantic magic also allows him to learn inflict wounds spells (level 0: ''inflict minor wounds''; level 1: ''inflict light wounds''; level 2: ''inflict moderate wounds''; level 3: ''inflict serious wounds''; level 4: ''inflict critical wounds''; level 5: ''inflict light wounds, mass''; level 6: ''harm, inflict moderate wounds, mass''; level 7: ''inflict serious wounds, mass''; level 8: ''inflict critical wounds, mass'').  These spells are all in the necromancy school of magic, and can be learned the same way other spells are learned.  Because these spells channel negative energy into the target, they are capable of healing undead creatures.<br>
+
At 9th level the huskarl’s presence also grants a morale bonus to all other saving throws equal to half the character’s huskarl levelsThis applies to himself and all others within range.<br>
'''Rebuke Undead (Su):''' At 2nd level a fell warden gains the supernatural ability to rebuke and command undead that are within his presence, as a legate wouldTo do this, he makes a normal turning check as described in the PHB, with his caster level serving as his cleric levels.  A fell warden may rebuke undead a number of times per day equal to three plus his casting ability modifier.  The fell warden may take the Extra Turning feat in order to increase the number of times per day he may use this ability.<br>
+
'''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 pointThis bonus lasts one round, and the bonus granted by the attack is selected by the huskarl when the attack is madeHuskarls 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 stackThis is a mind-affecting effect.<br>
A fell warden does not use a holy symbol, or the power of any god, to rebuke undead.  Instead, he makes known the necromantic power he wields to the undead within his presence.  While this ability does not expend spell energy, the attempt to rebuke undead can be detected as though it were a minor channeled spell being cast, with the caster’s fell warden levels determining his caster level for this effect.<br>
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'''Bonus Feat:''' The huskarl gains a bonus feat at 4th and 8th levels. The feat chosen must be a fighter bonus feat.<br>
'''Necromantic Presence (Su):'''  At 3rd level the fell warden gains the ability to protect undead minions.  Whenever his fell familiar or other undead he controls are within 60 feet, they gain a +4 bonus to their turn resistanceAlso, when making a turn attempt to Bolster Undead for his fell familiar or himself, the effective Hit Dice result is +2.<br>
+
'''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 trainingThe squire earns XP in the same manner as a regular cohortUpon completing the training to become a huskarl, the squire leaves the master’s care and the huskarl may attract another 2nd-level squireFor every squire that the huskarl knights as a fellow huskarl, the character may attract an additional squire (maximum 5 concurrent squires).<br>
'''Sense Undeath (Ex):''' At 3rd level a fell warden gains the ability to sense the difference between life and death in other creatures.  <br>
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'''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.<br>
By spending a full round concentrating on a single subject within 20 feet, a fell warden’s knowledge of mortal transition allows him to determine the presence of a spirit, and whether the subject is dead or alive. This requires a secretly-rolled Knowledge (spirits) check, with a DC of 15 + the target’s Hit Dice.  A successful roll when studying a corpse means the fell warden can tell if the recently deceased will or will not rise again as Fell, or he can tell if a seemingly alive creature is already FellA successful roll for a subject that has not yet died only tells the fell warden that the subject is alive and there is a spirit present, but not the type of spiritIf the roll fails, the fell warden gains no insight as to the fate of the spirit.<br>
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'''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!”).
A fell warden can use this ability as a standard action by taking a +5 penalty to the DCFor every extra 20 feet of distance from a subject, the DC also increases by +2.  If the subject has an Intelligence score of less than 5, the DC increases by +5.<br>
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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.
'''Inured to Death (Ex):''' At 4th level and at every three levels thereafter, a fell warden gains the listed bonus to his saving throws against spells in the Necromancy school and versus supernatural abilities and spells used by undead (such as Draining Touch, Ghoul Fever, or a vampire’s spells). <br>
 
'''Greater Necromancy Focus:''' At 5th level the fell warden adds +1 to the Difficulty Class for all saving throws against spells from the necromancy school of magic. This bonus stacks with the bonus from Spell Focus and Greater Spell Focus.<br>
 
'''Mortal Governance (Su):'''  At 5th level the fell warden may use his Rebuke Undead ability to greater effect.<br>
 
A fell warden may attempt to untether the spirit from the body of the recently deceased and ungral Fell creatures (but not Fell who have deteriorated past this point).  By using a turning attempt, the fell warden can instantly free the spirit of someone who has died but has not yet risen as FellIn order to similarly free the spirit from a Fell creature that has not yet degenerated into being faengral, the fell warden must have at least twice as many character levels as the Fell has Hit Dice. <br>
 
If a fell warden attempts to bind the spirit of a living creature to its mortal form, he uses a turning attempt and makes a turning check to determine if he can affect a creature with the target’s Hit DiceIf the turning check result is too low to be able to affect the target creature, the attempt failsIf successful, then if during the next week the affected creature dies, the DC to avoid becoming Fell is increased by the character’s fell warden class levelsThis effect functions as a curse, similar to the spell ''bestow curse'', and thus can be removed with the spell ''remove curse'' or ''break enchantment''. <br>
 
'''Immortal Coil (Ex):''' At 6th level, the fell warden has the option to no longer age naturally.  Once he chooses to stop aging as a mortal he becomes immune to aging effects and can never die of old age. At this point, his body begins to undergo a transformation that includes the formation of a bone cyst within his chest.  His spirit is now permanently bound to this cyst.  If the fell warden then dies, he automatically fails his Will save to resist becoming fell, and there is a 50% chance that he rises again as a ghost, one of the Lost.<br>
 
The only way for a fell warden to avoid becoming fell is to undergo a similar transformation prior to death. This metamorphosis takes place during a ceremony that ends by changing the fell warden into a lich, at the cost of 10,000 experience points.  The cyst in his chest serves is his phylactery.<br>
 
This is a hard choice for some, who believe the rumors that nothing can be done to prevent becoming evil once turned into a lich.  Other rumors say that this is the only means by which any creature has become a lich after the Sundering.  When faced with immortality as a powerful undead lord, or as a spirit bound to a decayed and eventually destroyed body, only the most daring or dastardly continue their fell warden training.<br>
 
'''Shared Repercussions (Su):''' At 8th level a fell warden gains the ability to shunt off Constitution damage from the casting of spells to his fell familiar in the form of hit point damage.  <br>
 
To use this ability, the fell warden must be in physical contact with his fell familiar, and the casting time for the spell increases to a full-round action. When the fell warden would take more than 1 point of Constitution damage while sacrificing some of his life essence to power the casting of a single spell, he may choose to siphon off half (round down) of the Constitution damage to his familiar.  Rather than causing Constitution damage to the familiar, this injures the familiar, dealing hit point damage equal to the level of the spell for every point of Constitution damage siphoned.  Alternatively the fell warden may siphon off all Constitution damage, dealing (2d6 + spell level) hit point damage per Constitution damage siphoned to his fell familiar.  <br>
 
The damage dealt by this ability cannot be healed by any means, other than by the familiar feeding on the blood of its fell warden masterThis damage causes violent, maddening pain to the familiar.  The fell familiar must succeed at a Will save (DC 10 + damage dealt) to avoid biting its master once.<br>
 
A fell warden may not use this ability on a living familiar.<br>
 
Example: A fell warden with 2 spell energy points remaining chooses to cast a chain lightning spell, which normally costs 8 spell energy.  Rather than take 6 points of Constitution damage, the fell warden summons his fell familiar to his side and casts the spell, siphoning off part of this damage.  He still takes 3 points of Constitution damage, but causes his undead familiar 18 points of damage (3 points of Constitution damage were siphoned, for a 6th-level spell). His familiar must then succeed on a DC 28 Will save to avoid biting its master.<br>
 
'''Resolute Necromancy:'''  At 9th level a fell warden with the Maximize Spell metamagic feat can maximize spells from the necromancy school as if they were only one level higher, rather than 3 levels higher.
 
<br><br><br><br>
 
 
 
= THE FELL FAMILIAR =
 
  
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=== 0-Level Huskarl Spells ===
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'''Create Water:''' Creates 2 gallons/level of pure water.<br>
 +
'''Cure Minor Wounds:''' Cures 1 point of damage.<br>
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'''Detect Magic:''' Detects spells and magic items within 60 ft.<br>
 +
'''Detect Poison:''' Detects poison in one creature or small object.<br>
 +
'''Disrupt Undead:''' Deals 1d6 damage to one undead.<br>
 +
'''Flare:''' Dazzles one creature (-1 on attack rolls)<br>
 +
'''Light:''' Object shines like a torch.<br>
 +
'''Mage Hand:''' 5-pound telekinesis. <br>
 +
'''Mending:''' Makes minor repairs on an object.<br>
 +
'''Message:''' Whispered conversation at distance.<br>
 +
'''Open/Close:''' Opens or closes small or light things.<br>
 +
'''Read Magic:''' Read scrolls and spellbooks.<br>
 +
'''Resistance:''' Subject gains +1 on saving throws.<br>
 +
'''Virtue:''' Subject gains 1 temporary hp.<br>
  
Once the ritual is complete, the fell warden’s familiar becomes an altered ungral fell (see pgs. 343-347 in the Midnight 2nd Edition book) and gains certain bonuses.<br>
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=== 1st-Level Huskarl Spells ===
No matter what special ability had been granted by the familiar before, the fell familiar grants its master the ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as animate dead).<br>
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'''Assist:''' As long as you speak, those within 30 feet gain +2 morale bonus on skill checks.<br>
 +
'''Channel Might:''' Subject’s next attack deals max damage and bonus damage equal to your caster level.<br>
 +
'''Comprehend Languages:''' You understand all spoken and written languages. <br>
 +
'''Cure Light Wounds:''' Cures 1d8 damage +1/level (max +5).<br>
 +
'''Detect Astirax:''' Detects the presence and condition of astiraxes within range.<br>
 +
'''Endure Elements:''' Exist comfortably in hot or cold environments. <br>
 +
'''Expeditious Retreat:''' Your speed increases by 30 ft. <br>
 +
'''Feather Fall:''' objects or creatures fall slowly. *<br>
 +
'''Hold Portal:''' Holds door shut.<br>
 +
'''Inspiration:''' Subject gains +10 morale bonus on one Craft check.<br>
 +
'''Joyful Speech:''' Emboldens subjects against fear and makes others more friendly as long as you speak or sing.<br>
 +
'''Longstrider:''' Your speed increases by 10 ft.<br>
 +
'''Magic Weapon:''' Weapon gains +1 bonus.<br>
 +
'''Peasant’s Rest:''' One subject gains the benefits of a full night’s rest in only 4 hours.<br>
 +
'''Phantom Edge:''' Weapon deals damage according to the type assigned.<br>
 +
'''Protection from Chaos/Evil/Law:''' +2 to AC and saves, counter mind control, hedge out elementals and outsiders. <br>
 +
'''Shield:''' Invisible disc gives +4 to AC, blocks magic missiles.<br>
 +
'''Stone Soup:''' Enchants one stone to become nourishing condensed soup.<br>
  
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=== 2nd-Level Huskarl Spells ===
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'''Bear’s Endurance:''' Subject gains +4 to Con for 1 min./level. <br>
 +
'''Bleed Power:''' 1 creature per level that damages you in melee combat suffers 1d6 points of force damage.<br>
 +
'''Blur:''' attacks miss subject 20% of the time.<br>
 +
'''Bull’s Strength:''' Subject gains +4 to Str for 1 min./level. <br>
 +
'''Calm Emotions:''' Calms creatures, negating emotion effects.<br>
 +
'''Cat’s Grace:''' Subject gains +4 to Dex for 1 min./level.<br>
 +
'''Cure Moderate Wounds:''' Cures 2d8 damage +1/level (max +10).<br>
 +
'''Detect Chaos/Evil/Good/Law:''' Reveals creatures, spells, or objects of selected alignment. <br>
 +
'''Eagle’s Splendor:''' Subject gains +4 to Cha for 1 min./level.<br>
 +
'''Enthrall:''' Captivates all within 100 ft. + 10 ft./level.<br>
 +
'''Fox’s Cunning:''' Subject gains +4 Int for 1 min./level.<br>
 +
'''Knock:''' opens locked or magically sealed door.<br>
 +
'''Owl’s Wisdom:''' Subject gains +4 to Wis for 1 min./level. <br>
 +
'''Pacify:''' Attempts to prevent 1 + 1 per 3 levels subjects from attacking.<br>
 +
'''Protection from Arrows:''' Subject immune to most ranged attacks. <br>
 +
'''Resist Energy:''' Ignores first 10 (or more) points of damage/attack from specified energy type.<br>
 +
'''Restoration, Lesser:''' Dispels magical ability penalty or repairs 1d4 ability damage.<br>
 +
'''See Invisibility:''' Reveals invisible creatures or objects.<br>
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'''Silence:''' Negates sound in 15-ft. radius.<br>
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'''Soften Earth and Stone:''' Turns stone to clay or dirt to sand or mud.<br>
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'''Tongues:''' Speak any language.<br>
 +
'''True Strike:''' +20 on your next attack roll.<br>
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'''Warp Wood:''' Bends wood (shaft, handle, door, plank).<br>
 +
'''Whispering Wind:''' Sends a short message 1 mile/level.<br>
  
<table border="0">
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=== 3rd-Level Huskarl Spells ===
<tr align="left">
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'''Clairaudience/Clairvoyance:''' Hear or see at a distance for 1 min./level.<br>
      <th colspan="4" style="background:#330066;">&nbsp;&nbsp;&nbsp;&nbsp; <b><font color="#cccccc" size="4">The Fell Familiar</font></b> </th></tr>
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'''Cure Serious Wounds:''' Cures 3d8 damage +1/level (max +15).<br>
<tr align="left">
+
'''Daylight:''' 60-ft. radius of bright light.<br>
  <th width="90">Master Class Level</th>
+
'''Dispel Magic:''' Cancels magical spells and effects.<br>
  <th width="80">Natural Armor Adj.</th>
+
'''Gentle Repose:''' Preserves one corpse.<br>
  <th width="50">Int</th>
+
'''Halfling Burrow:''' Creates comfortable, well-hidden burrow.<br>
  <th width="400">Special</th>
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'''Haste:''' One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.<br>
</tr><tr style="background:#ffffcc;">
+
'''Heroism:''' Gives +2 bonus on attack rolls, saves, skill checks.<br>
  <td>1st–2nd</td>
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'''Keen Edge:''' Doubles normal weapon’s threat range.<br>
  <td>+1</td>
+
'''Magic Circle Against Chaos/Evil/Law:''' As protection spells, but 10-ft. radius and 10 min./level.<br>
  <td>6</td>
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'''Magic Weapon, Greater:''' +1/four levels (max +5).<br>
  <td>Degenerative hunger, fell bonding, improved evasion, <br>regenerative hunger, share spells, empathic link</td>
+
'''Meld Into Stone:''' You and your gear merge with stone.<br>
</tr><tr>
+
'''Protection from Energy:''' Absorb 12 points/level of damage from one kind of energy.<br>
  <td>3rd–4th</td>
+
'''Rage:''' Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.<br>
  <td>+2</td>
+
'''Remove Disease:''' Cures all diseases affecting subject.<br>
  <td>7</td>
 
  <td>Deliver touch spells, damage reduction</td>
 
</tr><tr style="background:#ffffcc;">
 
  <td>5th–6th</td>
 
  <td>+3</td>
 
  <td>8</td>
 
  <td>Speak with master</td>
 
</tr><tr>
 
  <td>7th–8th</td>
 
  <td>+4</td>
 
  <td>9</td>
 
  <td>Sense undeath, scare animals of its kind</td>
 
</tr><tr style="background:#ffffcc;">
 
  <td>9th–10th</td>
 
  <td>+5</td>
 
  <td>10</td>
 
  <td>Damage reduction</td>
 
</tr><tr>
 
  <td>11th–12th</td>
 
  <td>+6</td>
 
  <td>11</td>
 
  <td>Spell resistance</td>
 
</tr><tr style="background:#ffffcc;">
 
  <td>13th–14th</td>
 
  <td>+7</td>
 
  <td>12</td>
 
  <td>Scry on familiar</td>
 
</tr><tr>
 
  <td>15th–16th</td>
 
  <td>+8</td>
 
  <td>13</td>
 
  <td>–</td>
 
</tr><tr style="background:#ffffcc;">
 
  <td>17th–18th</td>
 
  <td>+9</td>
 
  <td>14</td>
 
  <td>–</td>
 
</tr><tr>
 
  <td>19th–20th</td>
 
  <td>+10</td>
 
  <td>15</td>
 
  <td>Damage reduction</td>
 
</tr>
 
<tr><td colspan="6" style="background:#330066;"><font size="1"> </font></td></tr>
 
</table>
 
  
 +
=== 4th-Level Huskarl Spells ===
 +
'''Cure Critical Wounds:''' Cures 4d8 damage +1/level (max +20).<br>
 +
'''Freedom of Movement:''' Subject moves normally despite impediments.<br>
 +
'''Geas, Lesser:''' Commands subject of 7 HD or less.<br>
 +
'''Globe of Invulnerability, Lesser:''' Stops 1st- through 3rd-level spell effects.<br>
 +
'''Locate Creature:''' Indicates direction to familiar creature.<br>
 +
'''Minor Creation:''' Creates one cloth or wood object.<br>
 +
'''Reincarnate:''' Brings dead subject back in a random body.<br>
 +
'''Remove Curse:''' Frees object or person from curse.<br>
 +
'''Secure Shelter:''' Creates sturdy cottage.<br>
 +
'''Shout:''' deafens all in cone; deals 5d6 sonic dmg.<br>
 +
'''Silver Storm:''' Silver needles deal 1d4 damage per caster level in a cone.<br>
 +
'''Stone Shape:''' Sculpts stone into any shape.<br>
 +
'''Stoneskin:''' Ignore 10 points of damage per attack.<br>
  
'''Fell Familiar Basics:''' Use the basic statistics for a creature of the familiar’s kind, but make the following changes instead of the changes for standard familiars: <br>
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=== 5th-Level Huskarl Spells ===
''Size and Type:'' The creature’s type changes to undead.  Calculate all other aspects of the fell familiar using the following information, however.  Size is unchanged.<br>
+
'''Atonement:''' Removes burden of misdeeds from subject.<br>
Note: Undead have no Constitution score and are therefore immune to any effect requiring a Fortitude save (unless it affects objects).  Undead are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).  Undead are not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain.  Negative energy (such as an inflict wounds spell) can heal undead creatures, while positive energy harms them.  An undead creature is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.  Undead have darkvision with a range of 60 feet.  Undead do not breathe, eat, or sleep.<br>
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'''Break Enchantment:''' Frees subjects from antments, alterations, curses, and petrification.<br>
''Hit Dice:'' For the purpose of effects related to number of Hit Dice, use the fell warden’s character level or the familiar’s normal HD total, whichever is higher.<br>
+
'''Cure Light Wounds, Mass:''' Cures 1d8 damage +1/level for many creatures.<br>
''Hit Points:'' The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.<br>
+
'''Death Ward:''' Grants immunity to all death spells and negative energy effects.<br>
''Abilities:'' Same as the base creature, unless otherwise noted.  As undead, fell familiar have no Constitution score.
+
'''Dream:''' Sends message to anyone sleeping.<br>
''AC:'' Fell familiars gain an additional natural armor bonus, based on their size.  The number noted here is an improvement to the familiar’s existing natural armor bonus gained due to master class level.<br>
+
'''Fabricate:''' forms raw materials into finished items.<br>
: '''Size (Natural Armor Bonus)'''<br>
+
'''Inspirational Might:''' mimics bard’s Inspire Greatness.<br>
:: Tiny (+1)<br>
+
'''Interposing Hand:''' Hand provides cover against one opponent.<br>
:: Small (+2)<br>
+
'''Magic Circle Against Shadow:''' As magic circle spells, but only verses agents of Izrador.<br>
:: Medium (+3)<br>
+
'''Major Creation:''' As minor creation, plus stone and metal.<br>
:: Large (+4)<br>
+
'''Passwall:''' Creates passage through wood or stone wall.<br>
''Attacks:'' Use the master’s base attack bonus, as calculated from all his classes.  Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.  The fell familiar retains all the attacks of the base creature, and also gains a bite attack if it did not have one. <br>
+
'''Private Sanctum:''' Prevents anyone from viewing or scrying an area for 24 hours.<br>
''Full Attack:'' Fell familiars use the bite attack in conjunction with any other attacks it has. <br>
+
'''Sending:''' Delivers short message anywhere, instantly.<br>
''Damage:'' Fell familiars have bite attacks.  If the base creature does not have this attack form, use the appropriate damage value from the table below according to the familiar’s size.  Familiars that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.<br>
+
'''Telepathic Bond:''' Link lets allies communicate.<br>
: '''Size (Damage)'''<br>
+
'''Transmute Mud to Rock:''' forms two 10-ft. cubes per level.<br>
:: Tiny (1d3)<br>
+
'''Transmute Rock to Mud:''' forms two 10-ft. cubes per level.<br>
:: Small (1d4)<br>
+
'''Wall of Stone:''' Creates a stone wall that can be shaped.<br>
:: Medium (1d6)<br>
+
<br>
''Saving Throws:'' For each saving throw, use either the fell familiar’s base save bonus (Fortitude and Reflex saves are good) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.<br>
 
''Skills:'' For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better.  In either case, the familiar uses its own ability modifiers.  Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.<br>
 
  
'''Fell Familiar Ability Descriptions:''' All fell familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in fell warden and other classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.<br>
 
''Natural Armor Adj.:'' The number noted here is an improvement to the familiar’s existing natural armor bonus.<br>
 
''Int:'' The familiar’s Intelligence score.<br>
 
''Degenerative Hunger (Ex):'' A fell familiar must feed on the still-warm flesh of a physical creature with Intelligence 5 or higher.  If it does not consume its own weight in such flesh each week, its mental ability scores each decrease by one.  If at any point the familiar has gone one week without eating this amount of flesh and its Intelligence is 7 or lower, it devolves into a faengral.  Ability scores cannot be decreased in this manner lower than 3.<br>
 
A fell familiar that drinks a full dose of its master’s blood is considered to have consumed the required amount of flesh for the purposes of this ability.<br>
 
''Fell Bonding (Ex):'' As long as the familiar remains within one mile of the fell warden, its craving for the flesh of the living is little more than a slight hunger and it suffers no unusual discomfort in bright light.  <br>
 
While the hunger for flesh may be sated by the normal means of eating a meal of the body of an intelligent creature (Int 5 or higher), the familiar may instead drink a dose of the blood of its fell warden master once per week.  Due to the bonding process, this blood not only counts as a full meal for purposes of quenching the familiar’s hunger, but it also prevents the body of the familiar from rotting.  This can be all at once, or in doses.  A single dose causes 1d10 points of damage to the fell warden, while a half dose is 1d6, a quarter dose is 1d4, and a daily dose is 2 points of damage daily for six days.  This is normal physical damage that bypasses temporary hit points and can be healed naturally.  Feeding the fell familiar in this manner takes a full minute, regardless of the strength of dose.<br>
 
The fell familiar must drink a full dose of its master’s blood per week for the rest of its existence, so if a week’s worth of blood is not imbibed, the following week the familiar will need two doses, or start to suffer ill effects.  However, fell familiars cannot be given advance doses of blood (3 doses in a week only applies to that week or previous weeks – next week the familiar will need another dose).  <br>
 
Fell familiars who have gone long periods without its master’s blood, and have entered states of extreme decay, can still be restored to proper health with enough blood.  A fell warden’s fell familiar begins to decay into the natural state of all Fell if not fed in this manner.  <br>
 
The process of bonding also imbues the fell familiar with a bonus versus turning equal to its Hit Dice + its master’s fell warden levels.<br>
 
''Improved Evasion (Ex):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<br>
 
''Regenerative Hunger (Ex):'' For every 10 points of damage it inflicts with its bite attack (or every 10 lbs. of still-warm flesh it consumes), a fell familiar heals 1 point of damage.  A full dose of the familiar’s master’s blood heals a quarter of the familiar’s total hit points.<br>
 
''Share Spells:'' At the fell warden’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his fell familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (undead).<br>
 
''Empathic Link (Su):'' The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.<br>
 
Because of this empathic link, the master has the same connection to an item or place that his familiar does.<br>
 
''Deliver Touch Spells (Su):'' If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.<br>
 
''Damage Reduction (Ex):''  If the master is 4th level or higher, the fell familiar gains DR 5/slashing.  If the master is 10th level or higher, the fell familiar also gains DR 5/magic.  If the master is 20th level, the fell familiar also gains DR 10/silver.<br>
 
''Speak with Master (Ex):'' If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand <br>
 
''Sense Undeath (Ex):''  If the master is 7th level or higher and has gained the Sense Undeath class ability, when master and fell familiar are within 1 mile the fell familiar is able to use this ability as well.<br>
 
''Scare Animals of its Kind (Ex):''  Because the fell familiar appears sickly and pale compared to other animals of its type, other animals of its type are frightened by its presence.  If the master is 7th level or higher, when other animals of approximately the same type as the fell familiar come within 30 feet of the familiar, they must make a DC 15 Will save or become frightened.<br>
 
''Spell Resistance (Ex):'' If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.<br>
 
''Scry on Familiar (Sp):'' If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
 
<br><br><br>
 
 
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[[Kyuad]] | [[Midnight RPG - THE SOUTHIES]]
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[[Bromar]] | [[Midnight RPG - THE SOUTHIES]]

Latest revision as of 12:59, 26 August 2007

HUSKARL[edit]

In the ancient history of the dwarven people, the huskarl were the royal guard of the greatest dors. 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 Dice: d10


     The Huskarl
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +0 +2 Leadership, improved spellcasting
2nd +2 +0 +0 +3 Inspirational presence, spoken power
3rd +3 +1 +1 +3 Lead by example
4th +4 +1 +1 +4 Bonus feat
5th +5 +1 +1 +4 Squire
6th +6 +2 +2 +5 DR 3/-
7th +7 +2 +2 +5 Inspirational presence
8th +8 +2 +2 +6 Bonus feat
9th +9 +3 +3 +6 Inspirational presence
10th +10 +3 +3 +7 DR 6/-


Requirements[edit]

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[edit]

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[edit]

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.

0-Level Huskarl Spells[edit]

Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (-1 on attack rolls)
Light: Object shines like a torch.
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.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st-Level Huskarl Spells[edit]

Assist: As long as you speak, those within 30 feet gain +2 morale bonus on skill checks.
Channel Might: Subject’s next attack deals max damage and bonus damage equal to your caster level.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Astirax: Detects the presence and condition of astiraxes within range.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: objects or creatures fall slowly. *
Hold Portal: Holds door shut.
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.
Longstrider: Your speed increases by 10 ft.
Magic Weapon: Weapon gains +1 bonus.
Peasant’s Rest: One subject gains the benefits of a full night’s rest in only 4 hours.
Phantom Edge: Weapon deals damage according to the type assigned.
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.
Stone Soup: Enchants one stone to become nourishing condensed soup.

2nd-Level Huskarl Spells[edit]

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bleed Power: 1 creature per level that damages you in melee combat suffers 1d6 points of force damage.
Blur: attacks miss subject 20% of the time.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./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.
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.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
See Invisibility: Reveals invisible creatures or objects.
Silence: Negates sound in 15-ft. radius.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Tongues: Speak any language.
True Strike: +20 on your next attack roll.
Warp Wood: Bends wood (shaft, handle, door, plank).
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Huskarl Spells[edit]

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Gentle Repose: Preserves one corpse.
Halfling Burrow: Creates comfortable, well-hidden burrow.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Keen Edge: Doubles normal weapon’s threat range.
Magic Circle Against Chaos/Evil/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1/four levels (max +5).
Meld Into Stone: You and your gear merge with stone.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Remove Disease: Cures all diseases affecting subject.

4th-Level Huskarl Spells[edit]

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Freedom of Movement: Subject moves normally despite impediments.
Geas, Lesser: Commands subject of 7 HD or less.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Reincarnate: Brings dead subject back in a random body.
Remove Curse: Frees object or person from curse.
Secure Shelter: Creates sturdy cottage.
Shout: deafens all in cone; deals 5d6 sonic dmg.
Silver Storm: Silver needles deal 1d4 damage per caster level in a cone.
Stone Shape: Sculpts stone into any shape.
Stoneskin: Ignore 10 points of damage per attack.

5th-Level Huskarl Spells[edit]

Atonement: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from antments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Death Ward: Grants immunity to all death spells and negative energy effects.
Dream: Sends message to anyone sleeping.
Fabricate: forms raw materials into finished items.
Inspirational Might: mimics bard’s Inspire Greatness.
Interposing Hand: Hand provides cover against one opponent.
Magic Circle Against Shadow: As magic circle spells, but only verses agents of Izrador.
Major Creation: As minor creation, plus stone and metal.
Passwall: Creates passage through wood or stone wall.
Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Sending: Delivers short message anywhere, instantly.
Telepathic Bond: Link lets allies communicate.
Transmute Mud to Rock: forms two 10-ft. cubes per level.
Transmute Rock to Mud: forms two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.


Bromar | Midnight RPG - THE SOUTHIES