Prestige
Classes
Following is a summary of the prestige
classes (Dungeon Masters Guide, page 27 and various
Guidebooks) that are available in the
Lands...Arcane
Archer (Dungeon
Masters Guide, page 28)
Operating as the leaders of elven warbands or alone, the
arcane archer is generally found only amongst the red
elves. To become an arcane archer the character must
find a master (10th level) and train for a season, but
then may operate independently.
Assassin
(Dungeon Masters
Guide, page 29)
To become an
assassin the character must find a master (7th level) or
an order run by a master and train for a year unless the character
can already cast arcane spells in which case the training
can be accomplished in a season. The assassin may
then may operate independently. The Sipherii and
Syndaarii are both rumored to have orders of assassins.
Avengers
of the Clan of the Howling Wind (Sword
and Fist,
red avengers, page 34)
The character
must generally be born into this monkish Zonnite
clan. The avenger is dedicated in all ways to
exacting vengeance opn the Blood Moon Clan for the ancient
theft of Ki mastery.
Blackguards
(Dungeon Masters
Guide, page 30)
Blackguards are rumored to exist and an order of the villains,
simply known as the Black Guard, is whispered to oppose
the paladins of the Black Flag Confederacy.
Bodyguard
(Sword
and Fist,
devoted defender, page 13)
To become a bodyguard the character must either train
under a master (3rd level) for a month or successfully
protect three clients for a sum total of one month within
one year. The bodyguard then operates independently,
but may only advance one level before he must again
fulfill the above protection requirement.
Cavalier
(Sword and Fist,
page 12)
Any character that meets the requirements may become a
cavalier, but most are found amongst the Issi Captaincy
and the Black Flag Confederacy.
Defenders
of Ragnuur (Dungeon
Masters Guide, dwarven defender, page 33)
These stalwarts are servants of the Temple of Ragnuur.
A dwarf accepted into the order trains for one
season. The defender may operate at the behest of
the temple or independently, but if cast out of the order
he loses all class abilities.
Duelist
(Sword and Fist,
page 17)
The character must train under a master (9th level) or at
a dueling school run by a master for a month, the duelist
may then operate independently. There are many
supposed dueling schools in Issi lands, but only a few
boast a true master.
Fists
of Jotu (Sword
and Fist,
fist of hextor, page 18)
Brutal mercenary
servants of the Temple of Jotu at the Hold.
Ghostwalker
(Sword
and Fist,
page 20)
Locating one of
these mysterious strangers to serve as a master (5th
level) can be very difficult. Training takes a year
and then the ghostwalker operates independently.
Gladiator
(Sword
and Fist,
page 21)
To become a gladiator the character must train in a gladiatorial
arena and survive three matches in the arena within one
year. The gladiator then operates independently,
but may only advance one level before he must return to
the arena again. The only known arenas are the coliseums
within Damonnii Lands and the lesser arena in the city
of Wenn.
Halfling
Outrider (Sword
and Fist,
page 22)
Outriders
protect the arboreal Hassi tribes that support them.
The character simply presents himself before the tribal
elders and if deemed worthy joins the outriders. Training
takes one month and then the character could, but usually
does not operate independently. Outriders are
mounted upon giant arboreal tree lizards.
Loremaster
(Dungeon Masters
Guide, page 34)
To become a loremaster the character must find a master
(10th level) or an order run by a master, have access to a
considerable library and train for a year. The
loremaster may then may operate independently, but
may not gain more than one level without spending at least
a season in study at a suitable library. The only
known order of loremasters serve the Halls of Soma.
Kensai
(Sword
and Fist,
weapon master, page 38)
The character
must train in a Zonnite dojo ruled by a master (9th level)
for a season, but may then operate independently.
Kensai are also known as "Sword Saints."
Knights
of the Protectorate (Sword
and Fist,
knight protector of the great kingdom, page 24)
Worthies dedicate
themselves to the cause for life hoping to restore the
ancient kingdom from whose ashes rose the Confederacy.
Ninja
of the Blood Moon Clan (Sword
and Fist,
ninja of the crescent moon, page 30)
Trained in
the service of a Zonnite clan of mysterious assassins
known as the Blood Moon, the ninja is almost always bound
to the clan for life. The clan is rumored to have
stolen their Ki powers from the clan of the Howling
Wind who still seeks revenge.
Order
of the Bow (Sword
and Fist,
order of the bow initiate, page 32)
The character
must train in a Zonnite dojo ruled by a master (9th level)
for a season, but may then operate independently. If
the character does not meet the weapon specialization
requirement he must has a ranged attack bonus of +9.
Ravager
of Thourne (Sword
and Fist,
ravager, page 33)
The character
must first be accepted into the order at the Temple or
Thourne and train for a season. The ravager will
then typically serve the temple, but often they do break
off to spread weal on their own.
Samurai
(Sword
and Fist,
master samurai, page 29)
First
trained in the service of a Zonnite feudal lord to
whom the samurai swears an oath of service for no less
than a year, but may then operate independently as a ronin.
Shadowdancer
(Dungeon Masters
Guide, page 34)
To become a shadowdancer the character must find a
troupe run by a master (10th level) and travel with
them for a year unless
the character can already cast arcane spells in which case
the training can be accomplished in a season.
The shadowdancer may then may operate independently.
Tribal
Protector (Sword
and Fist,
page 35)
Most commonly
found amongst the tribes of the badlands.
Warmaster
(Sword
and Fist,
page 37)
Graduates of the
College of War.
Reckoning
of Heroes
Session #20
Ability: Eryndru Dex 19
Armor Class: Eryndru 25
Attack: Eryndru Bow and Wargin Greataxe
+13/+8
Damage: Gaius Inflict Serious Wounds 29
Experience Points: Eryndru 23,945
Level: Eryndru, Wargin and Wrathven 7th
Hit Points: Wargin 85
Save: Gaius Will +9
Skill: Wrathven Climb +14
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