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Turcano
2007-10-17, 07:32 AM
These are some prestige classes that I've (more or less) cooked up for an ASoI&F campaign I'm working on, and I would appreciate some feedback on them. Keep in mind that these are intended to be NPC classes; player characters would only take them under special circumstances. Also, any ideas for other prestige classes would be appreciated as well.

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The Wolfrider
(Note: The campaign I'm working on is set about 90 years after ASoI&F; this represents an elite northern force that serves as a bodyguard for House Stark.)

Requirements

GENDER: Male.
BASE ATTACK BONUS: +5
FEATS: Blood of the First Men, Mounted Warrior, Weapon Focus
SKILLS: Intimidate 4 ranks, Ride 8 ranks, Survival 4 ranks
BACKGROUND: The North
SPECIAL: Must swear a blood oath of loyalty to House Stark; members may only follow the old gods.

Game Rule Information

Hit Points
Wolfriders gain 2 hit points + Constitution modifier per level.
Class Skills
The Wolfrider’s Class Skills (and the key Ability for each Skill) are: Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge: Local Area (Int) Knowledge: Nature (Int), Knowledge: Navigation (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
Skill Points
Wolfriders gain 6 + Int Modifier; humans gain +1 bonus
Influence Points
At each Level, Wolfriders gain 2 + Cha Modifier.

{table=head]Level|BAB|Fort|Ref|Will|Def|Rep|Special

1st|+1|+2|+2|+0|+0|+1|Aware, Blood Oath, Distract Foe
2nd|+2|+3|+3|+0|+1|-|Endurance, Quick to Arms, Wolves’ Caution
3rd|+3|+3|+3|+1|+2|-|Pack Dodge
4th|+4|+4|+4|+1|+3|+1|Wolves’ Ferocity
5th|+5|+4|+4|+1|+3|-|Pack Trip, Veteran
6th|+6|+5|+5|+2|+4|-|Protector
7th|+7|+5|+5|+2|+5|+1|Stalking Strike +1d6
8th|+8|+6|+6|+2|+6|-|Dread Charge
9th|+9|+6|+6|+3|+6|-|Stalking Strike +2d6
10th|+10|+7|+7|+3|+7|+1|Wolfrider’s Onslaught[/table]

Class Features
All of the following are class features of the Wolfrider:

Weapon and Armor Proficiency
Wolfriders are proficient with all simple and martial weapons, and with light armor and shields.
Aware
At 1st level, a Wolfrider gains Aware as a bonus feat.
Blood Oath
A Wolfrider swears a blood oath to protect and serve House Stark at all times, and to obey its orders without question, taking a -10 penalty on opposed Influence checks against members of House Stark; additionally, Wolfriders gain the In Service defect. Wolfriders will never willingly betray House Stark, and any attempts to trick a Wolfrider into such a betrayal suffer a -10 penalty to any social Skill checks or Influence rolls.
These conditions do not apply to members of House Stark (including cadet branches) with Wolfrider levels.
Distract Foe
Wolfriders learn to distract a flanked opponent. At 1st level, a Wolfrider who flanks an opponent with at least one ally may make a single attack as a full action. If successful, he makes a free Bluff check to feint in combat with damage dealt as a bonus.
Endurance
At 2nd level, a Wolfrider gains Endurance as a bonus feat.
Quick to Arms
Wolfriders train their senses to a keen level of acuity, which allows them to react to danger with surprising speed. At 2nd level, a Wolfrider gains a +4 bonus to Initiative as long as he or she is wearing light or no armour.
Wolves’ Caution
At 2nd level, a Wolfrider gains a bonus feat from the following list: Bravado, Brute, Canny, Finesse, or Tactics. It must be taken as a defensive option and can stack with any other feat on this list.
Pack Dodge
Wolfriders are able to cover their allies in combat. At 3rd level, a Wolfrider may perform an Aid Other action to provide all allies who threaten the same opponent with a +2 dodge bonus.
Wolves’ Ferocity
At 4th level, a Wolfrider gains a bonus feat from the following list: Bravado, Brute, Canny, Finesse, or Tactics. It must be taken as an offensive option and can stack with any other feat on this list.
Pack Trip
Wolfriders learn to effectively trip their opponents in combat. At 5th level, a Wolfrider who flanks an opponent with at least one ally performing an Aid Other action may make both a regular attack and a trip attack as a full-round action.
Veteran
At 5th level, a Wolfrider gains Veteran as a bonus feat.
Protector
Beginning at 6th Level, a Wolfrider may specify one person as his ward (and this must fit within his terms of duty; GM’s approval). This ward must be selected before Initiative is rolled and cannot be changed for the duration of the combat. If the Wolfrider is within 5 feet of the ward, he may switch places with the designated person before any attack on the ward is rolled. As long as there is sufficient clearance, the Wolfrider may intercept up to four attacks against the ward — each extra defense is made with the standard cumulative -2 penalty.
Stalking Strike
At 7th Level, a Wolfrider learns to ambush his or her foes. Anytime the Wolfrider’s target is caught flat-footed, the Wolfrider’s attack deals extra damage. The extra damage is +1d6 at 7th Level and +2d6 at 9th Level. Should the Wolfrider score a critical hit with a Stalking Strike, this extra damage is not multiplied.
Ranged attacks can only count as Stalking Strikes if the target is within Short Range. The Wolfrider can’t strike with deadly accuracy from beyond that range.
A Wolfrider can only Stalking Strike a living creature with a discernible anatomy. Any creature that is immune to critical hits is also invulnerable to Stalking Strikes. The Wolfrider must be able to see the target well enough to pick out a vital spot and must then be able to reach it. The extra damage stacks with similar Special Abilities, such as a Hunter’s Stalking Strike and a Knave’s Sneak Attack.
Dread Charge
After years of mounted combat, Wolfriders develop a mighty prowess when striking opponents from horseback. Beginning at 8th level, a mounted and charging Wolfrider increases the damage he does in an attack. A sword or other melee weapon does +1d6 damage, while a lance does an extra +1d8 damage. This damage is not multiplied in the case of a critical hit.
Wolfrider’s Onslaught
At 10th level, a Wolfrider may make a full attack, even if his mount charges. The onslaught ends the Wolfrider’s action, however, and he cannot move after taking his attacks. He gains standard charge bonuses (plus bonuses for Dread Charge) to his first attack.

Ex-Wolfriders
A Wolfrider who intentionally breaks his blood oath cannot take more Wolfrider levels. Moreover, he makes a Nemesis of House Stark and is marked for death by his former comrades.
==========================

The Greenseer
(Note: This is a beefed-up version of this PrC (http://agot.pbwiki.com/Greenseer).)

Requirements

ABILITY SCORES: Wisdom 15.
FEATS: Blood of the First Men, one of the following two Legendary Feats: Dreams, Animal Companion.
SKILLS: Handle Animal 6 ranks, Knowledge: Arcana 8 ranks, Knowledge: Nature 6 ranks, Survival 4 ranks.
SPECIAL: Train with a Greenseer mentor, near-death experience preceding the arrival of the Dreams ability.

Game Rule Information

Hit Points
Greenseers gain 1 hit point + Constitution modifier per level.
Class Skills
The Greenseer's class skills (and the key ability for each skill) are Craft: Fletching (Int), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge: Arcana (Int), Knowledge: Legends (Int), Knowledge: Local Area (Int), Knowledge: Nature (Int), Knowledge: Navigation (Int), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis).
Skill Points
At each level, Greenseers gain 6 + Int modifier; humans gain +1 bonus.
Influence Points
At each level, Greenseers gain 2 + Cha modifier.

{table=head]Level|BAB|Fort|Ref|Will|Def|Rep|Special

1st|+0|+0|+0|+2|+0|+1| Green Art, Legendary Feat, Traditions of the Children
2nd|+1|+0|+0|+3|+1|-|Dreamsight
3rd|+1|+1|+1|+3|+1|-|Green Art
4th|+2|+1|+1|+4|+2|-| Dreamsight
5th|+2|+1|+1|+4|+2|+1| Green Art, Legendary Feat, Traditions of the Children
6th|+3|+2|+2|+5|+3|-| Dreamsight
7th|+3|+2|+2|+5|+3|-|Green Art
8th|+4|+2|+2|+6|+4|-| Dreamsight
9th|+4|+3|+3|+6|+4|-|Green Art, Traditions of the Children
10th|+5|+3|+3|+7|+5|+1| Dreamsight, Legendary Feat[/table]

Class Features
All of the following are class features of the Greenseer:

Weapon and Armor Proficiency
Greenseers are proficient with all simple weapons.
Traditions of the Children
The Greenseer has mastered a facet of lore handed down from the Children of the Forest. He may choose one special ability from this list at levels 1, 5 and 9.
Animal Senses: The Greenseer gains a +4 circumstance bonus to a skill related to his animal companion (e.g., Spot for an eagle, Climb for a monkey, Survival for a wolf). If he does not have an animal companion, he may choose one of the following: Listen, Spot. The Greenseer may select the same skill twice if he takes this bonus a second time.
Fellowship: The Greenseer gains a +2 bonus to all Handle Animal and Knowledge: Nature checks, and any Heal checks made to treat a sick or injured animal.
Folklore: The Greenseer gains a +4 bonus to one of the following: Craft: Fletching, Knowledge: Arcana, Knowledge: Legends, Knowledge: Nature, Knowledge: Religion. The Greenseer may select the same skill twice if he takes this focus a second time.
Skill Mastery: The Greenseer gains Skill Mastery as a Bonus Feat. It may be applied to any Int based skill, as appropriate to the character's learning. This special ability may only be taken once.
Soothe: The Greenseer gains a +2 bonus to Diplomacy, with an additional +4 bonus when dealing with any living being of intelligence 6 or less. This second bonus will also add to any Wild Empathy checks, should the Greenseer possess the ability from a previous class. This special ability may only be taken once.
Green Art
The Greenseer has mastered a powerful ritual or ability with magical effects. He may choose one special ability from this list at levels 1, 3, 5, 7, and 9.
See the Heart: The Greenseer opens his third eye to the true nature of those around him, learning their motives, strengths, and weaknesses. He gains a temporary +4 bonus to Sense Motive against a specified target, lasting one hour. He also learns one each of the target's feats and defects for every 3 levels of Greenseer he possesses (these should be selected randomly). The ability takes one full round to initiate and may be performed once per day per 4 levels of Greenseer the character possesses.
If he takes this ability a second time, his bonus rises to +8, he learns one each of the target's fear and defects for every 2 levels of Greenseer, and he may perform the ability once per day per 2 levels of Greenseer. If he takes this ability a third time, his bonus rises to +12, he learns one each of the target’s fear and defects for every level of Greenseer, and he can perform the ability once per day per level of Greenseer.
Speak with Animals: The world of the wilderness opens up to the Greenseer; he sees in a new light and speaks with his inner voice. He gains the ability to understand and to speak with animals, and he may use Diplomacy and Intimidate on them as he would a person. However, he must learn the languages of the various families of animals with whom he wishes to speak; he gains fluency in one for every three levels of Greenseer he possesses. It is at the GM's discretion whether a particular animal falls within his range (no one animal should speak two languages). He may also spend points in Speak Language to gain fluency in the language of a particular species alone (e.g., "wolf").
The conversation between a Greenseer and an animal is, essentially, inscrutable to other humans and basically silent, although the Greenseer may make the occasional animal noise. Only another Greenseer should be able to decipher the message.

Languages:
The language of the Sky (birds)
The language of the Ground (small mammals; size Tiny and below)
The language of the Furred (large mammals; size Small and above)
The language of Death (large predators)*
The language of the Sea (seawater fish and other underwater sea creatures)**
The language of the River (freshwater fish and other underwater river or swamp creatures)**
The language of the Scaled (reptiles)
The language of the Small (insects)**
*Predators that have made it to the top or near-top of the food chain (after humans) are arrogant and have formed a separate language from those that they eat.
**Insects and many fish have very little intelligence and will not be able to converse normally. They may still be able to provide interesting clues and tidbits, and they should be more easily influenced by the second level of this ability.
If the Greenseer chooses this Art a second time, the animal world begins to accept him as one of its own. He may spend his free Influence Points on particular animals or "organizations" of animals (packs, flocks, schools, or even an entire species if the GM allows it). These animals may occasionally be influenced to join the Greenseer in his travels or even fight and die alongside him. He also gains a one time bonus of 5 influence points which he may only spend on animals.
Note: If the Greenseer possesses an animal companion, this companion may only converse with those of his own species (e.g., "wolf"). Thus he cannot act as a very broad interpreter for the Greenseer.
Weirwood Link: With this ability, the Greenseer is able to see through the eyes of the weirwood trees and speak through their lips. He must be touching a weirwood (any living weirwood) in order to do so, and he must give over his concentration fully to the task, being unable to see or hear his immediate surroundings while he does so. He will be able to choose to see and hear through any other weirwood within his range that has been carved for such a purpose by a fellow Greenseer, and he may also speak through its lips (if it has them). His spoken word will be heard also on his end.

Range (miles) by level:
1. 200
2. 500
3. 1,000
4. 2,000
5. 3,000
6. 5,000
7. 8,000
8. 10,000
9. 13,000
10. 16,000
If he should take this ability a second time, he may learn one of the following:
Shaping: The Greenseer learns to shape faces into new weirwood trees, coaxing the wood to take form with his bare hands. Such a task is time consuming; it takes 10 days minus his Dex modifier to complete and requires a successful Wisdom check vs. DC 15*, as if the Greenseer were casting a Spell.
Asking: The Greenseer asks an already Shaped tree to perform a specific task for him. This task may range from serving as a guardian who only lets pass certain people through a gateway formed by its mouth to watching the area for a few days and telling the Greenseer of who came by to coming to life and scaring would-be enemies. The tree cannot perform any actions that require the use of its limbs, but it may use its eyes, ears, nose, and mouth in any creative way deemed appropriate by the GM. Asking a favor of a tree takes one full day and a successful Wisdom check vs. varying DCs* (depending on the nature and difficulty of the request) as if the Greenseer were casting a Spell.
*The bonuses (and restrictions) that apply to Spells will also apply here, although he will gain none for animal or human sacrifices. Also include a +1 bonus per 3 levels in Greenseer. "High quality tools" should be replaced by a high quality weirwood tree (they tend to increase in quality with age). The optional rules about spell interruption, etc., may also be used, at the discretion of the GM.
Dreamsight
The Greenseer has opened his third eye, mastering his inner sight. He may choose one ability from the following, so long as he meets the prerequisites, at levels 2, 4, 6, 8 and 10.
Green Dreamer: Prerequisite: Dreams. The Greenseer gains the ability to not only see into the future, but into the past as well. These dreams should seem a different "shade" from his usual green dreams so that he can tell them apart. Otherwise, the ability functions like the Dreams feat.
If the Greenseer should take this ability a second time, he gains the ability to see into the present. He also gains a +2 bonus to any Knowledge: Arcana checks made to determine the nature or meaning of his dreams.
If the Greenseer should take this ability a third time, he gains the ability to send other people messages through their dreams. To accomplish this, the Greenseer must make a Wisdom check, with a +1 bonus per two levels of Greenseer; a symbolic message has a DC of 15, while a direct message has a DC of 25. Intuitive links give a +5 bonus to this check. Regardless of the success or failure of the message, the Greenseer awakens fatigued the next day.
Skinchanger: Prerequisite: Animal Companion. The Greenseer gains the ability to see, sometimes, through the eyes of his animal companion while he is dreaming. He cannot control which dreams will allow him to do so and which will not.
If the Greenseer should choose this ability a second time, he gains the ability to see through the eyes of his companion even while awake, and to direct the actions of his companion while doing so. He must give over his concentration completely to the task, being unable to see and hear in his human body while doing so. In addition, the temptation to remain in his animal body may be strong. Each time he wishes to return to his human body, he must make a DC 15 Will Save or stay, in spirit, inside of his companion for an additional hour.
If the Greenseer should choose this ability a third time, he gains the ability to see through the eyes of any animal he perceives, with the exception of animal companions currently bonded to another Greenseer. To do this, he must make a DC 25 Wisdom check, with a +1 bonus per level of Greenseer; subsequent skinchangings with the same animal lower the DC to 15. The Greenseer can even skinchange using simpleminded (Int 6 or less) humans, but this will cause 1 point of Wisdom damage per minute, and the subject becomes shaken when released. Additionally, the Greenseer can also see through the eyes of his animal companion at will, giving him a +2 bonus on Spot checks when both are looking at the same thing. A Greenseer who uses his animal companion as a mount has become so synchronized that the two fight as one, eliminating the need for most Ride checks.
Bonus Legendary Feat
At levels 1, 5 and 10, the Greenseer may select a bonus feat from the Legendary Feats, including unique Spell feats. He may also use this feat to select an additional Green Art or Dreamsight ability.
It is suggested that the Greenseer may also use these feats to purchase additional Animal Companions.
============================

The Unsullied

Requirements

GENDER: Male.
BASE ATTACK BONUS: +1.
FEATS: Great Fortitude, Hero’s Effort, Iron Will, Parry (longspear), Weapon Focus (longspear), one of the following: Bravado, Brute, Canny, Finesse, or Tactics (longspear).
SPECIAL: Must be a eunuch and trained at childhood. Unsullied take the Crippled and Outcast defects to represent their castration and lack of social standing.

Game Rule Information

Hit Points
Unsullied gain 3 hit points + Constitution modifier per level.
Class Skills
The Unsullied’s Class Skills (and the key Ability for each Skill) are: Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Warfare (Int), Spot (Wis), Swim (Str).
Skill Points
Unsullied gain 4 + Intelligence Modifier; humans gain +1 bonus
Influence Points
Unsullied gain no Influence points.

{table=head]Level|BAB|Fort|Ref|Will|Def|Rep|Special

1st|+1|+2|+0|+2|+1|-|Bonus Feat, Nameless, Unflinching Obedience
2nd|+2|+3|+0|+3|+2|-|Bonus Feat, Skin of Leather, Phalanx
3rd|+3|+3|+1|+3|+3|-|Bonus Feat, Skin of Stone
4th|+4|+4|+1|+4|+4|-|Bonus Feat, Skin of Steel
5th|+5|+4|+1|+4|+5|-|Bonus Feat, Loyal Unto Death[/table]

Class Features
All of the following are class features of the Unsullied:

Weapon and Armor Proficiency
Unsullied are proficient with all simple and martial weapons, and with light armor and shields.
Bonus Feat
Because of their intense martial training, Unsullied receive a bonus feat at 1st level and every level thereafter; prerequisites must still be met.
Nameless
The sadistic training methods of the Astapori include suppressing the concept of individual identity. Because of this, individual Influence cannot be applied to Unsullied unless they are freedmen.
Unflinching Obedience
The Unsullied obey their owners immediately and without question; because of this, Influence checks from their owner automatically succeed, while Influence checks from others (even their previous owners) automatically fail. Unsullied freedmen will still remain highly loyal to the former owners who gave them their freedom, and will never willingly betray them; any attempts to trick the Unsullied into such a betrayal suffer a -10 penalty to any social Skill checks or Influence rolls.
Skin of Leather
During their training, the Unsullied consume a powerful analgesic that deadens their sensitivity to pain. At 2nd level, the Unsullied gains a +2 bonus to all Fortitude Saves, and their Shock Value increases by 2.
Phalanx
The Unsullied gain their legendary reputation through the phalanx, which forms an impenetrable wall of spears towards their foes. At 2nd level, an Unsullied can maintain this formation, which gives each member of the phalanx a +1 bonus to AC and a +2 attack bonus when using a reach weapon. Additionally, damage is tripled instead of doubled when reach weapons are set against a charge. However, the formation is very rigid; if attacked from behind, all bonuses are not applied in addition to a -2 penalty to AC.
Skin of Stone
At 3rd level, the Unsullied gains an additional +2 bonus to all Fortitude Saves, and their Shock Value increases by 2 (both of these bonuses stack with Skin of Leather). Additionally, he only takes half of any non-lethal damage he receives.
Skin of Steel
At 4th level, the Unsullied becomes completely invulnerable to pain. He becomes immune to non-lethal damage and cannot be Shocked.
Loyal Unto Death
The Unsullied put all available resolve into the goals set before them and will fight as long as life remains in their bodies. At 5th level, an Unsullied may continue to act even when disabled or dying. Furthermore, if an Unsullied receives a blow that would kill him outright (i.e., reduces his hitpoints to -10 or less), he gains a free standard action (usually an attack) that is taken immediately.
==========================

The Faceless Man of Braavos

Requirements

BASE ATTACK BONUS: +3.
SKILLS: Hide 4 Ranks, Knowledge: Religion 4 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 4 Ranks, Tumble 4 Ranks.
FEATS: Combat Agility, Combat Expertise, Iron Will.
SPECIAL: Must be initiated into the Faith of the Many-Faced God.

Game Rule Information

Hit Points
Faceless Men gain 2 Hit Point + Constitution Modifier per Level.
Class Skills
The Faceless Man’s Class Skills (and the key Ability for each Skill) are: Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Performance (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Languages, and Spot
(Wis).
Skill Points
At each Level, Faceless Men gain 8 + Int Modifier; humans gain +1 bonus.
Influence Points
At each Level, Faceless Men gain 2 + Cha Modifier.

{table=head]Level|BAB|Fort|Ref|Will|Def|Rep|Special

1st|+0|+2|+0|+2|+0|+1|Nameless, Terrible Presence, Valar Dohaeris
2nd|+1|+3|+0|+3|+1|-|A Thousand Faces 1/day, Sneak Attack +1d6
3rd|+2|+3|+1|+3|+2|-| Valar Dohaeris
4th|+3|+4|+1|+4|+3|+1|Death Attack
5th|+3|+4|+1|+4|+3|-|Sneak Attack +2d6, Terrible Presence, Valar Dohaeris
6th|+4|+5|+2|+5|+4|-|A Thousand Faces +2/day
7th|+5|+5|+2|+5|+5|+1| Valar Dohaeris
8th|+6|+6|+2|+6|+6|-|Sneak Attack +3d6
9th|+6|+6|+3|+6|+6|-|Valar Dohaeris
10th|+7|+7|+3|+7|+7|+1|A Thousand Faces 3/day, Terrible Presence[/table]

Class Features
All of the following are class features of the Faceless Man of Braavos:

Weapon and Armor Proficiency
Faceless Men are proficient with all simple weapons.
Nameless
Upon joining the order, Faceless Men give up their past identities and take on new ones. Because of this, Faceless men give up their prior Reputation(s) and base Influence (if any); all personal Influence becomes Secret Influences.
Terrible Presence
A Faceless Man is known as a terrible figure, a worshiper and herald of death. This terrible presence can cause fear in his or her enemies. The Faceless Man gains the Stern Visage Feat, even if he or she does not have the prerequisites. In addition, the Faceless Man can use this Special Ability outside of combat, in which case the shaken character suffers a -2 all other Skill checks or appropriate rolls when dealing with the Faceless Man.
At 5th Level, a character of lower Level than the Faceless Man becomes frightened, rather than just shaken. In social situations, the character suffers a -4 to all checks and rolls.
At 10th Level, a character of lower Level than the Raider becomes panicked. Additionally, a character of the same or higher Level may become shaken.
Valar Dohaeris
The impromptu education a Faceless Man receives allows him or her to develop a unique focus. At 1st Level a Spy may learn one of the Special Abilities in the list below. He or she may select an additional one at every two Levels; however, a Special Ability may not be selected more than once unless otherwise noted.
Eavesdropper: The Faceless Man maintains good contact with the servants and lower classes, thus allowing him or her to move more easily through society.
When the Faceless Man is in need of aid, there is a very high chance that a friendly servant or commoner will be in a position to help to the best of his or her ability. This is treated like the Twins Feat (page 170), with an Influence check (DC 10). The help must be logical and appropriate, and the character should not demand help from the same source more than once a fortnight.
Phantom: Having studied the local guards and watch the Faceless Man learns how to move about unseen more easily in a region with which he or she is familiar. The Faceless Man gains a +4 circumstance bonus to Hide and Move Silently checks. It takes a Faceless Man 5 days minus his or her Wisdom Modifier (minimum of 1 day) to become familiar with an area.
Poisoner: The Faceless Man has access to a wide variety of poisons, either in his or her personal collection, or simply knows where to obtain obscure and rare varieties. In addition, the Faceless Man never risks poisoning him or herself when using poison.
The Faceless Man gains access to a greater and more exotic “library” of poisons as he or she gains experience; the value of the poisons in the library equals the Faceless Man’s Class Level multiplied by 200 silver stags. When poisons must be acquired from distant regions, it takes 1d4 fortnights for them to arrive.
Skill Focus: The Faceless Men value applicable knowledge highly. The Faceless Man gains a +4 bonus to one of the following Skills: Appraise, Craft: Any, Decipher Script, Disable Device, Gather Information, Knowledge: Any, Open Lock, Performance, or Profession. The Faceless Man may select this special ability a second more than once; he or she may choose the same Skill again, or choose another Skill.
A Thousand Faces
At 2nd level, a Faceless Man gains the ability to change his or her appearance and back once per day. The Faceless Man can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a human. The new form’s significant physical qualities (such as height, weight, and gender) are also under the Faceless Man’s control, but they must fall within the norm. The Faceless Man is effectively disguised as an average human. If the Faceless Man uses this spell to create a disguise, he or she gains a +10 bonus on his or her Disguise check.
A Faceless Man can use this ability more times per day at 5th and 10th levels.
Sneak Attack
Anytime the Faceless Man’s target is caught flat-footed, the Faceless Man’s attack deals extra damage. The extra damage is +1d6 at 2nd Level, with an additional 1d6 every three Levels thereafter. Should the Faceless Man score a critical hit with a Sneak Attack, this extra damage is not multiplied. Ranged attacks can only count as Sneak Attacks if the target is within Short Range. The Faceless Man can’t strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the Faceless Man can make a Sneak Attack that deals non-lethal damage instead of normal damage. The Faceless Man cannot use a weapon that deals normal damage to deal non-lethal damage in a Sneak Attack.
A Faceless Man can only Sneak Attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also invulnerable to Sneak Attacks. The Faceless Man must be able to see the target well enough to pick out a vital spot and must then be able to reach it. The extra damage stacks with similar Special Abilities, such as a Hunter’s Stalking Strike or the Knave’s Sneak Attack.
Death Attack
At 4th level, if a Faceless Man studies his victim for 3 rounds and then makes a Sneak Attack with a melee weapon that successfully deals damage, the Sneak Attack has the additional effect of possibly either paralyzing or killing the target (Faceless Man’s choice). While studying the victim, the Faceless Man can undertake other actions so long as his attention stays focused on the target and the target does not detect the Faceless Man or recognize the Faceless Man as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Faceless Man’s class level + the Faceless Man’s Int modifier) against the kill effect, he or she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Faceless Man. If the victim’s saving throw succeeds, the attack is just a normal Sneak Attack. Once the Faceless Man has completed the 3 rounds of study, he or she must make the death attack within the next 3 rounds.
If a Death Attack is attempted and fails (the victim makes her save) or if the Faceless Man does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he or she can attempt another Death Attack.

Vadin
2007-10-17, 07:50 PM
What, if I might ask, are Shock Value and Influence (mentioned in the Unsullied)?

Turcano
2007-10-17, 08:03 PM
What, if I might ask, are Shock Value and Influence (mentioned in the Unsullied)?

Shock Value is a mechanic used to approximate the character's pain threshold (the base value is half of his or her Con score). If damage dealt exceeds the character's Shock Value, he or she needs to make a Fort save or pass out.

Influence is a mechanic used to get other people to do stuff, as opposed to Diplomacy and Intimidate, which are used simply to change attitude. Characters gain Influence Points with class levels, which can be invested in individuals or in organizations (which includes noble houses), and members of organizations have a certain amount of Influence over their organization (how much depends on their social status).

Nebo_
2007-10-18, 01:45 AM
At 1st level, a Wolfrider gains Aware as a bonus feat.

Should this be Awareness?



Wolves’ Caution
At 2nd level, a Wolfrider gains a bonus feat from the following list: Bravado, Brute, Canny, Finesse, or Tactics. It must be taken as a defensive option and can stack with any other feat on this list.

What are these feats? I’ve never seen any of them before. Should Finesse be Weapon Finesse?



Pack Dodge
Wolfriders are able to cover their allies in combat. At 3rd level, a Wolfrider may perform an Aid Other action to provide all allies who threaten the same opponent with a +2 dodge bonus.

The dodge bonus is to AC, I assume?



Pack Trip
Wolfriders learn to effectively trip their opponents in combat. At 5th level, a Wolfrider who flanks an opponent with at least one ally performing an Aid Other action may make both a regular attack and a trip attack as a full-round action.

Wait, so instead of making a full attack and just making then trip attacks, I get to make one attack as normal and another one that has to be a trip attack AND it has to be with an ally wasting his action to aid (what does he have to aid, by the way?)


Veteran
At 5th level, a Wolfrider gains Veteran as a bonus feat.

What is this feat?


Protector
Beginning at 6th Level, a Wolfrider may specify one person as his ward (and this must fit within his terms of duty; GM’s approval). This ward must be selected before Initiative is rolled and cannot be changed for the duration of the combat. If the Wolfrider is within 5 feet of the ward, he may switch places with the designated person before any attack on the ward is rolled. As long as there is sufficient clearance, the Wolfrider may intercept up to four attacks against the ward — each extra defense is made with the standard cumulative -2 penalty.

The standard -2 penalty to what? You’re not making opposed rolls or anything here, I don’t see where this comes in.


Stalking Strike
At 7th Level, a Wolfrider learns to ambush his or her foes. Anytime the Wolfrider’s target is caught flat-footed, the Wolfrider’s attack deals extra damage. The extra damage is +1d6 at 7th Level and +2d6 at 9th Level. Should the Wolfrider score a critical hit with a Stalking Strike, this extra damage is not multiplied.
Ranged attacks can only count as Stalking Strikes if the target is within Short Range. The Wolfrider can’t strike with deadly accuracy from beyond that range.
A Wolfrider can only Stalking Strike a living creature with a discernible anatomy. Any creature that is immune to critical hits is also invulnerable to Stalking Strikes. The Wolfrider must be able to see the target well enough to pick out a vital spot and must then be able to reach it. The extra damage stacks with similar Special Abilities, such as a Hunter’s Stalking Strike and a Knave’s Sneak Attack.

Aside from the retarded progression, you don’t define ‘short range’. It should be 30ft like sneak attack.


Wolfrider’s Onslaught
At 10th level, a Wolfrider may make a full attack, even if his mount charges. The onslaught ends the Wolfrider’s action, however, and he cannot move after taking his attacks. He gains standard charge bonuses (plus bonuses for Dread Charge) to his first attack.

It takes a full round action to make a full attack, I don’t see why you need to specify that you can’t do anything afterwards. It would be easier to just say that, while mounted, you may pounce.


Shock Value is a mechanic used to approximate the character's pain threshold (the base value is half of his or her Con score). If damage dealt exceeds the character's Shock Value, he or she needs to make a Fort save or pass out.

So someone with 18 Con has to start making saves if he take 9 damage? Wow, you're going to have people passing out left, right and centre.

Turcano
2007-10-18, 02:43 AM
A lot of your confusion stems from the fact that these classes where written for the A Game of Thrones d20 system, which is different from standard d20 in several respects. Sorry about that.


Should this be Awareness?

Aware is a feat that prevents you from being caught flat-footed.


What are these feats? I’ve never seen any of them before. Should Finesse be Weapon Finesse?

AGOT d20 does not give you a strength bonus to melee attacks; these feats allow you to add an ability bonus (Cha, Str, Wis, Dex, and Int respectively) for a specific weapon for either attack or defense (more on this later).


The dodge bonus is to AC, I assume?

Yes.



Wait, so instead of making a full attack and just making then trip attacks, I get to make one attack as normal and another one that has to be a trip attack AND it has to be with an ally wasting his action to aid (what does he have to aid, by the way?)

Sorry, I was trying to port the Wolfpack feat into a system that doesn't have attacks of opportunity. I could substitute Improved Trip if you think that's better.


What is this feat?

Veteran applies a -2 penalty to a target's Shock Value with a specific weapon.


The standard -2 penalty to what? You’re not making opposed rolls or anything here, I don’t see where this comes in.

AGOT d20 has opposed defense rolls in lieu of a static +10 bonus to AC, and multiple defenses carry a cumulative -2 penalty.


Aside from the retarded progression, you don’t define ‘short range’. It should be 30ft like sneak attack.

Short range is 20 ft. Anyway, I was mainly trying to fill out dead levels. Should I scrap this, or extend the progression through the rest of the class?


It takes a full round action to make a full attack, I don’t see why you need to specify that you can’t do anything afterwards. It would be easier to just say that, while mounted, you may pounce.

That's a modified copypasta from the Knight prestige class.


So someone with 18 Con has to start making saves if he take 9 damage? Wow, you're going to have people passing out left, right and centre.

It gets worse: any attack that threatens a Shock check and breaks the skin is also considered a Serious Injury, and the character starts to bleed to death. Combat in AGOT d20 is nasty business.

Turcano
2007-10-22, 04:25 AM
Here's another prestige class to be vetted:

Disciple of Qyburn

Requirements

GENDER: Male.
ABILITIES: Wisdom 15.
SKILLS: Craft: Alchemy 8 Ranks, Heal 13 Ranks, Knowledge: Arcana 13 Ranks.
FEATS: Leechcraft, Literacy.
CLASS FEATURES: Higher Mysteries, Logic and Reason +4, Superior Leechcraft.

Game Rule Information

Hit Points
Disciples of Qyburn gain 1 Hit Point + Constitution Modifier per Level.
Class Skills
The Disciple of Qyburn’s Class Skills (and the key Ability for each Skill) are: Appraise (Int), Bluff (Cha), Craft: Alchemy (Int), Craft: Artisan (Dex), Craft: Blacksmithing (Str), Craft: Carpentry (Dex), Craft: Domestic Arts (Int), Craft: Fletcher (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Arcana (Int), Knowledge: Architecture (Int), Knowledge: Foreign Culture (Int), Knowledge: History (Int), Knowledge: Legends (Int), Knowledge: Local Area (Int), Knowledge: Nature (Int), Knowledge: Navigation (Int), Knowledge: Nobility (Int), Knowledge: Religion (Int), Knowledge: Stewardship (Int), Knowledge: Warfare (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Survival (Wis).
Skill Points
At each Level, Disciples of Qyburn gain 9 + Int Modifier; humans gain +1 bonus.
Influence Points
At each Level, Disciples of Qyburn gain 2 + Cha Modifier.

{table=head]Level|BAB|Fort|Ref|Will|Def|Rep|Special

1st|+0|+0|+0|+2|+0|+1|Infamy, Vivisection +1
2nd|+1|+0|+0|+3|+1|-|Vivisection +2
3rd|+1|+1|+1|+3|+1|-|Speak with Dead, Vivisection +3
4th|+2|+1|+1|+4|+2|-|Vivisection +4
5th|+2|+1|+1|+4|+2|+1|Craft Golem, Vivisection +5[/table]

Class Features
All of the following are class features of the Disciples of Qyburn:

Weapon and Armor Proficiency
Disciples of Qyburn are proficient with all simple weapons.
Infamy
The study of vivisection and necromancy is reviled throughout Westeros and the larger world, and is explicitly against the Maester’s vows. All Disciples of Qyburn take the defect Dark Secret at 2 BP if their shady practices are unknown to the rest of the world; exposure replaces the defect with Ignoble.
Vivisection
Due to their practice of examining the bodies of living men and women, Disciples of Qyburn gain a +1 insight bonus to Heal checks at 1st level; this bonus increases by +1 every level capping out at +5 at 5th level.
Speak with Dead
At 3rd level, the Disciple of Qyburn gains Spell: Speak with Dead as a bonus legendary feat.
Craft Golem
At 5th level, the Disciple of Qyburn reaches the pinnacle of his knowledge of life; the ability to construct a flesh golem. The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain.* In some cases, more bodies may be necessary. Special unguents and bindings worth 500 silver stags are also required. Assembling the body requires a DC 13 Craft: Artisan check or a DC 13 Heal check.
The Disciple of Qyburn must then make a DC 25 Wisdom check to animate the golem; all spellcasting bonuses may be applied. The entire process takes 3-12 months.
*A single body will satisfy this requirement, provided its previous owner possessed the Giant’s Blood feat.