New Prestige Classes of Ortho

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New Prestige Classes of Ortho

High Priest of Order

High Priests of Order are those amongst the clergy that have managed to establish themselves in positions of prominence and power in the Ortho Church. The title of High Priest is bestowed upon those clerics (and occasionally holy warriors) that show themselves to be worthy of leading those priests beneath them. They are accorded greater responsibility and power than those of lesser position.

High Priests gain a higher standing with The Lords of Order as well, discovering themselves to be held in esteem equivalent to prophets. Some even are blessed with the power to call forth manifestations of their patron god. This respect also trickles down to the populous itself whom tend to consider those high in their church's ranks with greater esteem than they do 'normal' priests.

High Priests often are put in charge of at least their own temple but more often have several under their direct supervision. A rare few, like those whom typically adventure, are granted the freedom to move where they please because they do greater deeds in this manner. These inspire jealousy in even the highest ranks though as it is an honor that is rarely accorded.

The Clergy on Ortho is tremendously powerful but it should be remembered that the Harmonium is also a force that wields almost as much authority over the Lords of Order's faithful as the reverse. This can lead quite a few High Priests to acting against the government, despite the fact that it is the power that has allowed them to become the predominate social institution that it is. The OCA is afraid of these High Priests due to the Churches of Order being some of the few groups that can seriously challenge the Harmonium's power.

Hit Dice: 1d8

Class Requirements
Alignment: Any Lawful
Base Attack Bonus: +6
Skill: Diplomacy +5, Knowledge (Religion) +8
Spells: The ability to cast 4th level divine spells.

Class Skills
Bluff (Chr), Concentration (Con), Diplomacy (Chr), Knowledge (Arcane), Knowledge (Godhomes), Knowledge (Religion), Intimidate (Chr), Sense Motive (Wis), Spellcraft (Int)

Skill Points Per Level: 4 + Int modifier

Table:
High Priest

Base Divine
Attack Fort Ref Will ---- Spells per Day ---

1st +1 +2 +0 +2 Church Rank, Voice of the Gods One level higher than the previous spell-casting level
2nd +2 +2 +0 +3 Awe One level higher than the previous spell-casting level
3rd +3 +3 +1 +3 Incite the Populous One level higher than the previous spell-casting level
4th +4 +4 +1 +4 Excommunication One level higher than the previous spell-casting level
5th +5 +4 +2 +4 Divine Manifestation 1 per week One level higher than the previous spell-casting level

Class Features

Armor and Weapon Proficiency: High Priests are proficient in all simple and martial weapons. High Priests are also proficient with light and medium armor.

Spells: Priests that take the High Priest class continue advancing as if they were gaining a level in the priestly class.

Church Rank: High Priests have a formal rank in the hierarchy of the Faith and barring the actual leader of the faith can command any non-High Priest of lesser level than themselves. This is a non-magical compulsion and based upon the respect due to them as a member of the faith. Outrageous commands can be ignored and may reflect poorly on the character's ability to give future commands.

Voice of the Gods: High Priests can speak with authority and power that can force a saving throw vs. will or listen to the character. This has no affect during combat but compels a consideration of one's words during peacetime. The High Priest's ability will not function against aberrations, outsiders, the unintelligent, those whom cannot understand the High Priest, or those of higher level.

Awe: The High Priest is able to surround himself with a aura of power that causes those of similar alignment or religion to be immediately positively disposed towards him (they can choose to resist with a willpower roll). This does not affect those whom are of higher level, opposing alignment, or of an enemy faith.

Incite the Populous: This ability is identical to a Bard's ability to influence crowds but is based on religious speaking.

Excommunication: The High Priest may choose to permanently brand a enemy as a foe of the faith. From that point on, all people of the player's faith will have a negative -4 reaction to the character. This cannot be disguised and is immediately apparent by an invisible aura of damnation that hangs around them. This penalty in interaction only applies to the subject's dealing with sincere followers of the faith.

Divine Manifestation: The High Priest may summon a manifestation of their deity to speak with for an hour every week. This manifestation is intangible but will listen to the players pleas, complaints, and requests. In most cases the deity will only be willing to devote aid to the player with appropriate sacrifices, appeasements, and quests equal to whatever he asks.

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New Prestige Classes of Ortho

Infernalist of Alzrius

Infernalists are those sad and foolish mortal whom make a pact with a Demon of Alzrius for their eternal service. The nature of these pacts are usually carefully worded with some receiving eternal youth so long as they deliver ten souls to the Demon every year while others may be based on simply delivering revenge upon an enemy with the mortal trapped thereafter. Each pact must be established by the DM before creating a character with this class.

A few sad and twisted souls desire nothing for themselves. Instead, they merely wish to serve a god they believe they have the undivided attention of. These last wretched folk that genuinely adore their diabolical masters are often treated 'fairer' than most other Demonic servants. That only means that they are given better means of abusing those beneath them though.

Infernalists are the agents of Alzrius and each one of them is given some minor control over divine magic. Infernalists are made better looking, charming, and more suave by the Demon Lord's power, all the better to win converts over. A few other minor gifts and powers are also bestowed with the greatest of them being allowed to have their master's attention at all points in time (an ability most believe they have anyway). Infernalists are not particularly powerful but they rejoice in their tiny gifts and mistake them for signs of greatness.

Surprisingly, most of Alzrius' servants are not drawn from the ranks of the great and glorious. The majority of Infernalists are actually of the Commoner class or Experts before they become demonic servants. Most Demons do not need to invest a great deal to win these poor fools over and are content with the minor gains that they often bring. These Infernalists often use their small magics to enslave villages or build minor cults that ensnare similarly unfortunate individuals like themselves. Others are nomadic and wander reality as 'brokers' for their master. These Infernalists are the worst as they scout out territories for those willing to make pacts and arrange them beforehand. 'Merchant' Infernalists often inflict so much damage in their masters name that they are allowed some 'minor' negotiation in their contracts and can be handsomely rewarded in new powers.

While the best infernalists are subtle and cloak themselves in the manner of respectable members of the community, most of the class doesn't bother. They did not sell themselves to darkness in order to hide their newfound condition. Demons rarely educate them in what a demonic cult should actually look like so that they operate from what they believe such things should appear as. Thus they are black robed, vaguely mystical symbol looking sporting, sacrificial knife waving lunatics. Alzrius cares little so long as they give more than they take.

Infernalist of Alzrius is unique as it can be a second Prestige Class taken with others such as Blackguard. Most adventuring class characters who take this prestige class are either Clerics, Fighters, or Wizards who use it as a supplement to their abilities.

Hit Dice: 1d8

Class Requirements

Alignment: Any Evil
Base Attack Bonus: +1
Skill: Knowledge (Infernalism) +5
Special: Must make a pact with a Demon

Class Skills
The Infernalist's Class Skills are Bluff (Charisma), Concentration (Con), Diplomacy (Charisma), Gather Information (Cha), Knowledge (Local) (Int), Knowledge (Infernalism), Knowledge (Religion), Intimidate (Chr), Sense Motive (Wis), Spot (Wis), Spellcraft (Int)

Skill Points Per Level: 2 + Int modifier

Table: Infernalist

Base Divine
Attack Fort Ref Will ---- Spells per Day ---

1st +1 +1 +0 +0 Mark of the Damned, Pact, Chr bonus 1 - - - -
2nd +2 +2 +1 +1 Demonic Familiar, Hell touch 1 1 - - -
3rd +3 +3 +1 +1 Flames of the Damned, Chr bonus 1 1 1 - -
4th +3 +3 +2 +2 Fiendish Servitor, Rebuke Undead 2 2 1 - -
5th +4 +4 +2 +2 Summon Master 2 2 1 1 -

Class Features

Weapon and Armor Proficiency: Infernalists are proficient in all Simple Weapons and Martial Weapons. They are also proficient in Light Armor.

Pact: A Demonic bargain that bestows an immunity or special ability of some kind with a like amount condition upon it. The DM is encouraged to be rather grandiose with these bargains, so long as the character is able to regularly fulfill its tenants.

Mark of the Damned: The Mark of the Damned is a black pimple like mark on the body that is a permanent sign of the Infernalist's service to his demon. With it comes a permanent spell like ability equal to a single 1st level spell that can be used at will. This includes offensive spells so that a Infernalist could theoretically use Magic Missile an unlimited number of times per day. This is in addition to any other pact he has made with his Demon master.

Charisma Bonus: At the 1st and 3rd levels, the Infernalist receives a bonus of +1 to his Charisma score.

Demonic Familiar: The Infernalist gains a Familiar in a similar manner to a Wizard or Sorcerers. However, the Infernal Familiar has a very high intelligence (13-14) and can communicate with their master via telepathy. Less intelligent Infernalists often find themselves controlled by their 'pets.'

Abyssal Touch: The Infernalist gains the ability to inflict 1d6 points of unholy damage with their touch per round.

Flames of the Damned: The Infernalist possesses the power to Produce Flame at will.

Fiendish Servitor: The Infernalist is rewarded with his own demonic servant of equal CR to him. This is not one of the named Demons but instead a Devil or Demon class monster that are the servitors of said race in the Infinite Ocean. If the Fiendish servitor is slain, it will not be replaced but will obey to the death. They are not necessarily happy with their masters though and can verbally rebuke them.

Rebuke Undead: The Infernalist gains the ability to rebuke undead as a cleric of his total levels in all classes.

Summon Master: The Infernalist gains the ability to contact his master at any point by telepathy. The Demon is further aware of the general condition and mood of his servitor at all times.

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New Prestige Classes of Ortho

Knight of Saeduenical

The Knights of Saeduenical are a fanatical group of warriors that were formalized during Prince Rohmel's Crusade. The knights were put through a punishing regime of training mixed with spiritual disciplining that drove many to the brink of their sanity. They are one of the few military orders that still exist independently of the Harmonium and frequently come into conflict with the OCA's authority because of their private military actions.

The Knights of Saeduenical are currently an order that controls most of the defenses for that god's church but they are ill suited for a peaceful role thanks to their desire to continue battle with the 'Chaos pawns.' A small number of them have been given secret permission by the church to go into other worlds to slay priests, paladins, blackguards, and other servants of the divine in order to spread the word of Saeduenical. These will be denied should they ever be captured but they willingly take that risk to prepare for the day of a world free from Chaos.

The Knights of Saeduenical hold that their ultimate goal should be the purging of Ortho of all faiths but that of the Lords of Order. Since the discovery of the Colony worlds and Planes, they have expanded this belief that all other religions in the universe must be eventually subsumed into the Lords of Order or eradicated. Countless honor duels and less formalized conflicts have been fought between the Knights and Hobgoblins worshiping Hextor. Likewise, Saint Cuthbert's growing faith on Ortho has some Knights outright breaking the law to persecute them.

The Knights of Saeduenical are hated figures on Ortho's many colony worlds. The majority of the faith tends to lean towards harsh measures and while Paladins of Saeduencial prefer to target evil faiths for destruction and neutral faiths for conversion by example, most of them simply settle for the sword to turn one's heart to the Lords of Order. Shockingly, the OCA has actually had to try and execute a few of the Church's most zealous members for murder.

The Knights of Saeuenical are based out of Harmony's Glory for the most part with chapter houses in every province. Oddly, most of their activities are on foreign worlds as they consider Ortho mostly pacified. The existence of North Thaera and it's 'heresy' is something that galls the Knighthood to this day and many are allied with Orcs in hopes of discovering some way to drive out the Hobgoblin's foreign god.

Knights of Saeduenical may freely multi-class as Blackguards or Paladins, so long as they maintain the appropriate alignment. Taking a level in this Prestige class doesn't prevent advancing later in either class.

Alignment: Any Lawful
Base Attack Bonus: +5
Skill: Profession (Knight) +5, Knowledge (Religion) +5
Special: Must be a member of the Saeduenical faith.

Class Skills
Knowledge (Arcana) (Int), Knowledge (Religion), Intimidate (Chr), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int)

Table: Knight of Saeduenical

Base
Attack Fort Ref Will

1st +1 +2 +2 +0 Inquisitor's Intuition
2nd +2 +3 +3 +0 Personal Crusade
3rd +3 +3 +3 +1 Knowledge of the Enemy, Hated Religion
4th +4 +4 +4 +1 Blow against the Gods
5th +5 +4 +4 +1 Fanatics' Resistance

Skill Points Per Level: 2 + Int modifier

Class Features

Armor and Weapon Proficiency: Knights of Saeduenical are proficient in all simple and martial weapons. They are also proficient in light, medium, and heavy armor.

Inquisition's Intuition: This almost supernatural ability allows a Sense Motive check with a +10 bonus to determine the religion of a character plus his depth of faith in it. If the Knight is unfamiliar with a faith then he can only judge the sincerity.

Personal Crusade: A Knight of Saeduenical may declare a specific foreign Religion that he is the enemy of. He gains a +1 in all attacks against a member of that faith.

Knowledge of the Enemy: A Knight of Saeduenical +10 to all Knowledge (religion) rolls to foreign gods due to his extensive training under the Church of Saeduenical.

Hated Religion: Knights of Saeduenical gain a +1 fighting against a priest of a religion other than Saeduenicalsm, This bonus rises to +2 when fighting against a Blackguard or Paladin of a religion other than the Lords of Order's faith. The bonus will rise to +5 against a god though no Saeduenicalte has ever used this bonus and lived to tell of it. This ability stacks with the Knight of Saeduenical's personal enemy amongst the religions.

Blow against the Gods: A Knight of Saeduencial gains the ability to 'Smite' a religious enemy of any faith other than the Lords of Order's faith once per day.

Fanatic's Resistance: A Knight of Saeduenical develops an immense strength against Divine Magic and can reroll a failed saving throw whenever struck by it.

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Knight of Rohmel

Knights of Rohmel are the greatest order in all of Ortho, at least according to most sources. The Knighthood formed in the chaos of the War of Iron to regain lost glory and has been feted ever since for its glorious triumphs. The organization has become more about pageantry, glory, and showmanship than it has about the never-ending struggle against Chaos, even as it still only recruits those warriors whom have proven themselves in battle repeatedly. To be invited to become part of the illustrious order is one of the greatest honors available on Ortho. Yet many believe that it is slipping from its lofty pedestal for which people so hold them. Many Knights of Rohmel see this and work ever harder to prove themselves worthy of the title of 'greatest knights in the world.'

Those accepted into the Knighthood of Rohmel often find that it is maddening to keep to their rigorous standards of honor while actively pursuing an adventuring life. The Code of the Knight of Rohmel is one of seventeen volumes that must be learned by prospective candidates before they are even considered for the duty. The Knighthood also disdains unmounted warriors and only awards rarely these with honorary membership. The knights able to balance the Code of Rohmel with their own deeds are rightly deserving of their incredible battle prowess.

The Knights of Rohmel are not a religious order but their rituals are so arcane and revered that they actually channel holy power through themselves to give the greatest of their number supernatural power. Many paladins furthermore find themselves achieving a place amongst the Knighthood after they have distinguished themselves. This is not always a comfortable fit. Some Knights of Rohmel are obsessed with the appearance of honor over its actual practice and can rise high in the knighthood's service.

The Knights of Rohmel have many chapter houses spread throughout Ortho but it's original location is within their namesake's homeland of Heka-Voll. There, the Knights of Rohmel hold expansive territories and tremendous wealth. In general, the common people love the Knights of Rohmel but most of the Harmonium considers the order a badly dated relic. The Knights of Rohmel, nevertheless, often rise to the heights of power within the OCA's ranks upon retirement.

Alignment: Any Lawful
Base Attack Bonus: +9
Skill: Knowledge (Heraldry) +5, Profession (Knight) +5, Ride +5
Special: Must own a suit of platemail and possess a trained warhorse. Furthermore, he must make a holy pilgrimage to King Rohmel's tomb and ask for that being's blessing upon all future endeavors.

Class Skills
Diplomacy (Chr), Knowledge (Courts) (Int), Knowledge (Religion), Intimidate (Chr), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Points Per Level: 4 + Int modifier

Table: Knight of Rohmel

Base
Attack Fort Ref Will

1st +1 +2 +2 +0 Binding Duel, Summon Superior Mount
2nd +2 +3 +3 +0 Inviolate Honor, Armor of Gleam
3rd +3 +3 +3 +1 Strength of one's convictions
4th +4 +4 +4 +1 Object of Enmity, Eternal Love
5th +5 +4 +4 +1 Oath blade

Class Features

Armor and Weapon Proficiency: Knights of Rohmel are proficient in all simple and martial weapons. They are also proficient in light, medium, and heavy armor.

Binding Duel: Binding Duel is an ability to challenge an opponent to a single combat duel. The opponent must make a challenged willpower roll to avoid accepting this conflict if he intends to do battle with the player character. If the duel is accepted then the opponent will fight the Knight of Rohmel in single combat with no aid from his allies and until full retreat or defeat. If the player character's allies join in the fight on the Knight of Rohmel's side then the Binding Duel is immediately broken and can never be enforced on that opponent again.

Summon Superior Mount: Identical to the Paladin's ability to summon a warhorse.

Inviolate Honor: A Knight of Rohmel gains magical protection from any mind control that would make him violate his chosen beliefs. These spells simply fail.

Armor of Gleam: The Knight of Rohmel may surround his armor before a battle with a glowing nimbus of his purity that adds a +3 to his Armor Class. This must be voluntarily invoked.

Strength of one's convictions: When fighting for a selfless cause that he believes in strongly, a Knight of Rohmel may gain a additional 10 hit points that will absorb any damage before the rest of his body. If he suffers less than these ten hit points in battle then he suffers no damage at all.

Object of Enmity: During a battle, a Knight of Rohmel may declare a specific foe his object of enmity and if he focuses all of his attack on that foe until his defeat then he recieves a +1 bonus to both attack and damage. If he changes his actions from attack on that specific opponent at any point then he loses this benefit.

Eternal Love: Knights of Rohmel are romantic figures and as such often develop glorious longings (that some think of as unhealthy obsessions). A Knight of Rohmel may declare a courtly love, even if they do not reciprocate, and gains a +1 to all rolls in that love's presence. They may also gain a +1 to a single aspect of their stats if they keep a love token upon themselves.

Oath blade: An Oath blade allows the player to transform his blade into a +5 weapon with a single magical ability if he performs a great quest with it. A Paladin Knight of Rohmel can transform his blade into a Holy Avenger. A Blackguard Knight of Rohmel can transform his blade into an Unholy Avenger.

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New Prestige Classes of Ortho

Just a reminder that we actually have a Prestige Class Thread already.

I'm probably not the best person to comment on Prestige Classes, as frankly I've always disliked them both a player and DM. That said I really liked the writeups on all of these. I'm not going to comment on the mechanics, aside from not seeing anything at first glance that made me choke with rage Smiling but the 'fluff' is all evocative and well written; basically if you stripped away the mechanics these PrCs would still have a purpose, a place on Ortho, and a distinctive style - and they feel like organisations worth joining even if you didn't get anything extra for doing so.

One specific point regarding Knight of Romhel: Aren't Knowledge (chivalry) and Profession (Knight) essentiually the same thing? Or at least the same thing from two different prospectives - one for bards and scholars and one for Knights? You probably only need one or otherof these skills to join.

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New Prestige Classes of Ortho

'Armoury99' wrote:
Just a reminder that we actually have a Prestige Class Thread already.

I'm probably not the best person to comment on Prestige Classes, as frankly I've always disliked them both a player and DM. That said I really liked the writeups on all of these. I'm not going to comment on the mechanics, aside from not seeing anything at first glance that made me choke with rage Smiling but the 'fluff' is all evocative and well written; basically if you stripped away the mechanics these PrCs would still have a purpose, a place on Ortho, and a distinctive style - and they feel like organisations worth joining even if you didn't get anything extra for doing so.

One specific point regarding Knight of Romhel: Aren't Knowledge (chivalry) and Profession (Knight) essentiually the same thing? Or at least the same thing from two different prospectives - one for bards and scholars and one for Knights? You probably only need one or otherof these skills to join.

Thanks, I hesitate on the mystical abilities of The Knights of Rohmel and wonder who grants them. Is it the Lords of Order or perhaps some awesome personification of Rohmel's spirit.

I did think that the KOS were a good addition as it helped show that there is some severe religious tension on ortho to the "newcomers" (Oddly, I got the idea from our problems on the board with my desire for other approved gods).

I debated the idea of a Infernalist of Alzrius being a "to ten" level class but I like the idea its a supplementary class for Fighters, Wizards, or Clerics for the most part.

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New Prestige Classes of Ortho

'Charles Phipps' wrote:
Oddly, I got the idea from our problems on the board with my desire for other approved gods.

Hey, I plunder our OOC debates for in-game ideas all the time (like when Prime and Planar Harmony became External and Internal - Ortho changed and expanded those bureaus just as we did).

KOSes having both Paladins and Blackguards is going to be fun - but I like it. The KORes ("We're hardKOR baby!") on the other hand have largely low-key divine blessings and its actually nice that the source isn't spelled out in black and white. You're also right about the Infernalist - 5 levels makes it a more viable 'dip' for baddies.

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New Prestige Classes of Ortho

And I haven;t said it before but on reviewing these to stick into the Master PDF today - wow I like these classes. Smiling

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New Prestige Classes of Ortho

'Clueless' wrote:
And I haven;t said it before but on reviewing these to stick into the Master PDF today - wow I like these classes. Smiling

Oddly, they were in my "generic Charles Phipps Campaign info folder" before I did up the flavor text. Why I was able to produce them so fast.

Feel free to insert them into any locations, you wish.

I really think the Infernalists of Alzrius show how I envision the faith.

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