II. ARGENTINA
3) Funciones
The Prestige class skills (and the key ability for each skill) are:
Craft, intuit direction, listen, ride, spot, wilderness lore, knowledge (history), climb, jump, swim
See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points per level: 4 + Int mod
Class Features
Weapon and armour proficiency: simple and martial weapons light armour, medium armour
Endure cold: upon completing the initiation right, the frigid storm gains some degree of mastery over the forces of cold which grip the shard mountain ranges peaks. She gains an ability identical to that of the spell endure elements, except that it is always active, and only affects cold.
Cold arrows: upon completing the initiation right, the frigid storm gains some degree of mastery over the forces of cold which grip the shard mountain ranges peaks. She gains the ability to enchant any arrow she fires from her bow with freezing cold, causing any arrow she fires form any bow to do an additional 1d6 cold damage to the
target. This ability is similar to the frost ability given by some magical items, but does not stack with any other frost effect, and is overlapped by freezing burst if a bow or arrow gives that ability.
Feather fall: The Storm attunes more and more to the storm spirits from which her powers are drawn as she progresses in level. At third level she gains the ability to use feather fall 3 times a day.
This spell-like ability may be activated as a free action and is treated as being cast by a sorceror of level equal to the character’s Frigid Storm level.
Far shot: As her understanding of powers of the storm increase, the Frigid Storm learn how to better use existing wind currents to her advantage when firing missile weapons. She gains far shot as a free feat.
Endure Electricity: Upon reaching 7th level in this prestige class the Frigid Storm learns how to better withstand the hazards of lightning and storms, thus she gains an ability identical to the spell endure elements, except that it is always functioning, and only effects electricity. This ability operates in conjunction with the Frigid Storm’s endure cold ability.
Shock Arrows: As the Frigid Storm learns to endure lightning, so too does she learn to channel it. When she gains this ability all arrows fired from her bow are treated as having the shock ability, adding 1d6 electrical damage to the arrow if it strikes. This functions like the cold arrows ability and stacks with it. Thus the Storm’s arrows will now inflict +1d6 cold damage and +1d6 electrical damage.
Flight: Having gained a true rapport with the spirits of wind, the Frigid Storm can now invoke the ability to fly as per the spell flight 3 times per day. This is treated as being cast by a sorceror of level equal to the characters level in this prestige class. This is a spell-like ability
True Strike: Finally, the Storm learns how to request that the storm spirits make her arrow strike true, as per the spell true strike. Using this ability if a free action (though still spell-like) and can be invoked anytime an arrow is fired, up to three times per day. This ability is often used up rapidly as the Frigid Storm uses it in rapid succession to bring down especially powerful foes with a flurry of deadly arrows.
Elven [Knight of Evermeet]
Description
Knights of Evermeet are the elite defenders of Evermeet, working invisible behind the scene for Queen Amlaruil and the Elven empire. The Evermeet knights are among the leading defenders of the island and their secondary role is as personal defender of the queen.
Centuries ago the Knights of Evermeet had a similar role at the Elven Court in Myth Drannor. Since the fall of the fabulous kingdom they now serve in small numbers in Evermeet. Elven Knights are of good alignment and follow a code of honour similar to a paladin: not lying, not cheating, not using poison, help elves those are in need, and punish those that harm or threaten innocents.
Knights of Evermeet may also not associate with evil beings.
Table
Level Attack Bonus
Fort Save
Ref Save
Will Save
Special
1 +1 +2 +0 +2 Moonhorse, Elfrune
2 +2 +3 +0 +3 Consort +1
3 +3 +3 +1 +3 Illusion Immunity
4 +4 +4 +1 +4 Consort +2
Dungeons and Dragons 3e Prestige Classes
5 +5 +4 +1 +4 Enchantment Immunity
6 +6 +5 +2 +5 Consort +3
7 +7 +5 +2 +5
8 +8 +6 +2 +6 Consort +4
9 +9 +6 +3 +6
10 +10 +7 +3 +7 Consort +5
Requirements
Race: Elf
Alignment: Any good.
Base Attack Adjustment: +5
Skills: Diplomacy: 3 ranks, Handle Animal: 2 ranks, Heal: 3 ranks, Riding: 5 ranks.
Feats: Iron Will, Mounted Combat, Shield Proficiency, Weapon Focus (any weapon).
Special: Knight of Evermeet follow a code of honour about the same a paladin. They also must defend any elf they see in need and they must fight any enemy of the elves whom they may encounter.
Hit Dice: d10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha), Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str) and Wilderness Lore (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapons and Armour: The forest warrior is proficient with all simple and martial weapons. Most forest warriors dislike wearing armour however for its hampers movement.
Moon Horse: Knight of Evermeet receive a Mount Horse as mount at 1st level. Should the horse die, the horse is replaced by a new one. Just like that ;-)
Elfrune: With this small magical device, the knight is able to communicate with the Queen and her High mages. Queen Amlaruil is able to pinpoint the location of all elfrunes on Toril at will, so she is able to track all her agents on the main land fairly easy.
Consort: At 2nd level the Knight attracts a personal consort. His consort is always a Wizard from the Elven Court. The personal consort will be 14th level or higher in ability and keeps in touch with the knight. When the Knight attracts the consort he can choose between a Elven Sword or Elven chain. At 2nd level the weapon or armour will be enchanted to +1, at 4th to +2, 6th +3, 8th +4 and at 10th level to +5.
Illusion Immunity: At 3rd level Knights of Evermeet are never fooled by illusions anymore. They see right through illusions without any effort.
Enchantment Immunity: Knights of Evermeet are hard to be persuaded from their tasks. At 5th level they become immune to all Enchantment spells and mind-influencing effects.
Knight of Evermeet should be cool to play in campaign involving an attack on Evermeet!
Elven [Silver Sword]
Description
We first saw a minor description of the Silver Sword while thumbing through the Sword and Fist Fighter’s Handbook. Later that same day, Jon was playing his first 3E game with myself as the DM . He had previously chosen an elven ranger as his character and we both felt that this was a goal that his character might want to work towards. After doing some research, we found that no description for this class is currently in any manuals. We hope that you enjoy using these guidelines as much as we enjoyed coming up
with them. The Silver Sword is a modification on the Arcane Archer and Blackguard. Certain descriptions and phrasing were taken from the D&D 3E Dungeon Master’s Guide. - David Mann
Rangers are the most respected of all Elven warriors and the highest revered of these are the elite Silver Swords, whose battle prowess is legendary even outside the First Nation. Often used as diplomats, and because of their reputations, the mere sight of a Silver Sword is enough to call both warring factions to the table. (SEE DND 3E SWORD & FIST FOR MORE INFO).
Table
Level Attack Bonus
Fort Save
Ref Save
Will Save
Special
1 +1/+1 +2 +2 +0 Gain skill diplomacy/ Enchant Sword +1
2 +2/+1 +3 +3 +0 Whirlwind Attack +2
3 +3/+2 +3 +3 +0 Enchant Sword +2
Dungeons and Dragons 3e Prestige Classes
4 +4/+2 +4 +4 +1 Whirlwind Attack +3
5 +5/+3 +4 +4 +1 Enchant Sword +3
6 +6/+3 +5 +5 +1 Whirlwind Attack +4
7 +7/+4 +5 +5 +2 Enchant Sword +4/ Summon Griffon (see side Notes)
8 +8/+4 +6 +6 +2 Whirlwind Attack +5 Griffon Abilities: Share Saving Throws
9 +9/+5 +6 +6 +2 Enchant Sword +5/ Griffon Abilities: Speak w/ Master
10 +10/+5 +7 +7 +3 Death Blow (see Notes)
Requirements
Base Attack Bonus: +6/+1
Alignment: Any non-chaotic, non-evil Class: Access to all Ranger Class Skills Race: Elf or half-elf
Feats: Two-Weapon Fighting and Ambidexterity feats Special: Base Wisdom Score: 14 Base Charisma Score: 14 Hit Dice: D10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha),Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis)
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier:
Class Features
All of the following are Class Features for the Silver Sword prestige class.
Gain + 2 Languages: Because Silver Swords are often used as diplomats, they must be able to effectively communicate will many different types of races. Through rigorous training and study, the Silver Sword becomes aquatinted with not only that race’s language, but with their customs as well. Silver Swords gain +2 Languages per level increase in their prestige class.
Morale Affect: Silver Swords are renown for their battle prowess and expertise on the fighting field. When allies are accompanied by a Silver Sword, they receive a +2 to Morale checks and Will saving throws. All non-elven enemies receive a -2 to Will saving throws.
Enchant Sword: At 1st level, every non-magical sword that the Silver Sword holds in his hands becomes enchanted, gaining a +1 enchantment bonus. Unlike magic weapons enchanted by normal means, the Silver Sword need not spend money or experience points to enchant the weapon. However, this effect is limited to the current sword(s) he/she is using and only functions for that character. For every two level increases in prestige class, the sword(s) that the Silver Sword uses gains a +1 greater proficiency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).
Whirlwind Attack: At 2nd level, the Silver Sword gains the feat Improved Whirlwind Attack, even if he/she does not have the prerequisite feats. (see Player’s Handbook Chapter 5: Feats for feat description). For every two levels in increase in prestige class beyond 2nd level, the Silver sword gains +2 enemy and +2 foot increase in his Whirlwind Attack ( 7 enemies in a 7’ radius at 2nd level, 9 enemies in a 9’ radius at 4th level, +11 enemies in a 11’
radius at 6th level, +13 enemies in an 13’ radius at 8th level, +15 enemies in a 15’ radius at 10th level).
Death Blow: Once per day, based upon a successful attack roll, the Silver Sword may deliver a Death Blow. The targeted enemy must make a save vs. fortitude at DC 20 or be slain immediately. Any creatures targeted above Large in size receive +4 size adjustment to their save and do so for ½ damage of their current hit points.
Summon Griffon: At 7th level, the Silver Sword gains the ability to summon 1 griffon. The griffon may be used as a guardian, a helper, or a mount. The Silver Sword may only have one griffon at a time.
If the griffon dies, the Silver Sword must wait one month before he/she is able to call another. The new griffon has all the accumulated abilities due a servant of the Silver Sword’s current level. Because the griffon is a magical creature, no bonus is given to the griffon’s hit die, natural Armour, or strength. However, the griffon does receive a +1 bonus to their intelligence for every level of the Silver Sword beyond 7th level as well as certain special abilities (See Monster Manual pg. 113 for griffon HD, attack, and saving throw info.)
Griffon Abilities Silver Sword
Level Intelligence
Adjustment Special
7 +1 Improved Evasion
8 +2 Share Saving throws
9 +3 Speak with Silver
Sword
10 +4 Blood Bond
Improved Evasion: If the griffon is subjected to an attack that normally allows a reflex saving throw for half damage, it takes no damage on a successful throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: At the Silver Sword’s option, he/she may share saving throws with the griffon. The griffon must be within 10’
of the Silver Sword. The character’s base save or the griffon’s may be used, but not combined, whichever is higher.
Speak With Silver Sword: The griffon and the Silver Sword may communicate with one another verbally as if speaking a common language. Others creatures do not understand the communication without magical help.
Blood Bond: The griffon gains a +2 bonus to all attacks, checks, and saves if it witnesses the Silver Sword threatened or harmed. The bonus lasts as long as the threat is immediate or apparent.
Dungeons and Dragons 3e Prestige Classes
Elven [Solonor’s Bowhunters]
Description
Solonor Thelandira is the elven god of archery, hunting, and wilderness survival. He prefers action to talk, and is almost never away from the hunt. Whether bringing down fantastic game or fighting against the powers of evil, he wields Longshot, his magical longbow, always.
While nearly all surface elves hold archery skills in high regard, those who would emulate Solonor and become Bowhunters must reach a level of focus far beyond that of most of their kin.
Bowhunters use longbows in preference to all other weapons (in fact, they must forfeit the use of all other ranged weapons to become members of this class).
Unlike Arcane Archers, Solonor’s Bowhunters place no special value on the study of magic. Rather, they place great emphasis on mastering the wilderness and hunting. While quite effective in the majority of adventuring environments, they never feel as comfortable when they are outside of the wilderness. This feeling will build to the point of distraction if they don’t return to a wilderness area for at least a few days each month (all attacks, skill checks, and saves suffer a cumulative -1 penalty after each full month outside a wilderness area).
Rangers, barbarians, and fighters (respectively), are most common among those elves who seek Solonor’s path. Rogues make fine Bowhunters. There are even a few bards, clerics and druids that choose this path, but Bowhunters coming from the remaining classes are exceedingly rare. Among the elven sub-races, grugach and sylvan elves have proportionally more representatives in the ranks of Solonor’s Bowhunters.
Table
Level Attack
Bonus Fort
Save Reflex
Save Will
Save Special
1st +1 +1 +2 +1 1st Shot Initiative: +0, Hunting, Clear Shot
2nd +2 +1 +3 +2 1st Shot Initiative: +1, Close Shot
3rd +3 +1 +3 +3 1st Shot Initiative: +2, Twin Nock
4th +4 +2 +4 +3 1st Shot Initiative: +3, Prone Shot, Zen Archery
5th +5 +2 +4 +4 1st Shot Initiative: +4, Improved Twin Nock
6th +6 +2 +5 +4 1st Shot Initiative: +5, Transit Shot
7th +7 +3 +5 +5 1st Shot Initiative: +6, Triplet Nock
8th +8 +3 +6 +5 1st Shot Initiative: +7, Pierce-All Shot
9th +9 +3 +6 +6 1st Shot Initiative: +8, Improved Triplet Nock
10th +10 +4 +7 +6 1st Shot Initiative: +9, Soul Shot
Requirements
Alignment: non-evil, non-lawful.
Race: Elven, Half-Elven.
Base Attack Bonus: +5.
Skills: Craft (Bowyer/Fletcher): 2 ranks, Hide: 4 ranks, Knowledge (Nature): 2 ranks, Move Silently: 4 ranks, Wilderness Lore: 8 ranks.
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow or Composite Longbow), and Tracking.
Other: Must worship Solonor Thelandira.
Hit Dice: d10
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Animal Empathy (Cha), Climb (Str), Craft (bowyer/fletcher) (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (guide) (Wis), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapons and Armour: Solonor’s Bowhunters do not gain any new weapon or armour proficiencies upon entering this prestige class. In fact, all Bowhunters must forego the use of medium and heavy armour, shields, and all ranged weapons aside from longbows or composite longbows.
First Shot Initiative Bonus: So long as you have your bow nocked and ready, you gain this bonus to the first shot you fire in any encounter – but only if that is the first action you take. Any other actions and all shots after the first ignore this bonus.
Hunting: Bowhunters gain a tracking bonus equal to their class level when on the trail of any wilderness animal.
Clear Shot: You treat targets with some degree of cover as if they had one category less than their actual cover. This has no effect when your target has no cover or total cover.
Close Shot: Your ranged attacks no longer incur an attack of opportunity when you fire while in a threatened area.
Dungeons and Dragons 3e Prestige Classes
Twin Nock: As a move-equivalent action, you may nock two arrows on your bow at one time. These cannot be aimed at separate targets. Your attack suffers a -3 penalty to hit (one roll for both arrows), as does your initiative when using this feat. Twin Nock does not increase damage bonuses (if any) due to strength or weapon specialisation.
Prone Shot: You may fire your bow while lying prone without penalty.
Zen Archery: You acquire this feat for free. If you already have Zen Archery, then your ranged attack modifiers for wisdom and dexterity stack.
Improved Twin Nock: As Twin Nock, but your attack and initiative penalties for using the feat are now reduced to just -1.
Transit Shot: This allows you to travel safely from wherever you fired the shot, to the spot where your arrow lands. You may bring up to four other beings along for the ride. They must all be willing, and touching you at the moment you fire the arrow. Firing the Transit Shot is a full round action and the transit time is an additional full round. You may perform this feat as many times per day as your class level, but never more than once per minute.
Triplet Nock: This feat is similar to Twin Nock, but you nock three arrows at once, instead of two.
Pierce-All Shot: As a full-round action you may fire a shot with incredible penetrating power. This shot completely penetrates all normal physical barriers (including cover, armour, and shields). All
other bonuses to defence (including enchantments to armour or shields), still apply as normal. You may perform this feat as many times per day as your Bowhunter class level.
Improved Triplet Nock: This feat is similar to Improved Twin Nock, but with three arrows.
Soul Shot: At the pinnacle of a Bowhunter’s advancement they learn the Soul Shot. This can be used in three ways.
The first is to trap the soul of the targeted creature. This is similar to the spell of that name (object trigger variant) save for the following The range is as per your bow, the gem is actually fashioned into the head of the arrow, the arrow must hit the subject and they do get a save attempt (treat your character level as caster level).
The second variation allows you to preserve a life by absorbing the soul of a dying being into a specially prepared arrow (it must be solid silver with green fletching and of no less than 1000 gold pieces in value). Once absorbed, the soul can be safely preserved in the arrow indefinitely.
The third usage allows you to implant that soul (from the second variation of Soul Shot) into the body of a living creature. If the receiving creature is sentient/self aware then it must be fully willing or this form of Soul Shot will not work. Otherwise this has much the
The third usage allows you to implant that soul (from the second variation of Soul Shot) into the body of a living creature. If the receiving creature is sentient/self aware then it must be fully willing or this form of Soul Shot will not work. Otherwise this has much the