Wednesday, February 2, 2011

Raiders!

Hrang the Raider
Race: Bugbear (Goblinoid)
Classes: Fighter 6/Ranger 4
Sex: Male
Age: 23
Alignment: Lawful Evil
Abilities
Strength: 22 (+6)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 11
Wisdom: 12 (+1)
Charisma: 14 (+2)
Hit dice: 6d10+7d8+52
Hit points: 151
Initiative: +6 (Dex + Improved Initiative)
Speed: 30 ft. (6 squares)
Armor class: 18 (+3 Natural Armor, +2 Dex, Leather Armor), touch 16, flat-footed 16
Base attack: +12/+7/+2
Saves: Fort +14, Ref +11, Will +5
Action Points: 14

Special qualities: Darkvision 60’, Favored Enemy (Human) +2, Wild Empathy, Animal Companion
Languages spoken: Draconic, Elvish (Vyalia Dialect), Goblin (Bugburbia Dialect), Thyatian, Traladaran
Skills: Climb +6 (+12), Hide +6 (+8), Intimidate +6 (+8), Listen +6 (+7), Move Silently +6 (+12), Ride +6 (+8), Speak Language +3, Survival +6 (+7)
Feats: Armor Proficiency (Light, Medium, Heavy, Shield), Blind Fight, Cleave, Endurance, Improved Initiative, Improved Unarmed Strike, Quick Draw, Power Attack, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Longsword), Weapon Focus (Shortsword), Weapon Proficiency (Simple, Martial)

Possessions: +1 Leather Armor, +2 Longsword, +2 Returning Dagger, Ring of Water Elemental Command (Water Walk, Create Water, Breathe Water at will. Wall of Ice 1/day. Ice Storm and Control Water 1/week), (3) Potion of Cure Moderate Wounds, Bottle of Air

Weapons
Punch (Attack +18/13/+7 Dg 1d3+6 Crit x2)
+2 Longsword (+12/+7/+5 Dual-Wield Dg 1d8+8 Crit 19-20/x2)
+2 Returning Dagger (+12 Dual-Wield Dg 1d4+5 Crit 19-20/x2 Rng 10)

Bugbear
Background
Hrang is a hulking bugbear of considerable cunning. Born in the Broken Lands, he was captured by Thyatian hunters as a whelp and sold into slavery in the Thyatian arena. His natural strength and vicious bloodlust led him to become an elite fighter in the gladiator bouts. He escaped and fled west to Karameikos, where he survived in the thick woodlands of Karameikos’ interior. He joined a band of goblin and hobgoblin raiders, eventually taking over the band when he killed the chief. He allied with the Black Eagle, basing his raiders out of a ruined tower from old Traladara days. The raiders attack caravans and travelers heading to Luln, often assisting slavers from the Iron Ring.
Despite his savage race, Hrang is a disciplined warrior. He directs his men to strike from ambush and strike quickly. In personal combat, Hrang is quicker than he may appear and he relies on his strength to devastate an opponent. He wields two magic swords in battle, rarely using missile weapons himself. If necessary, he will fall back against a more powerful foe but he is very confident in his abilities. He does feel compelled to answer any challenge to single combat, but isn’t afraid to fight dirty.



Hobgoblin Soldiers
Fighter 3, medium sized goblinoid, CR 4; HD 3d10+6; HP 22; Initiative +1; Speed 30m; AC 15 (touch 11, flat 14); BAB/Grapple: +3/+5; Atk +6 melee (Scimitar dg 1d6+2 crit 18-20/x2), Atk +5 missile (Shortbow dg 1d6 crit x3 rng 60); SQ: Darkvision 60; AL: LE; Sv Frt +3, Ref +2, Will +1; Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10
SKILLS: Intimidation +6, Ride +6 (+8)
FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Cleave, Power Attack, Weapon Focus (Scimitar), Weapon Focus (Shortbow), Weapon Proficiency (Simple, Martial)
GEAR: Studded Leather Armor, Scimitar, Light Wooden Shield, Shortbow, Quiver of 20 Arrows

Friday, January 28, 2011

The Town of Luln

by Rendclaw

(Original entry on http://www.pandius.com and edited for campaign)




Who Rules: Townmistress Sascia (LG human female Marshal 8/Fighter 2/Legendary Leader 2), who has kept Luln together despite the constant raids and oppression from the Black Eagle Barony. She has all of the support of her people behind her, which has impressed Duke Stefan enough to consider her for knighthood. Sascia has lived in and defended this town for all of her life, and fiercely continues to protect Luln from Baron Von Hendriks' attempts at conquering it.


Who Really Rules: Duke Stefan Karameikos, to whom Townmistress Sascia has sworn fealty.
Population: The population of this newly fortified town varies greatly from time to time as there are always traders and refugees from the Black Eagle Barony passing through; the number varies from 4,000 to about 5,500 at the height of the trading season.


Major Products: Livestock, wagons, carts, leather goods, wool.


Armed Forces:
Due to the number of raids from the Black Eagle Barony, Luln is one of the most heavily garrisoned places in the Duchy; it is split into two divisions. The official detachment of the Duke’s Army, the Home Guard, numbers 300 and consists of mounted foot soldiers (Human Warrior 3) in chainmail and shield, carrying longsword, dagger, light crossbow and spear. They patrol the area surrounding Luln, paying close attention to the roads and the traders they bring. They are led by Captain Leland Darius (LN male human Fighter 7), a Thyatian-born career soldier with a long family history of service dating back to Machetos. Mistress Sascia has raised a large militia (500) of town dwellers, surrounding farmers and helpful adventurers. The bulk (Human Warrior 2) is based in the town, equipped with studded leather armor, light crossbow, shield and half-spear. There are several sergeants, generally loyal adventurers but the militia leader reports to Piotr Iron Heart (LN Human Male Fighter 5/Bard 2), a native of Luln and childhood friend of Sascia.


Local Laws: None in addition to The Duke's Law.


Notable Mages:
·         Kana Shark-Tooth (LG Human Male Wizard 5/Human Paragon 2) is a native of Ierendi and semi-retired adventurer. He was hired by Mistress Sascia as an advisor but he also runs a potion and scroll shop in town. In warmer weather, he dresses the loose clothing of the Makai and forgoes shoes. He is famous for his +1 Returning Flaming Spear, a relic he recovered among ancient lizard men ruins.
·         Lanius Caranthus (NG Human Male Warmage 6) is a Kerendan-born adventurer and mercenary who leads a small company of Warmages based in town. In exchange for bolstering the town’s defenses with their magic, the eight members of the Fiery Eagle (Human Warmage 3) are housed in officer’s quarters and given a small stipend.
·         Tellara of Callarii (CG Elf Female Scout 2/Ranger 2/Wizard 7) splits her time between Luln and the Callarii territories, acting as adventurer and explorer. She is in the employ of the Lord Forester, making maps of the interior of Karameikos and acting to keep outlaws and poachers to a minimum. She is a skilled archer and tracker, in addition to being a crafty wizard.


Notable Churches:
     The Hall of Halav is a major outpost of the Church of Karameikos. The Hall is attended by most of the Traladaran populace of the town. It is a large building, with extensive cellars to hold emergency supplies including grain and weapons. Father Lev Grey-Beard (LG Human Cleric 9) is the dedicated patriarch of the church. He is stern but fair, a former soldier and a skilled healer.

     The Temple of Tranquility is a mid-size church dedicated to the worship of Mirrah and the Church of Karameikos. Although most of the Thyatian populace worships here, the Church is quite active in the defense and growth of the town. Father Demetrius (LG Human Cleric 9) leads a cadre of 6 Healers (NG or LG Human Healer 3) that tend the wounded victims of the Black Eagle raids and operate a hospice on temple grounds.

Shrines to Zirchev, Petra, Odin and Valerias are present in town.


Notable Rogues' and Thieves Guilds: There are none known, but the Iron Ring has spies throughout town, trying to discern the Townmistress' plans and counter them.


Equipment Shops: Partial, poor in winter.


Important Characters:
·         Gregor the Dark Eye (NE Human Hex Blade 5/Rogue 5) is a spy for the Iron Ring who purports to be a low-level fighter and mercenary for hire. He is the leader of a very covert band of Iron Ring operatives based in the surrounding area. His primary goal is to feed information to his superiors that can help eliminate Mistress Sascia or her adventurer allies. He is half-Traladaran and half-Thyatian, with a jagged scar on his left cheek.
·         Krag (CN Half-Orc Ranger 6/Barbarian 3) is the descendant of two Half-Orc adventurers who fled the Broken Lands for more civilized environments. Krag is surprisingly intuitive, although he is something of a loner. He has a soft spot for the victims of bullies. Surprisingly, he is often hired by several Halfling traders as a caravan guard and he has a fairly positive relationship with the Callarii elves. He is famous for fighting with a magical bastard sword and dagger.



Mistress Sascia
Race: Human
Classes: Marshal 8/Fighter 2/Legendary Leader 2
Sex: Female
Age: 38
Alignment: Lawful Good
Abilities
Strength: 17 (+3)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 13 (+1)
Charisma: 16 (+3)
Hit dice: 10d8+2d10+36
Hit points: 112
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
Armor class: 21 (+9 Half-Plate Armor +2, +2 Light Steel Shield +1), touch 13, flat-footed 21
Base attack: +9/+4
Saves: Fort +13, Ref +5, Will +13
Action Points: 12

Special qualities: Minor Aura +3, Major Aura +2, Grant Move Action 2/day, Fearless, Hero’s Luck +1, Natural Commander, Legendary Reputation, Greater Command 1/day, Quick Rally
Minor Auras Known: Accurate Strike (+3 to confirm critical hits); Determined Caster (+3 to checks to overcome Spell Resistance); Force of Will (+3 to Will saves); Over the Top (+3 to damage when charging)
Major Auras Known: Hardy Soldiers (DR 2/-); Motivate Urgency (+10’ to Movement rate)
Languages spoken: Dwarven (Rockhome Dialect), Elvish (Callarii Dialect), Gnome (Highforge Dialect), Goblin, Orc, Traladaran, Thyatian
Skills: Bluff +6 (+9), Diplomacy +11 (+17), Gather Information +6 (+9), Intimidate +8 (+11), Knowledge (Nobility and Royalty) +6 (+7), Knowledge (Tactics) +11 (+12), Listen +5 (+6), Ride +11 (+13), Sense Motive +11 (+12), Speak Language +5, Spot +6 (+7)
Feats: Armor Proficiency (Light, Medium, Heavy, Shield), Cleave, Combat Expertise, Iron Will, Leadership, Mounted Combat, Power Attack, Ride-by Attack, Skill Focus (Diplomacy), Weapon Focus (Longsword), Weapon Proficiency (Simple, Martial)
Possessions: +1 Light Steel Shield, +2 Half Plate of Spell Resistance (SR 13), +1 Merciful Dagger, +2 Wounding Longsword, Belt Pouch, Signal Whistle, Signet Ring, Ring of Regeneration, Brooch of Shielding, (2) Potion of Cure Critical Wounds, (2) Potion of See Invisible

Weapons
+1 Merciful Dagger (Attack +13/+8 Dg 1d4+1d6+4 Non-lethal Crit 19-20/x2 Rng 10)
+2 Wounding Longsword (Attack +15/+10 Dg 1d8+5 plus Con damage Crit 17-20/x2)


female paladin


Wednesday, January 19, 2011

Band of the Gray Wolf

(8) Band of the Gray Wolf Crossbowmen
Warrior 3, medium sized human, CR 2; HD 3d8+3; HP 16; Initiative +1; Speed 20m; AC 15 (touch 11, flat 14); BAB/Grapple: +3/+4; Atk +4 missile (Light Crossbow dg 1d8 crit 19-20/x2 rng 80), Atk +4 melee (dagger dg 1d4+1 crit 19-20/x2), Atk +4 melee (handaxe dg 1d6+1 crit x3); SA: none; SQ: none; AL: NG; Sv Frt +4, Ref +2, Will +1; Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 11
SKILLS: Intimidate +4, Profession (soldier) +3, Ride +6 (+7), Speak Language +1
LANGUAGES: Thyatian, Traladaran
FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Point Blank Shot, Precise Shot, Rapid Reload (Light Crossbow), Weapon Proficiency (Simple, Martial)
GEAR: Scale Mail, Light Crossbow, Case of 40 Bolts, Dagger, Handaxe, Signal Whistle



(8) Band of the Gray Wolf Footmen
Warrior 3, medium sized human, CR 2; HD 3d8+3; HP 16; Initiative +1; Speed 20m; AC 15 (touch 11, flat 14); BAB/Grapple: +3/+4; Atk +4 melee (Glaive dg 1d10+2 crit x3), Atk +4 melee (Dagger dg 1d4+1 crit 19-20/x2), Atk +4 melee (Shortsword dg 1d6+1 crit 19-20/x2); SA: none; SQ: none; AL: NG; Sv Frt +4, Ref +2, Will +1; Str 13, Dex 12, Con 12, Int 11, Wis 11, Cha 11
SKILLS: Intimidate +4, Profession (soldier) +3, Ride +6 (+7), Speak Language +1
LANGUAGES: Thyatian, Traladaran
FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Cleave, Power Attack, Short Hafted, Weapon Proficiency (Simple, Martial)
GEAR: Scale Mail Armor, Shortsword, Dagger, Glaive, Signal Whistle

The Band of the Gray Wolf is a troop of soldiers and freedom fighters recruited from the Luln militia. As the members of the Band learned to fight, they showed themselves to be excellent warriors. They wanted Mistress Sascia to strike at the Black Eagle in addition to her defensive measures. When Mistress Sascia decided against their suggestion, they formed an independent company of raiders and soldiers. Their leader, Nikolai Ivanov, was one of Mistress Sascia’s protégés.
When the Company of the White Stag sought the lair of Hobgoblin raiders who served the wizard Theondrasius the Dark, the members of the Band acted as rear guard and support. When the raiders were preparing to strike Luln aided by a small army of undead conjured by the dark wizard, the Band made their way back to the town to warn the residents. When the Company of the White Stag cleaned out the ruined keep the wizard used as a base, the Band chose to serve the Company as their troops and christened the freedom fighters “The Band of the Gray Wolf”.
Currently, the Band is divided into mounted crossbowmen and mounted footmen. Both ride light war horses as patrols or into battle, but dismount for combat. The Band is known for their scale mail armor, in a pattern of gold and green. They do not carry shields, favoring polearms in melee. As the Company of the White Stag rebuilds the ruined keep, the Band serves as the troops and occupants of the small but growing base.



Nikolai Ivanov
Fighter 4, medium sized human, CR 4; HD 4d10+8; HP 31; Initiative +1; Speed 20m; AC 17 (touch 11, flat 16); BAB/Grapple: +4/+6; Atk +8 melee (Longsword dg 1d8+3 crit 19-20/x2), Atk +6 melee (Dagger dg 1d4+2 crit 19-20/x2); SA: none; SQ: none; AL: LG; Sv Frt +6, Ref +2, Will +1; Str 14, Dex 13, Con 15, Int 12, Wis 11, Cha 14
SKILLS: Craft (Armorer) +4 (+5), Diplomacy +2 (+4), Intimidate +7 (+8), Knowledge (Tactics) +3 (+4), Ride +7 (+8)
LANGUAGES: Thyatian, Traladaran
FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Block Arrow, Cleave, Mounted Combat, Power Attack, Weapon Focus (Longsword), Weapon Proficiency (Simple, Martial)
GEAR: Breastplate, Light Steel Shield, +1 Longsword, Dagger, Potion of Healing, Vial of Bladefire, Signal Whistle

Nikolai was once the son of a simple smith, but his father was captured by slavers from the Black Eagle and Nikolai found himself caring for his sick mother and younger siblings. They made their way to Luln as refugees and he supported his family as the assistant to one of the town’s armorers. When Mistress Sascia began organizing the rag-tag defenders of the town into a coherent militia, Nikolai was one of her most strident followers. She taught him to be a true fighter and an excellent leader.
Nikolai’s one true fault is his temper. He is passionate in all he does but struggles to keep a cool head when faced with the evil of the Black Eagle. He is prejudiced against Thyatians in general and Hattians in particular. He is also fond of Halflings. Nikolai is an excellent sergeant or junior officer but lacks the experience to act as a senior officer. That is rapidly changing as he observes the heroes of the Company.

Thursday, January 6, 2011

Prestige Classes in The Known World- Races of Destiny, Races of Stone, Races of the Wild, Lost Empires of Faerun, Races of Eberron, Shining South, Unapproachable East, Champions of Ruin, Races of Faerun, Players Guide to Faerun

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Races of Destiny

Menacing Brute
            Many half-orcs naturally develop into intimidating thugs.

Races of Stone

Battlesmith
            Some dwarves have a mystical connection to their weapons and armor, especially those forged by their own hand. These smiths are found in any dwarven community of sufficient size.

Blade Bravo
            These dueling gnomes are found in the gnome enclaves of Karameikos, Darokin and Thyatis.

Deep Warden
            Deep Wardens are found in almost all dwarven communities and part of the scouting arm of the army of Rockhome.

Divine Prankster
            A handful of gnomes take their culture’s love of practical jokes to an extreme. They can be found in all gnomish communities.

Races of the Wild

Arcane Hierophant
            Arcane Hierophants are popular among many of the Tree Keepers of Alfheim and the Vyalia. Ranger/Wizard combinations are popular among many Long Runner elves of Alfheim.

Champion of Corellon (Champion of Ilsundal)
            The Champions of Corellon become the Champions of Ilsundal in Mystara. They are the premier melee fighters among the elves.

Luckstealer
            Found among many of the Five Shires Halfling, Luckstealers are known to be involved in the anti-Black Eagle rebellion in Karameikos.

Ruathar
            Ruathar are elf-friends. They are found in Alfheim, Thyatis and Karameikos in large numbers.


Lost Empires of Faerun

Olin Gisir
            These lore-keepers of Elven knowledge are small in number but hold positions of high esteem among all Elven clans.

Races of Eberron

Cabinet Trickster
            The Changelings of Alphatia have become the undisputed masters of crime and spycraft in the Empire of Mages. The Cabinet Tricksters are the agents of a secretive group of spies and thieves that pursue an unknown agenda across Alphatia.

Moonspeaker
            Moonspeakers are Shifter clerics and druids who have formed a special bond with Zirchev to become the pre-eminent spiritual leaders and spell-casters of their race. They are known to travel extensively in order to see to the needs of the small, wide-spread Shifter communities.

Reachrunner
            These elite Shifter rangers patrol the wild lands around Shifter communities. They are superb trackers and stealthy warriors, striking quickly and decisively.

Spell Carved Soldier
            Alphatian wizards have recently begun to enhance a small number of Warforged protectors with magic that protects and enhances the Warforged during combat. These Warforged have formed a loose brotherhood of warriors with a distinct code of honor.

Shining South

Ethengari Shadow Rider (Crinti Shadow Marauder)
            A small, elite group of Ethengari riders operate as spies and assassins for the Golden Khan. They strike from hiding and are skilled riders.

Sea of Dread Corsair (Great Sea Corsair)
            Many of the greatest pirates on the Sea of Dread hail from Ierendi, the Privateers Guild of Minrothad or the Halflings of the Five Shires.

Alphatian Council of Mages Member (Halruaan Elder)
            The Council of Mages is the Alphatian congress that advises the Empress and regulates much of the day to day operations of the Empire. Council Members are always powerful wizards, but have varied aspirations. Some revel in politics, some spend their days in research and still others travel extensively.

Halruaan Mage Hound (Alphatian Mage Hound)
            The Alphatian Mage Hound is a specialized assassin who tracks and eliminates renegade mages. Some leave the service of the Great Council and become mercenaries in the Known World.

Maquar Crusader (Sind Crusader)
            These elite warriors are akin to the knights of the Known World.


The Unapproachable East

Glantri Griffon Rider (Aglarondan Griffon Rider)
            The elite Griffon Riders of the Glantri armed forces are the backbone of Glantri’s growing air force. Second only to the dragon riding military wizards under Von Drachenfel’s command, the Griffon Riders are highly regarded warriors but have little magic among their number. Some are assigned to guard diplomats or serve as spies and agents in foreign lands.

Denagoth Ladies of Shadow (Durthan)
            The Shadow Lord sponsors a cult of evil female casters loyal to him and his causes known as the Ladies of Shadow. Much of their power is drawn from the Denagoth Plateau itself and they are rarely seen away from it.

Nithian Demonbinder (Nar Demonbinder)
            The ancient Nithians delved into dark magics, eventually becoming masters in the summoning of evil extra-planar beings. Their lost arts have resurfaced occasionally, especially among twisted wizards from Glantri or Alphatia.

Dawn Hunter (Nentyar Hunter)
            Dawn Hunters serve the Archdruid of the Isle of Dawn, protecting his druids and keeping the wildlands from being destroyed in the battles between Alphatia and Thyatis.

Alphatian Slaver (Thayan Slaver)
            The Alphatian Empire is so thoroughly dependent upon slave labor that an entire class of people is employed to acquire and control them.

Champions of Ruin

Justice of Weald and Woe
            Justices of Weald and Woe are avengers of Elven lands, tracking and bringing back lawbreakers to face Elven Justice. A handful serves the King of Alfheim, but he prefers to keep them a secret to preserve a positive Elven image. They are more numerous among the Shiye-Lawr Elves and in Wendar.

Races of Faerun

Battlerager
            These Dwarven warriors and berserkers are found wherever significant numbers of Dwarves dwell. They form small units of elite warriors in Rockhome and sometimes serve as mercenaries.

Spellsinger
            Elven bards often follow this bardic tradition over any others. In Alfheim, Spellsingers are found studying at the Library Tree more than any other place.

Warrior Skald
            The Warrior Skald is common in the Northern Reaches and Norwold, often found bolstering raiding bands with their music. They are often found in the halls of jarls, where they serve as advisers.

Player’s Guide to Faerun

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Arcane Devotee
            Most Immortals count Arcane Devotees among their followers, but they are especially common among the followers of Alphatia, Alphaks and Rad. They are often called upon to act as roving agents of their Immortal, although many of Alphatia’s Arcane Devotees serve as instructors to the next generation of wizards.

Divine Champion
            The Divine Champion is another common agent of many Immortals. Ixion counts many among his followers, as does Halav, Sif and Thor. They are typically itinerant adventurers who quest on behalf of their Immortal’s church.

Divine Disciple
            Unlike the Divine Champion, the Divine Disciple is a relatively rare individual who is often a powerful personality in their chosen church. Perhaps second only to a Heirophant, the Divine Disciple is known to be a divine agent of their Immortal.

Divine Seeker
            The Divine Seeker is found among most Immortal churches but is most numerous among Asterius, Korotiku and Loki. They often team with Temple Raiders to form small groups dedicated to quietly achieving the goals of their Immortal.

Incantatrix
            As the masters of meta-magic, Incantatrix are usually found in Glantri or Alphatia among the wizards who rule those realms. They are often employed by the armies of those realms, using their spell-shaping ability on the battlefield.

Runecaster
            Runecasters are common among the Dwarves and the Giants. They use stone and metal as mediums to cast potent spells.

Shaaryan Hunter (Ethengar Hunter)
            The Ethengar Hunters are among the swiftest riders on the Ethengar Plains. They can track from horseback and are the most versatile warriors on a mount. Most serve the Golden Khan as elite messengers and warriors but some adventure far in their wanderlust.

Shadow Thief of Amn (Minrothad Guild Thief)
            The Thieves’ Guild of Minrothad does not operate on the soil of the island nation. Instead, they range most of the Known World. They are usually the main competition for the local guilds. The Minrothad Guild Thieves are most active in Thyatis and Darokin.


Prestige Classes in The Known World- Heroes of Battle, Heroes of Horror, Magic of Eberron, Miniatures Handbook

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Heroes of Battle

Combat Medic
            Combat Medics are found in many large militaries, but originated in Thyatis.

Dread Commando
            Found in the militaries of Thyatis, Darokin, the Five Shires, Alfheim and countless mercenary units, the Dread Commando is a stealthy fighter. They are usually deployed in small, elite units that act as scouts or saboteurs.

Legendary Leader
            Legendary Leaders are rare but valued as generals. Some become kings or nobles. Some become warlords.

Heroes of Horror

Dread Witch
            These witches are part of the Glantri semi-secret society found among the Great School of Magic.

Magic of Eberron

Alchemist Savant
            Found among the Artificers, many of these crafters are dwarves and artificers.

Deadgrim
            Deadgrims are elite members of the Red Watchers, a relatively new organization based out of Selenica, that combat the undead. The Red Watchers are mindful of the undead remnants of the nearly forgotten Nithian Empire. They are active in eastern Darokin, Ylaurum, Biazzan and parts of Karameikos.

Miniatures Handbook

Bonded Summoner
            Bonded Summoners are the prestige class for the Elementalist Secret Craft.

Dragon Samurai
            Dragon Samurai are powerful warrior clans who serve the Empress of Alphatia, all while competing with each other for prestige and honor.

Havoc Mage
            Havoc Mages are among the most famous warrior mages on a battlefield. First fielded in the Duchy of Tenh during the time of Blackmoor, these combat mages are usually wanderers and adventurers.

Skullclan Hunter
            Skullclan Hunters are undead hunters of the Belcadiz.

War Chief
            War Chiefs are often the leaders of the hordes and war bands of non-humans.

Prestige Classes in The Known World- The Silver Marches, Deities & Demi-Gods, Draconomicon

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The Silver Marches

Horde Breaker
            Horde Breakers are often folk heroes in the areas around the Altan Tepes Mountains or the Broken Lands. They lead local militias, specialty mercenaries or troops against the hordes of non-humans. They are especially prevalent in Glantri and Darokin.

Knight Errant of Silverymoon (Knight of the Road)
            Knights of the Road are Darokin’s most famous heroes. They are knighted by the ruling council and they often assist the DDC in foreign lands or adventure to aid the nation of Darokin.

Orc Scout
            The Orc hordes, especially under Thar, are clever and crafty. They have trained scouts that value stealth over force to sneak into settlements before they are raided. They especially value half-orcs for this duty.

Peerless Archer
            A Peerless Archer is rarer that an Initiate of the Order of the Bow. They are found in the wild lands of Norworld, with few venturing south.

Deities & Demi-Gods

Berserk
            Berserks are divine-touched warriors from the Northern Reaches. They are most numerous in Ostland where King Hord uses them as raiders and shock troops. Berserks are feared and despised by other barbarians.

Draconomicon

Dracolyte
            Non-dragon worshippers of the Dragon Immortals (Diamond, Opal, Pearl and The Great One) often become Dracolytes. They are agents of powerful dragons, by-passing the petty intrigues of humans AND dragons. They work for the benefit of all Mystara and work to preserve the balance.

Dragonkith
            A non-dragon ally of powerful dragons who become more draconic over-time thanks to secret rituals, Dragonkith are rare across Mystara. Many are non-human but humans and elves are the most numerous.

Dragonrider
            Dragonriders are found in all nations but most famously in Thyatis as members of its two flying orders.

Dragonslayer
            Dragonslayers often become great heroes as many races fear dragons of any color. The Dragonslayers occasionally band together in orders of knighthood, but most are itinerant adventurers.

Dragonsong Lyrist
            Some bards have a strong affinity for dragons and they often become Dragonsong Lyrist. They are popular in the backwater Wyrmsteeth region, as well as in Glantri among the dragon enthusiasts.

Dragonstalkers
            These stealthy trackers specialize in eliminating dragons through intrigue. Dragonstalkers sometimes cooperate with Dragonslayers but the two are more often rivals.

Hoard Stealer
            Hoard Stealers are extremely specialized burglars that target powerful hoarders like dragons. Many are found among the halflings of the Five Shires or the dwarves of Rockhome.

Initiate of the Draconic Mysteries
            Initiates gain power studying ancient texts containing snippets of the lore of dragons. Their origins date back to the Thonian Empire, before Blackmoor’s founding. Dragons occasionally reward followers or those who have done them a favor by giving them the knowledge to start (or continue) on this path.

Platinum Knight
            Paladins and knights who serve good dragons, Platinum Knights are found in many lands but most roam the Known World in search of evil.

Dragon Magic

Dragon Lord
            Dragon Lords are rare individuals who seem to channel the fury and presence of a dragon. They often have dragon allies and are in command of armies. Dragon Lords are found anywhere powerful, charismatic individuals can be found.

Hands of the Winged Masters
            Hands of the Winged Master are secretive and no one knows which dragons they serve or who they are. Hands are selected for their talent and skills, and adventure extensively to gain power and resources.

Swift Wings
            Swift Wings are unknown in most faiths but are slightly more common in the Cults of the Dragon Immortals, the Thyatian Cult of Vanya and several of the Northern Reaches cults.

Wyrm Wizard
            Wyrm Wizards study the magic and lore of dragons. They are a semi-secret group that studies in the Great School of Magic of Glantri.

Prestige Classes in The Known World- Eberron Campaign Setting and The Five Nations

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Eberron Campaign Setting

Eldeen Ranger
·         Ashbound sect. Rangers of Clan Erehwan in Glantri are trained to use their skills to battle wizards or magical threats. Many learn arcane magic as a Wizard, Beguiler or Duskblade due to the laws of Glantri.
·         Children of the Night sect. Rangers of the Shiye-Lawr are vicious defenders of their secretive clan. The finest serve as spies or assassins, often supplementing their skills with the magic of a sorcerer, as they are common among the Alphatian elves.
·         Gatekeeper sect. The Grunalf Clan of Alfheim has a great deal of experience fighting strange aberrations that appear in the “bad magic points”. Their rangers train to overcome these alien creatures. Grunalf rangers are consummate trackers and hunters, often multi-classing as Scouts or Druids.
·         Greensinger sect. The Callarii of Karameikos have a close association with the fey of the deep woods and must protect their territory from orc and goblin raiders. Many study the lore of their clan’s Tree Keepers (druids) or Wizards.
·         Warden of the Woods sect. The Foresters of Thyatis follow this path under the tutelage of the Vyalia elves. Arcane magic is usually part of their training and most have at least one level of bard or wizard.

Master Inquisitive
            Master Inquisitives originated in Darokin and Glantri but have spread to many large cities where they usually work for the rulers of the city. Some are freelance investigators, often being employed by nobles to investigate the machinations of their rivals.

Warforged Juggernaut
            Warforged are rare under the best of circumstances but they are most often seen in Rockhome. Warforged Juggernauts are among the most powerful defenders available to the King and he typically keeps them close to him. A few are assigned to areas that are threatened by large numbers of orcs.

Five Nations

Knight Phantom
            Knights Phantom are members of a knighthood of Belcadiz elves and half-elves dedicated to the defense of the clan (first) and the nation (second). Most are wizards with training as a swashbuckler, ranger or fighter.

Dark Lantern
            Shadow Elves of the Second Shadow often receive special training to become spies and agents on the surface.

Cyran Avenger
            As wars devastate the Known World, many injured parties turn their hearts to vengeance. The numbers of these rebels are growing in the Thyatian Hinterlands and among the more radical Traladarans that have suffered under Baron Von Hendricks.