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View Full Version : D&D 3.x Class Ruby Knight Vindicator variants for alternate gods



Elves
2021-02-04, 02:23 PM
Many of these variants use homebrew disciplines. You can find the list of new disciplines for the Age of Warriors project here (https://forums.giantitp.com/showthread.php?581281-The-Age-of-Warriors-(Project-Revived!)).

Alternate Vindicators

“Yes, my lady, I am certain. From the Razorhands to the Duskwake, all orders have been made aware of us. I scryed upon them meeting in stone rooms in torchlight, a rainbow of garments, a forest of divine sigils. I have fled to the Astral Plane. Your best hope now too is to flee the Material. Even here may not be safe. The vengeance of the gods is barred by no veil, and when the vindicators strike they strike to eradicate.”
—Daumazel the Heretic, hierophant of the Elemental Eye

Wee Jas isn’t the only god with armored vindicators as her secret police and strongmen. Indeed, some conspiracy theorists claim the Knights Vindicator are a universal organization which spans or precedes their dedication to any one god, and that the vindicators of different churches all conspire and share secrets.

These variants of the Ruby Knight vindicator prestige class (BoNS 122) serve other deities than Wee Jas. Each god grants a unique discipline (Wee Jas’s is Shadow Hand), and their own unique class feature or features. The class’s other features, as well as the Devoted Spirit, Stone Dragon, and White Raven disciplines, remain available to all. If the key skill of the god's granted discipline isn't a vindicator class skill, it replaces Hide in the class skill list.


Vindicator Orders

Vindicators of gods other than Wee Jas aren’t Ruby Knights, but they may belong to a different organization, of which a number are described below.
The entry requirements noted aren't comprehensive. They reflect an altered deity requirement and a new skill requirement, replacing Hide. Other noted requirements are additive. Unearthed Arcana contains the rules for variant classes.

ASMODEUS
Asmodeus's fanatical hellfire vindicators are the accomplices of all Hell’s worldly agendas. Their sinister and interwoven plans are traced in pentagrams whose corners touch the edges of the world.
Entry Requirements: Deity (Asmodeus), Bluff 4 ranks.
Infernal Inquest: Starting at 5th level, devils you call with planar ally and its variants work for you at half price. This feature replaces armored stealth.
Granted Discipline: Infernal Damnation.

BAHAMUT
The god of good dragonkind doesn’t favor covert operations, but to counter the depredations of his adversaries sometimes requires a more subtle touch than a platinum-crowned paladin charging into the fray. Among his Platinum Knights, the Platinum Knight vindicators are a special branch trained for this subtler service. With his breath at their backs and his great wings shielding them from detection, they ply a dark trade with quiet pride, trading the sheen of bright scales for plain clothes and the satisfaction of prevented crises.
Entry Requirements: Deity (Bahamut), Diplomacy 4 ranks.
Breath Weapon (Su): At 5th level, choose a breath weap-
on belonging to a metallic dragon. You can use this breath
weapon once per day, as a dragon of your Hit Dice. Your choice of breath weapon can't be changed later. This feature replaces armored stealth.
Granted Discipline: Wyrm's Might.'

BANE
Bane has many harsh ways of ensuring his decrees are meted out. Paving the way for open-handed tyranny, the Fingers of the Black Hand are dispatched to quietly snuff out resistance, expunging hope and evangelizing pure fear.
Entry Requirements: Deity (Bane), Martial Lore 4 ranks.
Do You Feel In Charge? (Su): Starting at 5th level, any creature you have intimidated, dominated or charmed is subject to your turn or rebuke undead ability. This feature replaces armored stealth.
Granted Discipline: Army of One.

BOCCOB
Boccob almost never finds it necessary to involve himself in anything (he's called the Uncaring for a reason), but threats to the force of magic itself demand a special kind of action. Then, the Knights Bibliothecar stand ready to serve: few are those tampering mages who don’t fear ending up on their records as someone who needs to be expunged for the good of all magic.
Entry Requirements: Deity (Boccob), Spellcraft 8 ranks.
Enhanced Spell Resistance: Starting at 5th level, when you cast spell resistance on yourself, it grants spell resistance 10 + class level + caster level, not 12 + caster level. This feature replaces armored stealth.
Boccob's Protection (Sp): As an immediate action, starting at 9th level, you can end a spell resistance spell cast on yourself to gain the benefit of spell turning. This feature replaces divine fury.
Granted Discipline: Witch Razor.

CORELLON
Corellon Larethian understands all too well the need for a subtle hand against foes so egregious as Gruumsh and Lolth. His Silversong vindicators make it their personal mission to remove by stealth that which would leave open wounds in the world if battled openly.
Entry Requirements: Deity (Corellon), race (elf), Escape Artist 4 ranks.
Divine Channeling (Ex): Starting at 5th level, by expending a use of turn or rebuke undead, you can mimic a duskblade's arcane channeling class feature, but only divine spells are eligible. Using this ability costs a swift action. This feature replaces armored stealth.
Granted Discipline: Dancing Leaf.

DEMON PRINCES
Only in their own Abyssal realms do they resemble gods— elsewhere, they quail before them—yet demon princes are fully capable of granting blessings to their mortal servants when appeased in sacrifice. Vilehorn vindicators work to increase the power of their Abyssal lords, so that they may one day walk as equals to the gods they despise.
Entry Requirements: Alignment (chaotic evil), Knowledge (the planes) 6 ranks.
Abyssal Incursion (Su): Starting at 5th level, demons you call with planar ally and its variants work for you at half price. This feature replaces armored stealth.
Granted Discipline: Infinite Torment.

EHLONNA
Ehlonna has rangers and druids to protect the woodlands, but when some must sleep, others rise to do what must be done in the dark. These are the Duskwake vindicators, who haunt the woodlands when the moon is high and seek those who would do harm to Ehlonna's creatures.
Entry Requirements: Deity (Ehlonna), Knowledge (nature) 4 ranks, animal companion class feature.
Animal Companion (Ex): When you use a vindicator class level to advance the spellcasting of a class, the progression of your animal companion also advances as if you had gained a level in that class.
Unicorn Companion (Ex): Starting at 5th level, you can select a unicorn companion as if you had the Exalted Companion feat. Change the alignment requirement to “any good.” This feature replaces armored stealth.
Granted Discipline: Dancing Leaf.

ERYTHNUL
The God of Slaughter prefers wanton destruction in all circumstances, but sometimes, when crass frontal attack fails time and time again, he's willing to dispatch a scalpel where a club won’t suffice. In these cases his Razorhand Violators stand ready to cut the Gordian knot, slit the throats of the peaceful, and spill forth anarchy and agony anew..
Entry Requirements: Deity (Erythnul), Jump 4 ranks.
Razorhand Strength (Su): Starting at 5th level, you can spend a use of turn or rebuke undead to activate this ability. For 1 round, you add 1.5 × your Strength bonus to all melee damage rolls, replacing whatever Strength bonus you would add normally. The multiplier for effects like the Power Attack feat is unaffected. This feature replaces armored stealth.
Granted Discipline: Tiger Claw.

FHARLANGHN
Fharlanghn doesn’t send assassins; his subtle and forceful agents are charged with the Key and Compass, their symbols of office, to find places where open travel is being impeded. They sneak past boundaries, barriers, and fences; open passes, gates, and toll routes; and generally visit a chastising amount of nuisance on those who would restrict the adventurer spirit. These wandering vindicators, until they show you their sigil, look no different from any man of roads.
Entry Requirements: Deity (Fharlanghn), Knowledge (geography) 4 ranks.
Key and Compass (Su): Once per day, starting at 5th level, you can conjure a key and a compass. The compass is a nonmagical compass that vanishes at the end of the day or if it leaves your person for 5 minutes. The key is an expendable item that allows you to make an Open Lock check with an insight bonus equal to twice your class level, even untrained. It can instead be used to make a dispel attempt against an arcane lock or similar effect, with a +5 insight bonus on the check. It disappears upon use. This feature replaces armored stealth.
Freedom of Travel (Su): Starting at 9th level, as an immediate action, you can spend a turn or rebuke undead attempt to grant yourself the benefits of freedom of movement for 1 round. This feature replaces divine fury.
Granted Discipline: Setting Sun.

GARL GLITTERGOLD
Garl Glittergold is one of the rare racial deities whose worship has spread beyond his people. As such, his Chanceful Knights find many more than gnomes among their ranks. Their lifestyles tend to be wide-ranging and at fortune’s whim, but they are sometimes called to arbitrate contests of chance, or shut down corrupt casinos.
Entry Requirements: Deity (Garl Glittergold), Jump 4 ranks.
I Invented Luck (Su): Starting at 5th level, when a creatue within 60 feet of you would be entitled to a reroll, or to take the best of two rolls, you can spend two turn undead attempts to negate that benefit. You must do this before seeing the result of the second roll, or before seeing the result of either roll if they are rolled simultaneously. This feature replaces armored stealth.
Granted Discipline: Coin's Edge.

GRUUMSH
Gruumsh usually leaves subterfuge to Shargaas or Ilneval, but he knows the value of having agents to enact his will in a quiet fashion. Enter the Sightstealers, whose wicked mark of judgment is a slash across the eyes of the condemned. When the One-Eyed God feels particularly cruel or vengeful, the Sightstealers are instructed to leave their victims alive but permanently scarred.
Entry Requirements: Deity (Gruumsh), race (orc), Bluff 4 ranks.
Sightstealer's Mark (Ex): Starting at 5th level, creatures you reduce to 0 hp or fewer with melee attacks are permanently blinded in one eye. This feature replaces armored stealth.
Granted Discipline: Bloodstained Gutter.

HEIRONEOUS
The God of Righteousness does not approve of stealth and subterfuge; rather, his Watch Audacious are those daring few who serve him from behind enemy lines, facing their foes without fear in a most difficult setting—unaided and surrounded by danger..
Entry Requirements: Deity (Heironeous), Sense Motive 4 ranks.
Saint's Discretion (Ex): Starting at 5th level, if you have an aura of good, you can suppress or reactivate it at will. This feature replaces armored stealth.
Granted Discipline: Golden Saint.

HEXTOR
Hextor has far fewer compunctions against underhanded tactics than his brother. The Sixth Swords are his weapon to stir conflict and topple lawgivers and bringers of peace and order. To them is given the highest charge: seeking out and undermining the archpaladins of Heironeous so that Hextor may triumph over his despised sibling again and again..
Entry Requirements: Deity (Hextor), Bluff 4 ranks.
Fox in the Henhouse (Ex): Starting at 5th level, if you have an aura of evil, you can suppress or reactivate it at will. This feature replaces armored stealth.
Granted Discipline: Relentless Dusk.

KORD
Kord has no need of questing catspaws; even his temples rarely need much in the way of protectors, since all his priests are well at arms. What is important, however, is that contests of strength, skill, and bravery are conducted fairly and without cheating or deception. The Knights Invigilator are senior followers of Kord who act as refeeres for all forms of sport and competition. They are swift to apprehend those who violate the terms of the arena or sportsfield. Fixed matches and magical roiding earn their wrath like nothing else.
Entry Requirements: Deity (Kord), Tumble 4 ranks.
Invigilate (Su): Starting at 5th level, as an immediate action, you can spend a turn or rebuke undead attempt to negate any spell-granted attack and damage bonuses that apply to a single melee or ranged attack made by a creature within 30 feet of you, to a maximum reduction per effect equal to your class level. Spell attacks aren't eligible unless made with a weapon (such as through a duskblade's arcane channeling class feature). You must use this ability before seeing the result of the attack roll. This feature replaces armored stealth.
Granted Discipline: Fool's Grip.

KURTULMAK
Kurtulmak’s militant spies, the Steelscale vindicators, have long done whatever is necessary to protect the fortunes of their so-oft-beleaguered race. Their missions range from ensuring that the locations of kobold delves stay secret— making sure a mining push or excavation project that would threaten to unearth a kobold warren is cancelled, one way or another—to executing dragons who forget the ancient pacts that bind their peoples, and dare to treat kobolds as common slaves.
Entry Requirements: Deity (Kurtulmak), race (kobold), Craft (trapmaking) 4 ranks.
Dragonfire Channeling: At 5th level, you gain Dragonfire Channeling (Dragon Magic 17) as a bonus feat, even if you don't meet the pererequisites. This feature replaces armored stealth.
Granted Discipline: Wyrm's Might.

LOLTH
Lolth has no end of need of agents to effect her perverse vision of justice. The Spider Queen's Fangs are a female-only sect of shadowy enforcers who visit a Byzantine code of vengeful judgment on her enemies. Their furtive and subtle punishments unnerve the drow even more than the public tortures and sacrifices Lolth is most famous for.
Entry Requirements: Deity (Lolth), race (drow), Hide 4 ranks.
Poison Use (Ex): Starting at 5th level, you never risk accidentally poisoning yourself when applying poison to a weapon. If you already have this ability or later gain it, you grow a venom gland that lets you spit out one dose of any drow poison each day. This feature replaces armored stealth.
Granted Discipline: Shadow Hand.

MORADIN
Moradin's church is a great dwarven institution, and the Darktunnel Watch are its investigators, the dwarven Scottish Yard—theological ultra-police, black-cloaked investigators who pursue elite dwarf criminals. In times of war they also serve as forward scouts and agents in the dark no-man’s-land of the delves. Watchmen abroad are the black-gloved hand of dwarven interest.
Entry Requirements: Deity (Moradin), race (dwarf), Gather Information 4 ranks, Move Silently 4 ranks.
CSI Dwarrowdelve (Ex): At 1st level, the range of your racial darkvision increases to 90 feet, and you gain your stonecunning bonus when searching for evidence of wrongdoing. You treat Gather Information as a vindicator class skill.
Clankless Steps (Ex): Starting at 5th level, you no longer take an armor check penalty on Move Silently checks. This feature replaces armored stealth.
Moradin's Grace (Ex): Starting at 9th level, as an immediate action, you can spend a turn or rebuke undead attempt to make your racial dodge bonus against giants apply against all attacks for 1 round. You can do this even while flat-footed, but you're still flat-footed after doing so. This feature replaces divine fury.
Granted Discipline: Shadow Hand.

MURLYND
Murlynd's Take-Nothin' vindicators keep the G-D Wild West safe from all those thievin' brodies and do-nothins that stir up what they do. It's harsh cullin' out here.
Entry Requirements: Deity (Murlynd), Spot 4 ranks.
Bullet-Hand (Su): Starting at 5th level, you can conjure six bullets in your hand as a free action once per turn. This is a conjuration (creation) effect. The bullets vanish after 1 round, shot or not. This feature replaces armored stealth.
Granted Discipline: Black Rain.

NERULL
Nerull is a god of death, and all his servants must be prepared to mete it out. Few are given such a specific charge, however, as the fearsome spies and assassins called the Harvestmen. The Reaper’s mark is left where they strike, reminding all that none can escape death’s tally.
Entry Requirements: Deity (Nerull), Hide 4 ranks.
Reaper's Gaze (Ex): Starting at 5th level, whenever you hit a creature with an attack made with a scythe as part of a martial maneuver, you gain a deathwatch effect against them (in line with the updated spell, "fragile" means they have 25% or fewer of their maximum hit points remaining). This feature replaces armored stealth.
Rapid Reaping (Ex): Starting at 9th level, you can expend a turn or rebuke undead attempt to perform a coup de grace attack as a swift action. This feature replaces divine fury.
Granted Discipline: Stygian Nightmare.

OBAD-HAI
Obad-Hai’s vindicators are a reclusive lot who rarely have contact with each other. Known as Green Knights, they often make themselves at home in forlorn woodland shrines or cabins, riding out only on errands in the Green God’s name. When done, they ride back to their wilderland vigils. Their solitary lifestyle can make them look almost like wildmen, with great unshaven beards crusted in moss.
Entry Requirements: Deity (Obad-Hai), Survival 4 ranks.
Trackless Step (Ex): At 5th level, you gain the trackless step class feature, as a druid.
Granted Discipline: Dancing Leaf.

OLIDAMMARA
Olidammara loves a good intrigue and a wily jest, and the two come together as one in the order of the Knights Unmasked, or “Wise Fools” as they call themselves, who operate as spies and saboteurs with the full approval of the Laughing Rogue. Always with a sense of show, the Unmasked are experts at concealing their nature and involvement until an appropriately dramatic moment to unmask themselves.
Entry Requirements: Deity (Olidammara), Disguise 4 ranks, Sleight of Hand 4 ranks.
The Mask Drops (Ex): Starting at 5th level, when you unveil your true identity to a creature whom you successfully used the Disguise skill to fool, they must make a Will save or be rendered flat-footed. You treat Disguise as a vindicator class skill. This feature replaces armored stealth.
Olidammara's Favorite Trick (Ex): Starting at 9th level, as a swift action, you can expend a turn or rebuke undead attempt to make a Sleight of Hand check against a creature in your natural reach, with a +4 bonus. The DC is their Armor Class. If you succeed, they are rendered flat-footed. This feature replaces divine fury.
Granted Discipline: Oncoming Storm.

PELOR
Pelor prefers that his works be done in the light, but according to his church, “where his radiance cannot reach, the Dawnbringers shall carry it forth”. Officially, their duties involve “challenging things of the deep darkness where they lurk, and purifying those places so that they can know the Sun's lifegiving warmth anew”. Rumors in the backstreets, however, bring unnerving report that this organization is a shell or facade, and that Pelor’s actual dirty work is done by the “Scourging Sun”, a group of fire-wielding killers who have been linked through suspicious coincidences to the Sun Church.
Light's Inquisition (Sp): Starting at 1st level, when a Desert Wind strike maneuver deals fire damage in an area, you may forgo that damage to instead create a searing light effect that deals damage equal to the fire damage you forwent.
Searing Glory: Starting at 5th level, when you initiate a Desert Wind maneuver, you can expend a turn undead attempt to convert half the fire damage it deals into untyped divine damage. This feature replaces armored stealth.
Granted Discipline: Desert Wind. You can't learn maneuvers with the air descriptor.
Special: A vindicator of Pelor might instead gain the Radiant Dawn discipline, from the Spheres of Power supplement for the Pathfinder roleplaying game. In this case, grant them searing light as a 3/day spell-like ability at 5th level.

PROCAN
The sea god's secrets seem well-hidden under waves, but the sea's secrets have a way of washing up on land. Then they must be stuffed in a cask and thrown back over the pier. His order may be called the Wavecrest vindicators, but their nickname is the Lampreys or Lamprey Knights, for they often turn up in the seediest midnight bars where sea dogs rumble, in the middle of the night, refusing to take no for an answer in their hunt for some criminal or stolen treasure. They line people up on the walls and spit at them one by one, but have to be borne, because anyone who crosses them is surely going straight to the Locker. Other times they take a more subtle approach, tacking on ships in disguise. Sometimes it turns out your goddamn best-known crewmate was a Lamprey all along.
Entry Requirements: Deity (Procan), Swim 4 ranks.
Armored Swimmer (Ex): At 5th level, you no longer take twice your normal armor check penalty on Swim checks. Instead, you take half your normal penalty. This feature replaces armored stealth.
Granted Discipline: Ocean Soul.

RAO
The god of peace and calm sends his spies not for his own gain, but to root out those who would violate pacts of peace and scheme disturbance, whyever it be. With sashes of white, his Trucekeeper vindicators may just as well expose a warlord secretly arming himself in well-hidden foundries as crush a peasant's revolt that they see as disruptive. Yet on the battlefield, to their credit, they are selfless, rushing into the fray seeking only to part foe from foe.
Entry Requirements: Deity (Rao), Diplomacy 4 ranks, Sense Motive 4 ranks.
Peaceful Conduct (Ex): Starting at 5th level, you are immune to effects that would alter your emotions. This feature replaces armored stealth.
Divine Restraint (Ex): Starting at 9th level, when you make a melee attack for nonlethal damage, you can expend a turn or rebuke undead attempt. If you hit, and the nonlethal damage you would deal would be enough to drop or kill the target if it were lethal damage, the target is knocked unconscious as if it had taken nonlethal damage exceeding its hit points. This feature replaces divine fury.
Granted Discipline: Soothed Beast.

SEHANINE
The Moonbow trusts her most furtive missions to the Moonstone Archers. Crouching by moonlit ponds in silvery glades, they string their bows, check their packs, and stand up, ready for the mission. While overwhelmingly elves, there’s no reason a lunar cleric of another race couldn’t join them.
Entry Requirements: Deity (Sehanine), Spot 4 ranks.
Ranged Divine Channeling (Ex): Starting at 5th level, by expending a use of turn or rebuke undead, you can mimic a duskblade's arcane channeling class feature, but only divine spells are eligible, and instead of delivering the spell with a melee attack, you deliver it with a single ranged attack made against a target within 15 feet. By expending additional uses of turn or rebuke undead, you can extend the range by 15 feet each. Using this ability costs a swift action. This feature replaces armored stealth.
Granted Discipline: Falling Star.

ST. CUTHBERT
St. Cuthbert insists on specific standards of justice and retribution that render assassination unworthy in his eyes, but the Evidentiars serve as his coverts, watching from the shadows and applying pressure with whispers in order to expose hidden information that may be used to discover what judgment must be made.
Customary Evidenciary Proceedings Solely as are Due and Proper (Sp): At 5th level, you gain zone of truth as a spell-like ability, usable once per day. The caster level is your highest divine caster level or your class level, whichever is higher. This feature replaces armored stealth.
Granted Discipline: Quicksilver Aegis.

TIAMAT
Tiamat’s malice is manifest in the Knights of Five Sorrows, servants of evil dragonkind who follow the five color-coded tenets of stealth, deception, rancor, brutality, and tyranny. Notable members include the late Hravek Kharn, hobgoblin general of the Red Hand horde.
Breath Weapon (Su): At 5th level, choose a breath weapon belonging to a chromatic dragon. You can use this breath weapon once per day, as a dragon of your Hit Dice. Your choice of breath weapon can't be changed later. This feature replaces armored stealth.
Granted Discipline: Wyrm's Might.

TRITHEREON
The dynamic Trithereon has a freewheeling order of anarchists, the Needed Rebels, who bear his triskeliate Rune of Speed with enthusiasm. Move fast, stay free.
Entry Requirements: Deity (Trithereon), Tumble 4 ranks.
Triskelion Speed (Su): Starting at 5th level, you can expend a use of turn or rebuke undead to gain this ability for the rest of the encounter. During this time, you aren't affected by penalties to speed (such as slow effects), but can only move diagonally. You can dismiss the effect as a free action. This feature replaces armored stealth.
Triskelion Freedom (Su): Starting at 9th level, as an immediate action, you can spend a turn or rebuke undead attempt to grant yourself the benefits of freedom of movement for 1 round. This feature replaces divine fury.
Granted Discipline: Lightning Fox.

VECNA
Vecna expects covertness and secrecy from all his followers, but requires few to operate in any kind of militant capacity. His Secret Keepers are these proud and wicked few, charged with finding those who would liberate secrets and ensuring their eternal silence.
Entry Requirements: Deity (Vecna), Gather Information 4 ranks, Knowledge (history) 4 ranks, able to cast silence as a divine spell.
Tell No Tales (Ex): Starting at 5th level, speak with dead fails on creatures you personally kill. A wish or miracle can lift this limitation. It also ends if you die or are destroyed (terminated effects don't resume if you come back to life). This feature replaces armored stealth.
Vecna's One Rule (Sp): Starting at 9th level, before making a melee attack roll, you can expend a turn or rebuke attempt. If you hit, the target is subject to a silence effect at your highest divine caster level. This feature replaces divine fury.
Granted Discipline: Narrow Bridge.

WEE JAS
Wee Jas’s order of Ruby Knights are described in the Book of Nine Swords.
Entry Requirements: Deity (Wee Jas), Hide 4 ranks.
Armored Stealth (Ex): Starting at 5th level, you no longer take an armor check penalty on Hide checks.
Granted Discipline: Shadow Hand.

YONDALLA
Yondalla sends her Knights of the Harvest to protect and ensure the wellbeing of the common folk. Never drawing attention to themselves, they do what they can to offer strained communities protection from weather, plague, famine, disease and similar vagaries. A Harvest Knight’s tasks are usually mundane and not combative, but they may sometimes find it in their scope to stand against criminals, pillaging soldiers, troublesome natural fey or violent beasts.
Entry Requirements: Deity (Yondalla), Knowledge (local) 4 ranks.
Friend of the Folk (Ex): Starting at 5th level, you gain a +2 bonus on social skill checks made toward common people and Knowledge (local) checks pertaining to small communities. This feature replaces armored stealth.
Yondalla's Aid (Ex): Starting at 9th level, you may expend a turn or rebuke undead attempt to grant an ally, rather than yourself, the benefit of a counter maneuver you initiate. You spend the initiation action, as normal. If the counter has a trigger condition, it may and must be triggered by the ally's circumstances.
Granted Discipline: Setting Sun.

ZEHIR
In the shadows, they slither. Then they strike. You go down under their nets, chains, venoms, and they drag you away. Who knows what awaits you next. Who are they? Why do they want you? All you can see is the fanged badge of the serpent, knit in raised black on their black shirts.
Entry Requirements: Deity (Zehir), Use Rope 4 ranks.
Poison Use (Ex): Starting at 5th level, you never risk accidentally poisoning yourself when applying poison to a weapon. If you already have this ability or later gain it, you gain the ability to hock up one dose of poison each day; the poison is that of a viper of your Hit Dice. This feature replaces armored stealth.
Granted Discipline: Chthonic Serpent.

ZUOKEN
The gith god of psionics.
Entry Requirements: Deity (Zuoken), Autohypnosis 4 ranks.
Zuoken's Hand (Psi): Starting at 5th level, you can use psionic mage hand at will, except that you may use it to move objects that weigh up to 1 pound per class level. This feature replaces armored stealth.
The Mind, Vindicated (Su): Starting at 9th level, rolling a natural 20 on an Autohypnosis check to recover your psionic focus causes you to gain a free use of divine impetus this turn. This can only happen once per round.
Granted Discipline: Sleeping Goddess.


Thanks AfroAkuma for contributing some of the flavor text.


Abilities to check for balance - divine channeling Corellon, ranged divine channeling Sehanine, animal companion Ehlonna
triskelion speed Trithereon - is it underpowered? overpowered?

Obad Hai ability allows wiz1/clr1/theurge 3/vindicator5/arcane hierophant 10 which doesn't seem particularly concerning but is there an OP build there I'm missing?

DracoDei
2021-02-04, 03:46 PM
Elves and I have been PMing each other regarding the fact that in the original Age of Warriors there was a footnote about Garl Glittergold's Vindicators using Falling Anvil in less serious campaigns.

Not sure why he isn't just going with that still, but here is the latest part of our discussion since I want to get it out of PMs for mailbox space reasons.




Garl Glittergold is kinda a god of Comedy, yes...
how about this one https://forgottenrealms.fandom.com/wiki/Hlal
A dragon using Falling Anvil? That would be... well, most of the strikes would be a pretty bad idea since they tend towards not being based off of a weapon attack, so you can't stack them onto a bite or whatever. Some could be a slightly lower-grade substitute for Energy Substitution maneuvers. "Be Wary Wary Quwiet" would be both effective and utterly hilarious as size increases* and the Zany save maneuvers at least keep you going if you nat. 1 an important save and "Confused" is arguably less bad of a status effect for a lone combatant.
*Reminds me of an anthropomorphic comic where the elephant was the rogue in the party.