Questaris Class'es

A quick word on the Questaris Class'es

Most of these class'es were developed to fill specific roles in the world of Questaris. As you will see they are all prestige class'es, and the reason for this was simple. The basic class'es of D&DŽ fill the great majority careers that adventures follow in the world of Questaris. These class'es fill in the specialised areas that many nations, or peoples, have develpoed over time as part of their societies. As and example many nations employ mages as true fighting units, it was because of this that the Sword Mage came into being. Also groups such as the Circle of Nine have developed Necromany to a fine art. Because of this they have created a new class of, what they term, true necomancers known as Circle Masters. All of the already published D&DŽ prestige class'es exist on Questaris as they do in other worlds. And just as they do in other worlds they do not make up the majority of adventures. If you fill that they would unbalance your game feel free to not use them. But I have placed them here to show how Questaris differs in many ways from other worlds. Also Note that these are only a few, and I will add more at a later date.

Sword Mage

The Sword Mage has long since been a required member of many of the worlds armies. Since the days of the great elven nations of Questaris, Sword Mages, have existed in one form or another. Now, more then ever, the need for these combat wizards is high for nearly every army on the face of the world. Skilled in the useage of armor, weapons, and magic, the Sword Mage is truely a person to be feared. They are trained under harsh conditions to strengthen their minds and bodies, and are truely among the most hardy of adventures. Though their magical training is focused on a few schools of magic, and they have a harder time learning the finer points of combat arts, they are no less fearsome. They make up for many of they shortcomings by haveing the ability to empower their weapons with magical energy for a short period of time.
Hit Die: D6

Requirements
To qualify to become a Battle Mage, a character must fulfill all the following criteria.
Alignment: ANY
Base Attack Bonus:+5
Armor and Shield Proficiency: Must be proficient with all armors and shields
Weapon Proficiency: Must be proficient with all martial weapons
Spells: Must be able to cast 3rd level spells
Spell School Specialization: Must be specialist in the School of Evocation

Class Skills
The Sword Mages class skills (and the key ability for each skill) are Climb(Str), Concentration(Con), Craft(Int), Decipher Script(Int), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(ALL)(Int), Profession(Wis), Ride(Dex), Spellcraft(Int), Swim(Str).
Skill Points at Each Level: 2 + Int modifier

Class Features
All of the following are class features of the Sword Mage prestige class.
Empower weapon(Sp): The Sword Mage has honed his abilities with both Magic and martial weapons to the poit that they may temporarily embue their weapons with a magical aura. This spell like effect lasts for a number of rounds equal to the number of levels the individual has attained in Sword Mage. At the first level of Sword Mage the bonus is +1, and encreases to +2 at level four, and +3 at level seven. Also the number of times the Sword mage can proform this ability is determined by his/her level as well. At first level this ability can only be used once per day. This increases to twice per day at level 5 and 3 times per day at level ten. This empowerment will over ride any strike bonus already on the weapon that is below its effect rating. Thus a 6th level Sword Mage can empower his common, master work, or +1, longsword twice per day, and make it a +2 long sword for 6 rounds.
Armor Mastery(Ex): Sword Mages have been trained to ignore the effects of armor when casting their spells. As such they have developed alternative ways in which to cast these spells so as their armor does not hinder either the flow of magic, or the freedom of movement they may require to cast said spells. The normal arcane spell failure chance is reduced by 5% at each of the following levels, 1st, 2nd, 3rd, 5th, 6th, 8th, 9th, and 10th. At tenth level the total reduction to the armor check is -40%.

Table: The Sword Mage


Level
Base Attack Bonus
Fortitude
Reflex
Willpower
Special Abilities
Spells per day
1
+0
+1
+0
+1
Empower weapon (+1) 1/day, -5% spell faliure
+1 level of existing class
2
+1
+1
+0
+1
-10% spell faliure
+1 level of existing class
3
+2
+2
+1
+2
-15% spell failure
+1 level of existing class
4
+3
+2
+1
+2
Empower weapon (+2)
+1 level of existing class
5
+3
+3
+1
+3
Empower weapon 2/day, -20% spell failure
+1 level of existing class
6
+4
+3
+1
+3
-25% spell failure
+1 level of existing class
7
+5
+4
+2
+4
Empower weapon (+3)
+1 level of existing class
8
+6
+4
+2
+4
-30% spell failure
+1 level of existing class
9
+6
+5
+2
+5
-35% spell failure
+1 level of existing class
10
+7
+5
+2
+5
Empower weapon 3/day, -40% spell failure
+1 level of existing class

Circle Master
*Note: I do not suggest letting PC's play members of the Circle of Nine, and thus a Circle Master. They are meant to be the most extreme of villians in Questaris.

The Circle of Nine has mastered the arts of Necromancy like no one before, or since, them. To them the act of raising he dead to serve their purposes has become an art form. Each circle has at least one Circle Master with in its ranks. Due to this each circle is well defended by undead slaves, and hold the potential to be a very deadly opponent to those foolish enough to hunt them. As a Circle Master an individual can summon and maintian mastery over a greater number of undead then is usual. Also they are of greater strength then simular ones raised by lesser necromancers. Circle masters also have the ability to transform themselves for a short period of time into undead creatures. Circle Masters also serve as spiritual leaders to the the Circle of Nine, and thus hold a great deal of power with in the orginization.
Hit Die: D6

Requirements
To qualify to become a Circle Master, a character must fulfill all the following criteria.
Alignment: Any Evil
Spells: Must be able to cast both 3rd level arcane, and 3rd level divine, spells.
Spell School Specialization: Necromancy
Domain Requirement: Must have Chosen the Death domain as one of their domains.
Affiliation: Must be, or one time have been, a member of the Circle of Nine.
Skills: Knowledge(Arcana) 7 ranks, Knowledge(Religion) 7 ranks

Class Skills
The Circle Master class skills (and the key ability for each skill) are Concentration(Con), Craft(Int), Decipher Script(Int). Diplomacy(Cha), Heal(Wis), Knowledge(ALL)(Int), Profession(Wis), Spellcraft(Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the Battle Mage prestige class.
Strengthen Undead(Ex): This is a standard ability of the Circle Master. When a Circle Master creates a new undead creature it is treated as if it is one to four HD stronger then normal. This effect adds both to the creations hit points, and to the dificulty to turn the creature. The Circle Master gains this ability at first level, and at first level it adds 1HD to both the creatures hit points and Turn resistance. This bonus increases at 4th, 7th, and 10th level, adding 1HD each time. Thus a human skeleton raised by a 7th level circle master has 4d12 HD (26 hp), and turns as if it had 4 HD.
Undead Mastery(Ex): A Circle Master has an affinity with all undead creatures, thus they find controling them far easier then the common necromancer. When they attempt to control, or rebuke, undead they are treated as if they were higher level then they are. Starting at first level they add a bonus to all such attempts. At first level they control, rebuke, as if they were four cleric levels higher then they are. This bonus increases by four at 3rd, 5th, 7th, and 9th level. Thus a 7th level Circle Master 5th level Cleric would rebuke, control, as if they were a 21st Cleric. A Circle Master may command, rebuke, 4 times their Cleric plus Circle Master levels in HD before they must release any from their control. Thus a 10th level Circle Master 5th level Cleric could control, or rebuke, 60HD worth of undead at any one time ((5 levels Cleric + 10 levels Circle Master) x 4 = 60). When determining the total number of HD under the control of the Circle Master do not add the extra HD from undead created by the Strengthen Undead. This makes a Cirlce Master an extremely dangerous opponent indeed, and allows the Circle of Nine the ability to raise vast armies of powerful undead.
Spirit of Death(Su): Once per day at 2nd, 6th, 8th,and 10th level, the Circle Master gains the ability to to transform into an undead being for a time. As and undead creature they gain all the special abilities of the undead creature for one hour for every two levels, but retain all their normal statistics. At 2nd level they gain the form of a skeleton, at 6th level they gain the ability to take the form of a Dread Wraith. It takes 2 full rounds to achieve the change in form, and they must do nothing else while trying to assume their form.

Table: The Circle Master


Level
Attack Bonus
Fortitude
Reflex
Willpower
Special Abilities
Spells per day
1
+0
+1
+0
+1
Strengthen Undead (+1 HD), Undead Mastery (+4 rebuke, control)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
2
+1
+2
+0
+2
Assume Skeletal Form (1 hour/2 levels)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
3
+1
+2
+1
+2
Undead Mastery (+8 rebuke, control)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
4
+2
+3
+1
+3
Strengthen Undead (+2 HD), Spirit of Death Duration Increase (1 hour/level)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
5
+2
+3
+1
+3
Undead Mastery (+12 rebuke, control)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
6
+3
+4
+2
+4
Assume Dread Wraith Form (1 hour/level)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
7
+3
+4
+2
+4
Strenghten Undead (+3 HD), Undead Mastery (+16 rebuke, control)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
8
+4
+5
+2
+5
Spirit of Death Duration Increase (2 hour/level)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
9
+4
+5
+3
+5
Undead Mastery (+20 rebuke, control)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class
10
+5
+6
+4
+6
Strengthen Undead (+4 HD), Spirit of Death Duration Increase (3 hour/level)
+1 level of existing arcane spellcasting class/+1 level of divine spellcasting class

Shadow Warrior
On the island empire of Arimine, the Shadow Warrior is a feared assassin with out peer. Their skill in the arts of stealth and evasion is truely unequaled. Many legends speak of these feared mercenaries as ghosts who prey on the living in the dead of night. That no wall can keep them from their quarry, and that no guard living can stop their wrath. Trained in the arts of hand to hand combat, stealth, and misdirection, these feared warriors of the night can reach any target given time. Their greatest advisaries are the monks of the Palace of Truth, from whom they draw many of their members. The Shadow Warriors are arranged in many different family clans, and it is unusual for them to except any outsiders, but it is nt unheard of. The majority of the Shadow Warriors are evil, but do not represent the whole. Clans will determine the alignment of their members, if the clan is good then so will nearly all of their members also be.
Hit Die: D6

Requirements
To qualify to become a Shadow Warrior, a character must fulfill all the following criteria.
Alignment: ANY
Combat Proficiencies: Unarmed Strike
Abilities: Kei Strike, 3d6 Sneak Attack

Class Skills
The Shadow Warriors class skills (and the key ability for each skill) are Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Disable Device(Int), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge (Arcana)(Int), Knowledge (Local)(Int), Knowledge (Religion)(Int), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Preform(Cha), Profession(Wis), Search(Int), Sense Motive(Wis), Slight of Hand(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha), Use Rope(Dex)
Skill Points at Each Level: 6 + Int modifier

Class Features
All of the following are class features of the Battle Mage prestige class.
Weapon and Armor Proficiency: Gains proficiency with Wakizashi's, and Katana's.
Kei Thrust(Ex): With this ability the Shadow Master may declare a single strike as a sneak attack, even if the attack would not normally allow for it. Any attack may be declared a Kei Thrust, but it must be declared before the strike roll is made. If the hit is successful then the damage is double the normal sneak attack damage plus the damage of the weapon. Rogue sneak attack levels add to this as well. Thus a 5th level Shadow Warrior 5th level Rogue using a Wakizashi would do 10d6 + 1d4 damage on a Kei Thrust ((3d6 (rogue levels) + 2d6 (shadow warrior levels)) x 2 + 1d4 (wakizashi damage)). As a Shadow Warrior progresses in levels they can proform the Kei Thrust more often. At 3rd level they can use it twice a day, and at 7th level they can preform it three time per day. This atack may even be proformed with
Flurry of Blows(Ex): See Monk (Players Guide) for how Flurry of Blows works. See Shadow Warrior Unarmed Chart below for unarmed damage and attack bonuses.
Unarmed Strike(Ex): See Monk (Players Guide) for how Unarmed Strike works. See Shadow Warrior Unarmed Chart below for unarmed damage and attack bonuses.
Improved Evasion(Ex): See Monk (Players Guide) for how Improved Evasion works
Slow Fall(Ex): See Monk (Players Guide) for how Slow Fall works
Abundant Step(Su): See Monk (Players Guide) for how Abundant Step works
Sneak Attack(Ex): See Rogue (Players Guide) for how Sneak Attack works
Improved Uncanny Dodge(Ex): See Rogue (Players Guide) for how Improved Uncanny Dodge works

Table: The Shadow Warrior


Level
Attack Bonus
Fortitude
Reflex
Willpower
Special Abilities
1
+1
+1
+1
+1
Slow Fall 40 ft.
2
+2
+2
+2
+2
+1d6 sneak attack, Abundent Step
3
+3
+2
+2
+2
Improved Evasion, Kei Thrust 2/day
4
+3
+3
+3
+3
+2d6 sneak attack
5
+4
+3
+3
+3
Slow Fall 60 ft.
6
+5
+4
+4
+4
+3d6 sneak attack, Improved Uncanny Dodge
7
+6
+4
+4
+4
Kei Strike 3/day
8
+6
+5
+5
+5
+4d6 sneak attack
9
+7
+5
+5
+5
Slow Fall 100 ft.
10
+8
+6
+6
+6
+5d6 sneak attack, Kei Strike 4/day

Table: Shadow Warrior Unarmed Chart


Level
Flurry of Blows Attack Bonus
Unarmed Damage
1
+1/+1
1d8
2
+2/+2
1d8
3
+3/+3
1d10
4
+4/+4
1d10
5
+5/+5/+0
1d10
6
+6/+6/+1
1d10
7
+7/+7/+2
2d6
8
+7/+7/+2
2d6
9
+8/+8/+3
2d6
10
+9/+9/+4
2d6


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