New Classes and Kits
Ioz is home to a wide variety of Professions. Religion also plays a strong force in determining what one does in life. Therefore I am going to set forth several new classes and kits to help lessen the burden of the DM as well as giving more options of strange and unusual characters to the PC's.
Section1. Fighters Classes
Dragon Knights
Ability Requirements | |
strength | 12 |
Dexterity | 11 |
constitution | 10 |
wisdom | 11 |
Prime Requisite | |
Strength | |
wisdom | |
Races allowed | any |
Alignment Required | LG |
Dragon Knights are the chosen warriors of the Great Dragon. Their specific purpose is to combat those evils afflicting the land but more so to combat the chaotic creations of the Vile One the evil dragons of Ioz. The Vile one created mockeries of the Great Dragon in a effort to ensure that the people were afraid of the Great Dragon should he ever return.Therefore upon his return the Great Dragon sent his High Priest a vision of beings whose sole purpose was to stamp out these twisted creatures wherever they laid their festering dens.
Dragon Knights are more a race than class being born with certain inherent abilities. It is said that a Dragon Knight is filled with purpose upon puberty and begins to recieve his or her destiny in the form of dreams at this time. Against a regular foe they are equal to a normal fighter but against a Dragon they are a fearsome adversary once they gain rank within the order. Dragon Knight's would be a welcome addition to any group save that few groups desire to walk boldly into a dragon's den. However all this aside they are steadfast warriors and possess numerous abilities as they gain power in relation to undertaking the hunt for Dragons.
Level | Experience rq'd | Hit Dice | Special abilities gained | tTitle |
1 | 0 | 1d12 | +2 attack bonus to all dragons | Neophyte |
2 | 2150 | 2d12 | 1/2 damage from all breath weapon based attacks | Trailfinder |
3 | 4300 | 3d12 | Fear immunity | Wyrmstalker |
4 | 8600 | 4d12 | Dragonstalk* | Hunter |
5 | 17200 | 5d12 | can strike as if using magic weapon of equivalent bonuses to level | Protector |
6 | 34400 | 6d12 | Fear immunity 10'radius | Hope maker |
7 | 68800 | 7d12 | +4 bonus to a selected dragon enemy(called species selection) | Wyrm Slayer |
8 | 137600 | 8d12 | Hero | |
9 | 275200 | 9d12 | Gains a gift weapon from the Great Dragon* | Protector |
10 | 550400 | 9+5 | causes save vs fear in dragon of 10hd or less | Guardian |
11 | 900000 | 9+10 | 50% resistance to dragon magic | Teeth Dasher |
12 | 1200000 | 9+15 | Gains a gift armor from Great Dragon* | Knight |
13 | 1500000 | 9+20 | +4 attack bonus to all Dragons | Avenger |
14 | 1800000 | 9+25 | Sacred Avenger | |
15 | 2100000 | 9+30 | causes save vs fear in Dragon 15 hd or less save -5 for 10 hd or less | Claw Duller |
16 | 2400000 | 9+35 | Tail Smasher | |
17 | 2700000 | 9+40 | Telling blow* | Wing Render |
18 | 3000000 | 9+45 | Wyrm Knight | |
19 | 3300000 | 9+50 | immune to all Breath Weapon attacks | Dragon Knight |
20 | 3600000 | 9+55 | Telling Blow 2x per combat with Dragon | Great Dragon Knight |
Dragon Knights are great warriors but their powers gained are specifically suited to hunting dragons. They are restricted in alignment much the same as paladins. Every Dragon Knight is unique in that they all use a favored weapon to hunt Dragons with. This being the way it is they may only specialize in 1 weapon although they may use extra weapon proficiency slots to be familiar with others.
At 4th level they gain an ability called Dragonstalk. They can track dragons across great tracks of land by looking at trees the ground, stool, and claw and burn marks. They must make a successful Perception roll (see House Rules) And if the roll is successful they can track a dragon until the trail ends.
At 7th level they gain species selection a ability that raises their damage and to hit roll against 1 species of Dragon (Red, Green etc..). This is their chosen enemy and must be chosen at this time and written down on their character sheet.
At 9th level they are given a vision that tells them of a particular dragon they must hunt. If they are successful in this endeavor they will gain a magical version of their Favored weapon (to be chosen by DM). They will find this weapon in the vicinity of the Dragon (in their treasure horde or perhaps inside of the dragon itself)
At 12th level they will again be given a vision. This time however they must hunt their chose Draconic enemy down and kill it. It's scales will be used to create their special armor which they must wear at all times while hunting. They will not what to do with the scales once they gain them and who to take them to have the armor made. If a Dragon Knight should ever lose their armor or weapon they are effectively rendered a fighter until they regain these items or they are somehow replaced as they are sacred gifts.
At 17th level they gain Telling Blow a combat ability against Dragons called telling blow. They roll their normal to hit roll and if the blow lands they will automatically do 1/2 of the total dragon's hit points remaining in damage. This will also stun the dragon for 1 round automatically. After the Telling Blow is landed Dragon Knightsare unable to attack for 1 round afterwards themselves. The second round they attack with a -2 modifier and -1 modifier the third round. at 20th level they gain this ability twice per 1 combat with dragon.
Dragon Knights are heroes of legend. They are held with great regard by all who know them. But they are very driven characters as well. While they make good adventurers their powers are only effective against Dragons. Dragons are aloof and mysterious creatures and combat against them should be a rare instance indeed. But these instances are when a Dragon Knight truly shines.
Storm Knight
Ability Requirements | |
Strength | 14 |
Dexterity | 13 |
Wisdom | 10 |
Prime Requisite | |
Strength | |
Races Allowed | Human, Half-Elf, Firbolg |
Alignment | Any Good |
Storm Knights are the chosen class of Rage. Unlike the clerics they are the Paladins if you will of his order. As such however they differ very much from the common Paladin. They have none of the Paladin's abilities however they serve the same function as emmisaries of the church and it's protectors as well. They are his force exerted rather than his will implied. They attract only a few races, Humans mainly although Rage is quickly growing in popularity within the Firbolg clans.
Storm Knights are often called upon during any war and the Church freely send them as their battle prowess is said to rival that of an elite fighting troop. They are often also sent to investigate troubles amongst people serving as mediators when none are present. They are well respected and welcome in almost any community save those that align themselves with evil.
Level Experience Rq'd Hit Dice Special abilities gained Title 1 0 1d10 Cloud maker 2 2000 2d10 may cause Thunder clap* Rain Bringer 3 4000 3d10 Gains War Tale* Wind Weaver 4 8000 4d10 Calls 1 lightning bolt doing 1d6 per level 3x day Lightning Caller 5 16000 5d10 Wind Rider 6 32000 6d10 Can Ride on Wind as per priest spell Tide Turner 7 64000 7d10 Bolt Catcher 8 125000 8d10 Calls additional bolt at 1d6 per level 3x day Bolt Hurler 9 250000 9d10 ability to turn as a cleric 3 levels below Thunder Rider 10 500000 9+3 Gains saga* Battle Hammer 11 750000 9+6 Storm Warrior 12 1000000 9+9 Gains Lightning shield* Storm Knight 13 1250000 9+12 Wind Blood 14 1500000 9+15 Calls additional bolt at 1d6 level 3x day Thunder Blood 15 1750000 9+18 Lightning Blood 16 2000000 9+21 Get's Sacred Hammer Storm Blood 17 2250000 9+24 True Hammer 18 2500000 9+27 Gains Lightning storm* Thunder Maker 19 2750000 9+30 Storm Bringer 20 3000000 9+33 Calls for Avatar form* Great Storm Knight
The Storm Knight gains power at the same rate as normal Fighters. However they differ in several ways. Storm Knights may never use any armor heavier than Hide. This is to embody the spirit of Rage fully. They must Specialize in Hammer. All other weapons are optional. At higher levels using the hammer is especially important as it is used as a focus for their classes abilities.
At level 2 they gain the ability ThunderClap. The Storm Knight slams his hands together which causes all around in a 50' radius to save vs. paralyzation or be stunned 1d4 rounds. This will not effect the Storm Knights companions however.
At level 3 they gain Wartale. This is the application of paints to tell a story of Rage. When properly applied they lower the class of the Storm Knight by 1 for every 2 levels gained. At this point and time however they must discard any Hide Armor they possess.
At Level 10 they gain Saga. The Storm Knight has the paints sink into his skin. This lowers the armor class by 1 for every 1 level gained to a max of -5
At Level 12 they gain Lightning Shield. With this they are able to cause lightning to erupt from their hammer. Any creature attacking will suffer 4d6 damage from each successful strike. Furthermore this will last for 1 round for every level above 12th. It will also repel missile attacks. It has a 50% chance to cancel missile magic attacks. The Storm Knight may not attack when in this defensive mode.
At Level 16 the Storm Knight will undergo a 2 week respite from any activity. During this time the Storm Knight is in deep meditation with Rage. When the Storm Knight awakens his hammer will be blessed randomly to be determined by DM. It will also be magical from that point on but to what point is the DM's choice.
At Level 18 the Storm Knight gains the ability to summon a lightnning storm for a widerange area effect. This is a great spell for long range warfare but not so great for close combat. It will cover 900 yard radius doing 18d6 damage. this can be done 1x a week.
At Level 20 the Storm Knight can call on the avatar form. In this form the Storm Knight embodies rage in body, strength and spirit. How ever this ability is only to be used in the gravest of situations. For once this is done the Storm Knights body will be destroyed from trying to control the godly energies. Again only in dire circumstances will Rage even answer the call. A failed call will result in a 2 week loss of powers temporarily.