Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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CLASS FEATURES<br />
All the following are class features of the Black Flame zealot<br />
prestige class.<br />
Weapon and Armor Proficiency: Black Flame zealots gain<br />
no proficiency in any weapon or armor.<br />
Spells per Day: At every other Black Flame zealot level<br />
beginning with 2nd, the character gains new spells per day as<br />
if he had also gained a level in a divine spellcasting class to<br />
which he belonged before adding the prestige class level. He<br />
does not, however, gain any other benefit a character of that<br />
class would have gained (improved chance of turning or destroying<br />
undead, metamagic or item creation feats, and so on).<br />
This essentially means that he adds half the level of Black<br />
Flame zealot to the level of whatever divine spellcasting class<br />
the character has, then determines spells per day and caster<br />
level accordingly.<br />
If the character had more than one divine spellcasting class<br />
before becoming a Black Flame zealot, the player must decide<br />
to which class to add each Black Flame zealot level for the<br />
purpose of determining spells per day.<br />
Death Attack (Ex): As the assassin ability, except that<br />
Black Flame zealots do not have the option of paralyzing<br />
their targets. If a Black Flame zealot has levels in the assassin<br />
prestige class (see Chapter 2: Characters in the DUN-<br />
GEON MASTER’s Guide), he may add his assassin and Black<br />
Flame zealot class levels together to calculate the save DC<br />
of his death attack.<br />
Zealous Heart (Su): A Black Flame zealot is immune to<br />
fear, magical or otherwise. Unlike a paladin’s aura of<br />
courage, this confers no special benefits on his companions.<br />
Poison Use (Ex): At 2nd level, a Black Flame zealot gains<br />
the ability to use poison safely, as the assassin ability.<br />
Sneak Attack (Ex): At 3rd, 6th, and 9th level, a Black<br />
Flame zealot deals additional sneak attack damage as the<br />
rogue ability. Since the Black Flame zealot gets a sneak attack<br />
bonus from another source (such as rogue levels), the bonuses<br />
to damage stack.<br />
Fateful Stride (Sp): Once per day at 5th level and above, a<br />
Black Flame zealot can take a single step and pass through obstacles<br />
or distance as the spell dimension door. <strong>The</strong> zealot’s<br />
caster level is equal to half his character level.<br />
Sacred Flame (Su): Beginning at 6th level, at will, a Black<br />
Flame zealot can command a single melee weapon in his<br />
possession to burn with a black, deadly fire. <strong>The</strong> weapon<br />
gains the flaming special ability, dealing 1d6 points of fire<br />
damage per successful attack in addition to its normal<br />
weapon damage. Once per day, the Black Flame zealot can<br />
bestow the flaming burst special ability on a weapon in his<br />
possession for 1 minute.<br />
Unholy Immolation (Su): When a Black Flame zealot<br />
reaches 10th level, any creature killed by his death attack<br />
or sneak attack is immediately consumed utterly by unholy<br />
fire. <strong>The</strong> only way to restore life to a being slain in this<br />
manner is to use true resurrection, a carefully worded wish<br />
spell followed by resurrection, or miracle.<br />
PRESTIGE CLASSES<br />
22<br />
Durthan<br />
Durthans are an order of evil spellcasters who tap into the<br />
darker spirits of Rashemen. <strong>The</strong>y use their powers to<br />
punish their enemies and those who have offended the<br />
spirits. <strong>The</strong> durthans seek to wrest control of their homeland<br />
from the Witches of Rashemen and rule it with an<br />
iron hand, torturing secrets out of their enemies and using<br />
that knowledge to expand Rashemen’s power. Like those of<br />
the hathrans, durthans’ abilities are greater than other<br />
spellcasters of their level while they are within the borders<br />
of Rashemen.<br />
All durthans are skilled in some form of arcane magic.<br />
Some come from the ranks of the hathrans, but most have<br />
always worked against the Witches. Durthans are covetous<br />
of power, even among other durthans, and share spells with<br />
others only if the recipient is useful to the greater cause.<br />
Like hathrans, durthans usually wear masks, if only to fool<br />
others into thinking they are Witches in good standing.<br />
Durthans work together, although they protect their<br />
identities behind masks. Outside their homes, the durthans<br />
assassinate or spy upon enemies, follow Rashemi women<br />
who might be turned to their cause, and work to recover<br />
Rashemi spells and magic items. Within Rashemen, they do<br />
all the former but also plot against the hathran hierarchy,<br />
send angry spirits to punish the careless, and manipulate the<br />
secular rulers. Individual durthans work on elements of<br />
these plans or pursue their own agendas, usually with the<br />
help of trusted minions and whatever spirits they have<br />
bound to their will.<br />
Just as fallen paladins may “trade in” paladin levels for<br />
blackguard levels, hathrans who adopt the philosophy of the<br />
durthans may trade in hathran levels for durthan levels. Because<br />
most of these former hathrans no longer meet the requirements<br />
of the hathran prestige class (usually because of<br />
alignment reasons), this change allows the new durthan to<br />
regain most of the abilities she would otherwise lose. Clever<br />
durthans use the possibility of this conversion to help sway<br />
potential hathran recruits to their cause.<br />
Hit Die: d4.<br />
REQUIREMENTS<br />
To qualify to become a durthan, a character must fulfill all<br />
the following criteria.<br />
Gender: Female.<br />
Alignment: Any nongood.<br />
Feats: Improved Counterspell (FRCS), Iron Will, any<br />
metamagic feat.<br />
Spellcasting: Able to cast 2nd-level arcane spells and 2ndlevel<br />
divine spells.<br />
Special: <strong>The</strong> character must qualify to select regional feats<br />
from Rashemen (Rashemen is her home region, or she has 2<br />
ranks in Knowledge [local—Rashemen]).