Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Scribe Runescar (Sp): At 1st level, a runescarred berserker<br />
learns how to carve a runescar into her own skin. A runescar is<br />
a means of storing a spell, much like a scroll. <strong>The</strong> berserker<br />
knows only a limited number of spells with which to imbue runescars,<br />
selected from the runescarred berserker spell list below. To<br />
learn a runescar spell, the berserker must have a Wisdom score<br />
of at least 10 + the spell level. A runescar berserker can only cast<br />
spells by crafting them as runescars; she has no other spellcasting<br />
capability and cannot use spell completion or spell trigger magic<br />
items based on spells from this list.<br />
Scribing a runescar takes 1 hour, the expenditure of materials<br />
equal to 5 gp × spell level × caster level, and the expenditure<br />
of XP equal to 1/25th the gp spent. <strong>The</strong> character<br />
may set the caster level of the runescar at anywhere from the<br />
minimum class level necessary for her to know the rune to<br />
her own runescarred berserker class level. She may scribe a<br />
runescar only on her own body. <strong>The</strong> act of scribing a runescar<br />
is painful and deals 1d6 points of damage per spell level<br />
at the end of the scribing time. (<strong>The</strong> berserker is free to heal<br />
this damage by any normal means afterward—the runescar<br />
remains until activated.)<br />
A runescarred berserker can bear no more than seven runescars<br />
at any one time: two on the chest, two on the upper<br />
arms, two on the backs of the hands, and one on the face.<br />
Runescars are dormant until activated and cannot be dispelled<br />
(although they can be suppressed).<br />
Runescars are considered divine spells, although a berserker<br />
does not actively prepare or cast them. <strong>The</strong> save DC,<br />
if necessary, is 10 + spell level + the berserker’s Wisdom<br />
score. To activate a runescar, the character must take a<br />
standard action and touch the rune. All runescar spells<br />
target only the runescarred berserker or an item in her possession,<br />
even if the spell scribed could normally be bestowed<br />
on another subject.<br />
After activation, the runescar’s magic is discharged, and<br />
the rune fades to nothing but a faint outline. Typically, a<br />
berserker’s skin is crisscrossed with dozens of old, discharged<br />
runescars.<br />
Extra Rage (Ex): A runescarred berserker gains additional<br />
daily uses of the barbarian rage ability. At 2nd level, she gains<br />
one additional rage per day; at 5th level, she gains a second additional<br />
rage; and at 9th level, she gains a third additional<br />
rage. For example, a barbarian 8/runescarred berserker 5 can<br />
rage three times per day from her barbarian levels, plus two<br />
more times from her runescarred berserker levels, for a total<br />
of five rages per day.<br />
Ritual Scarring (Ex): Through frequent disfiguration of her<br />
own skin, a runescarred berserker gains a +1 natural armor<br />
bonus to AC at 3rd level. This increases to +2 at 6th level, and<br />
+3 at 9th level.<br />
Spawn of the Frost (Su): Inured to the bitter cold of Rashemen’s<br />
winters, a runescarred berserker gains cold resistance 5.<br />
Damage Reduction (Ex): Starting at 4th level, a runescarred<br />
berserker gains the ability to shrug off some<br />
amount of injury from each blow or attack. Subtract 1 from<br />
the damage the berserker takes each time she is dealt damage<br />
PRESTIGE CLASSES<br />
32<br />
from a weapon or natural attack. At 7th level and 10th level,<br />
this damage reduction increases to 2 and then 3 points. This<br />
overlaps (does not stack with) damage reduction from any<br />
other class feature.<br />
Greater Rage: Starting at 8th level, a runescarred berserker’s<br />
rage bonuses become +6 to Strength, +6 to Constitution,<br />
and a +3 morale bonus on Will saves. Her AC penalty<br />
remains –2.<br />
RUNESCARRED BERSERKER SPELL LIST<br />
Runescarred berserkers must select their runescar spells known<br />
from the following list.<br />
1st level—cure moderate wounds, divine favor, low-light<br />
vision*, protection from chaos/evil/good/law, resist elements, see<br />
invisibility, true strike.<br />
2nd level—bull’s strength, cure serious wounds, darkvision,<br />
endurance, invisibility, keen edge, protection from elements.<br />
3rd level—air walk, cure critical wounds, death ward,<br />
divine power, freedom of movement, greater magic<br />
weapon, haste.<br />
4th level—improved invisibility, neutralize poison, restoration,<br />
righteous might, spell immunity, stoneskin.<br />
5th level—antimagic field, dimension door, heal, polymorph<br />
self, spell resistance.<br />
*New spell described in Chapter 4: Magic and Spells.<br />
Shou Disciple<br />
Shou disciples are martial artists who have studied or observed<br />
the monks of Kara-Tur and seek to emulate their<br />
style. Focusing more on the martial aspects of a monk’s<br />
training, they sacrifice the enlightenment and supernatural<br />
abilities of the true ascetic. Shou disciples fight with martial<br />
weapons and often wear armor, instantly marking them as<br />
different from monks.<br />
Fighters and rogues are the most likely to become Shou disciples,<br />
although some bards study the martial arts of Kara-<br />
Tur to enhance their combat ability. Clerics of athletic deities<br />
may train in this manner, and a few true monks have become<br />
Shou disciples to maximize their skill with weapons at the expense<br />
of some supernatural abilities. Barbarians usually prefer<br />
other methods of disabling opponents, most druids follow a<br />
more spiritual path, and sorcerers and wizards would rather<br />
spend their time developing their magic, so members of those<br />
classes rarely become Shou disciples.<br />
Shou disciples work alone or together. <strong>The</strong> loners are usually<br />
wanderers in the manner of traveling monks, seeking<br />
wisdom or worthy opponents. Those in groups are usually<br />
members of the same gang or training school, since skilled<br />
Shou disciples often retire to found their own academies,<br />
teaching these Kara-Turan martial arts to those who are willing<br />
to learn.<br />
Hit Die: d10.