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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.

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