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Knight of the Silver Hand
Base Attack Bonus: +6
Feats: Mounted Combat
Spells: The ability to cast 3rd-level priest spells.
Special: Must have proficiency with heavy armor and all martial weapons.
The First War took a terrible toll on the religious leaders of Azeroth. Although valuable to the armies of Stormwind, the clerics proved vulnerable on the battlefield; most of the brethren at Northshire Abbey fell to the orcs. The archbishop Alonsous Faol, one of the few survivors of the war, believed that the Alliance would need spiritual leaders strong in body as well as mind if they hoped to defeat the Horde. He ordered his disciple Uther to gather a group of knights and clerics to begin training a new order of holy warriors. Recalling old folklore about one of Azeroth’s guardians, they named themselves the Knights of the Silver Hand to emphasize their sacrifice and devotion. These paladins, as they would be known, led the armies of Lordaeron astride stout warhorses, wielding the Holy Light to strengthen their brethren and drive back the tides of darkness.
Hit Die: d10
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (military tactics), Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive, Spellcraft
Skill Points: 2 + Int modifier
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
1st +0 +2 +0 +2 Charger, aura of good, detect undead, turn undead ---
2nd +1 +3 +0 +3 Divine vitality +1 level of existing spellcaster class
3rd +2 +3 +1 +3 Divine grace ---
4th +3 +4 +1 +4 Light’s reach +1 level of existing spellcaster class
5th +3 +4 +1 +4 Bonus feat ---
6th +4 +5 +2 +5 Crusade +1 level of existing spellcaster class
7th +5 +5 +2 +5 Vengeance ---
8th +6 +6 +2 +6 Light’s strength +1 level of existing spellcaster class
9th +6 +6 +3 +6 Sacred shield ---
10th +7 +7 +3 +7 Art of War +1 level of existing spellcaster class
Weapon and Armor Proficiency: The Knight of the Silver Hand gains no new proficiencies with weapons or armor.
Charger (Su): The Knight of the Silver Hand may summon an exceptionally intelligent and powerful charger to serve as a mount. The ceremony involved requires 24 uninterrupted hours, after which the Knight gains the services of a heavy or light warhorse. This creature gains additional abilities as if the Knight of the Silver Hand were a Mounted Warrior, based on the Superior Mount table on p. 110 of the core book. The spiritual charger is summoned as a full-round action that does not provoke attacks of opportunity and may be dismissed as a standard action back to its celestial plane.
If the spiritual charger is slain, the Knight may not call another until thirty days have passed or until he gains a level in the Knight of the Silver Hand prestige class, whichever comes first. Until he calls a new superior mount or resurrects the previous one, he suffers a -1 penalty on all attack and damage rolls.
Aura of Good (Su): The power of a Knight of the Silver Hand’s aura of good is equal to his class level + the level of his highest divine spellcasting class.
Detect Undead (Sp): A Knight of the Silver Hand can use detect undead as the spell at will.
Turn Undead (Su): Knight of the Silver Hand levels stack with priest levels for the turn undead ability.
Divine Vitality (Su): At 2nd level, the Knight of the Silver Hand gains a +4 holy bonus on Fortitude saves to resist the effects of poison and disease.
Divine Grace (Ex): At 3rd level, the Knight of the Silver Hand gains a bonus equal to his Charisma modifier on all saving throws.
Light’s Reach (Su): At 4th level, the Knight of the Silver Hand may call upon the Holy Light to bless targets that would normally be out of range. As a full-round action, the Knight may cast any beneficial spell with a normal range of touch as if it had a range of “close” instead. This ability may affect only an ally who follows the tenets of the Holy Light and may be used a number of times per day equal to the Knight’s Charisma modifier (minimum 1).
Bonus Feat: At 5th level, the Knight of the Silver Hand may choose a bonus feat from the list of warrior bonus feats or any metamagic or item creation feat.
Crusade (Ex): At 6th level, the Knight of the Silver Hand gains a +1 competence bonus on attack and damage rolls against demons and undead creatures.
Vengeance (Ex): At 7th level, whenever the Knight of the Silver Hand confirms a critical hit, all successful attacks made on the following round deal extra holy damage equal to half the Knight’s class level.
Light’s Strength (Ex): At 8th level, the Knight of the Silver Hand has mastered the art of wielding holy power. Whenever he prepares a spell that deals hit point damage, he may choose instead to prepare it so that half of its damage is dealt as holy damage.
Sacred Shield (Su): At 9th level, the Knight of the Silver Hand may as a standard action spend a spell slot to gain fast healing and damage reduction/- equal to his Charisma modifier. This effect last for a number of rounds equal to that of the spell slot sacrificed.
Art of War (Su): At 10th level, the Knight of the Silver Hand may spontaneously cast any healing spell as an immediate action. The spell takes up a spell slot one level higher than normal. The Knight may use Art of War a number of times per day equal to 1 + his Charisma modifier (minimum 1).
Next is another interesting class. With the Windwarrior and Mounted Warrior already in existence, I had to think of a different yet suitable angle for what I wanted. I like what I decided.
Base Attack Bonus: +5
Skills: Intimidate 5 ranks, Handle Animal 5 ranks, Ride 5 ranks
Feats: Foe Hunter (dragon), Mounted Combat
As a result of the ancient conflict between the dragonflights, Doomhammer’s Horde was guided to the hidden Demon Soul, a talisman that gave control over even the mighty dragon Aspects. The shaman Zuluhed the Whacked, leader of the Dragonmaw Clan, entrusted the Demon Soul to one of his warlocks, Nekrosh Skullcrusher, who enslaved the Dragon Queen Alexstrasza. With their matriarch imprisoned, Alexstrasza’s whelps were forced into battle against the Alliance, providing valuable aerial support to the raging Horde. The Dragonmaw orcs fortified the old dwarven fortress of Grim Batol and continued breeding and subjugating dragons to serve Doomhammer’s warriors.
Hit Die: d10
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (military tactics), Profession, Ride, Swim, Use Rope
Skill Points: 2 + Int modifier
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Dragon handling (-5), energy resistance 5
2nd +2 +3 +0 +0 Tormenting lash (2), reflexive lash
3rd +3 +3 +1 +1 Bloodletter, flaying strike (1d4)
4th +4 +4 +1 +1 Energy resistance 10, tormenting lash (4)
5th +5 +4 +1 +1 Dragon handling (-2), lash specialist
6th +6 +5 +2 +2 Tormenting lash (6), flaying strike (2d4)
7th +7 +5 +2 +2 Energy resistance 15, lethal lash
8th +8 +6 +2 +2 Tormenting lash (
9th +9 +6 +3 +3 Flaying strike (3d4), threatening lash
10th +10 +7 +3 +3 Dragon handling (0), energy resistance 20, tormenting lash (10)
Weapon and Armor Proficiency: The Dragonmaw tamer gains no new proficiencies with weapons or armor.
Dragon Handling (Ex): Although dragons are fearsome and intelligent creatures, the Dragonmaws have learned to tame them using a combination of warlock magic and physical pain. The Dragonmaw tamer may make Handle Animal checks against dragons with a -5 penalty. At 5th level, this penalty decreases to -2, while at 10th level the penalty disappears completely.
Energy Resistance (Ex): Even inexperienced adventurers know of the dangers of dragons’ breath. The Dragonmaw tamer gains energy resistance 5 against one of the following energy types: acid, electricity, or fire. This resistance increases by an additional 5 points every 3rd level afterward.
Tormenting Lash (Ex): The Dragonmaws gained a deep understanding of anatomy in order to inflict pain on the captive dragons. At 2nd level, the Dragonmaw tamer may ignore up to 2 points of armor or natural armor bonus to an opponent’s Armor Class when attacking with a whip. The armor bonus ignored by tormenting lash increases by 2 points each even-numbered level. This allows a Dragonmaw tamer to wound opponents who are wearing armor or have a natural armor bonus if this ability would ignore that bonus. Any opponent so struck must make a Will save (DC 10 + the Dragonmaw tamer’s class level + Str modifier) or be shaken for 1 round.
Reflexive Lash (Ex): Beginning at 2nd level, the Dragonmaw tamer may, while wielding a whip, make a single attack of opportunity against any one foe who moves out of a square within 15 feet of her. This ability may function only once per round, even if she possesses the Combat Reflexes feat, and does not grant the Dragonmaw tamer the ability to threaten squares within her reach.
Bloodletter (Ex): The orcs were always keen on inflicting pain on their opponents, and the Dragonmaws carried that savagery into their duties. The Dragonmaw tamer gains Bloodletter as a bonus feat.
Flaying Strike (Ex): Even relatively inexperienced tamers learned how to peel the flesh from their opponents, leaving painful wounds. Beginning at 3rd level, whenever the Dragonmaw tamer succeeds on a critical hit, she deals an additional 1d4 points of damage. This bonus increases by an additional 1d4 damage at 6th and 9th levels.
Lash Specialist (Ex): Beginning at 5th level, the Dragonmaw tamer no longer provokes attacks of opportunity when she uses a whip in melee.
Lethal Lash (Ex): Beginning at 7th level, the Dragonmaw tamer has studied and practiced her techniques so much that she may inflict lethal damage with a whip.
Threatening Lash (Ex): Beginning at 9th level, the Dragonmaw tamer threatens all squares within her reach while wielding a whip and may make attacks of opportunity against those targets.
Finally, here's another rogue-like class. Again, with the Infiltrator and Spymaster in existence, I had to figure out an angle with which to work. This one ended up being a bit more about combat with the option of some unusual weaponry. Eventually you get the ability to tick people off.
Base Attack Bonus: +4
Affiliation: Independent. Insurrectionists during the Second War were generally members of Alliance races who opposed the war against the Horde. Although some worked with the Horde to sabotage Alliance efforts, most held no real loyalty to that faction.
Skills: Disable Device 8 ranks, Disguise 8 ranks, Stealth 4 ranks
Special: Backstab +1d6.
Not all kingdoms of Lordaeron supported the Alliance. Quel’thalas and Gilneas were reluctant to join the coalition, while the city of Alterac actively worked with the Horde against their brethren. Other individuals of various backgrounds and motivations tried to sabotage the Alliance war effort, all hoping to see Terenas fail. These secretive and deceptive operatives often worked alone, though Alterac and the Horde provided funding to many, and their efforts weakened Lord Lothar’s cause and prolonged the war in favor of the orcs. Many of these agents took a more martial approach to defeating the Alliance and put their skills to work leading rebellions and disrupting towns near the fields of battle.
Hit Die: d6
Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Knowledge (local), Listen, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Stealth, Tumble, Use Magic Device, Use Rope
Skill Points: 6 + Int modifier
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Backstab +1d6, canny defense
2nd +1 +0 +3 +0 Dazing blow 1/day, uncanny dodge
3rd +2 +1 +3 +1 Backstab +2d6, entangling throw
4th +3 +1 +4 +1 Professional expertise
5th +3 +1 +4 +1 Backstab +3d6, improved uncanny dodge
6th +4 +2 +5 +2 Dazing blow 2/day, stunning blow 1/day
7th +5 +2 +5 +2 Backstab +4d6, provocation
8th +6 +2 +6 +2 Hide in plain sight
9th +6 +3 +6 +3 Backstab +5d6, mass provocation
10th +7 +3 +7 +3 Capturing blow 1/day, dazing blow 3/day, stunning blow 2/day
Weapon and Armor Proficiency: The insurrectionist gains martial weapon proficiency with the shortsword and sap, if he did not already possess those feats. He also gains exotic weapon proficiency with the net and bolas. He gains no new proficiencies with armor.
Backstab (Ex): Beginning at 1st level and every odd-numbered level afterward, the insurrectionist gains an additional 1d6 damage to his backstab attacks.
Canny Defense (Ex): An insurrectionist knew how to make the most of his combat style, even if his opponents’ were more heavily armored. When wearing light or no armor and wielding a melee weapon, the insurrectionist may add 1 point of Intellect bonus (if any) per insurrectionist class level to his Armor Class. This bonus applies against touch attacks but not if the insurrectionist is flat-footed or otherwise denied his Agility bonus.
Dazing Blow (Ex): Insurrectionists learned how to disable their opponents, keeping them out of the way long enough to complete their sabotage. Before making a melee attack roll, an insurrectionist of 2nd level or higher may declare the use of a dazing blow. If the attack hits, the target must make a Fortitude save (DC 10 + the insurrectionist’s class level + Str modifier) or be dazed for 1 round in place of the usual damage. The insurrectionist gains additional daily uses of this ability as he advances in levels. Dazing blow does not affect creatures immune to critical hits or without Stamina scores. If the attack misses, the ability is still considered used.
Uncanny Dodge (Ex): An insurrectionist of 2nd level or higher retains his Agility bonus to AC (if any) even when he is caught flat-footed or struck by an invisible attacker. He still loses his Agility bonus to AC if immobilized. If an insurrectionist already has uncanny dodge from another class, he automatically gains improved uncanny dodge.
Entangling Throw (Ex): At 3rd level, the insurrectionist gains a +1 competence bonus on attack rolls with nets, tanglefoot bags, bolas, and any other similar projectile that can hinder an opponent’s movement.
Professional Expertise (Ex): Although insurrectionists favored fighting more than other disruptive agents, they still learned the basics of many trades in order to fit in among the people of Lordaeron. At 4th level, the insurrectionist gains a +2 competence bonus on any Craft or Profession skill or any Charisma-based skill except Use Magic Device.
Improved Uncanny Dodge (Ex): An insurrectionist of 5th level can no longer be flanked. This defense denies a rogue the ability to backstab the infiltrator by flanking him, unless the attacker has at least four more rogue levels than the insurrectionist’s class level.
If the insurrectionist already possesses improved uncanny dodge, the levels from all classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the insurrectionist.
Provocation (Ex): The insurrectionist knows how to provoke others to hostility. To use provocation, the insurrectionist must perform, speak to, or otherwise communicate with his target for at least 1 minute. If the insurrectionist is interrupted or the target is openly threatened or becomes involved in combat, the attempt fails but is still considered used for the day. At the end of this time, the target makes a Will save (DC 10 + the insurrectionist’s class level + Cha modifier). If the target fails this save, he or she becomes unfriendly to everyone but the insurrectionist. If the target succeeds, he or she becomes hostile toward the insurrectionist. Provocation may be used a number of times per day equal to the insurrectionist’s Charisma bonus (minimum 1).
Stunning Blow (Ex): Before making a melee attack roll, an insurrectionist of 6th level or higher may declare the use of a stunning blow. If the attack hits, the target must make a Fortitude save (DC 10 + the insurrectionist’s class level + Str modifier) or be stunned for 1 round in place of the usual damage. The insurrectionist gains an additional daily use of this ability at 10th level. Stunning blow does not affect creatures immune to critical hits or without Stamina scores. If the attack misses, the ability is still considered used.
Hide in Plain Sight (Ex): An insurrectionist of 8th level or greater can use the Stealth skill even when being observed. As long as he is within 10 feet of some sort of shadow, an insurrectionist can hide from view without having anything to hide behind. He cannot, however, hide in his own shadow.
Mass Provocation (Ex): The ability functions like provocation, except it may affect a number of creatures equal to the insurrectionist’s class level, and all targets must be within 30 ft. of each other. Mass provocation counts as a use of provocation and may not be used more than once per day.
Capturing Blow (Ex): Before making a melee attack roll, an insurrectionist of 10th level may declare the use of a capturing blow. If the attack hits, the target must make a Fortitude save (DC 10 + the insurrectionist’s class level + Str modifier) or fall unconscious in place of the usual damage. This ability may be used only once per day and does not affect creatures immune to critical hits or without Stamina scores. If the attack misses, the ability is still considered used.