Prestige Class: The Avengers of Trithereon
Date: Wed, January 26, 2005
Topic: Power Groups & Organizations


Trithereon has long been my favorite god in the Greyhawk setting. Individuality, standing up for yourself, and beating the living tar out of anyone who would infringe on your rights or who wrongs you.

Anyway, after going over the Complete Divine from cover to cover several times, I put together a prestige class which allows Trithereon's clerics to serve as even more of an extension of their deity's will in the the world.

This class was used as the Storm Lord as a bit of a gauge, comparing the powers of one against the other and looking for balance, which I believe is achieved. Also, before anyone complains about the needing the Track feat as a prerequisite, please keep in mind that this is not a cleric's forte, and even the prestige class for Trithereon's worshipers presented in Dragon Magazine didn't have Track as a prerequisite (though it was awarded as a bonus feat at first level). It is with all this in mind I crafted this prestige class, which is now used in my campaign by the very fiery and vengeful Marcek Crane, refugee from Sterich.

Prestige Class: The Avengers of Trithereon
By: bdpenney
Used with Permission. Do not repost without obtaining prior permission from the author. Avenger of Trithereon

Righters of wrongs, defenders of liberty, and champions of good; the avengers of Trithereon are the most zealous followers of The Summoner and act as his hands on the Material plane. The avengers of Trithereon represent the hottest embers that fuel the fires of freedom and retribution. They will accept no oppressive laws placed on themselves or any other people. They will let no great injustice go unavenged. They will allow no sworn foe to escape their righteous wrath.

The avengers of Trithereon are anything but shrieking hotheads, however. They use a combination of stealth, investigation, magic, weaponry, and summoned allies to accomplish their goals: which may be surprisingly complex for so chaotic an order. Though they seldom work together, for their sense of individualism often leads to clashes, they are known to band together when great evils or tyranny threaten.

Avengers of Trithereon can be found everywhere there is evil and oppression, which is not necessarily the same thing. Highly lawful but non-evil governments (such as in the Theocracy of the Pale) despise avengers of Trithereon just as much as the rulers of evil nations (such as the newly-formed North Kingdom of Aerdy). The common folk, however, often embrace avengers of Trithereon as liberators and beacons of hope in the face of dark times or tyrannical despots.

Avengers of Trithereon are held in great esteem within the faith of The Summoner, for they are living exemplars of everything their god represents. They carry his favor, as is evident in their abilities, and have likewise proven themselves as instruments of retribution time and again just to become an avenger of Trithereon. Because of this they will oftentimes hold positions of leadership within the small shrines and temples of The Summoner. They use this clout to spread the “word” of Trithereon and to further the beliefs of their god.

Adventuring avengers of Trithereon are extremely independent (even for typical followers of Trithereon) and work tirelessly to right wrongs, protect others from oppression, and to combat evil wherever it may be found.

Hit Die: d8.

REQUIREMENTS
To qualify to become an avenger of Trithereon, a character must fulfill all the following criteria:
Alignment: Chaotic Good
Patron Deity: Trithereon
Skills: Concentration 8 ranks, Knowledge (the History) 5 ranks
Feats: Combat Casting or True Believer (Complete Divine)
Spells: Ability to cast 3rd level divine spells and access to the Liberation or Summoner domains.
Special: Must have carried out an act or righteous vengeance upon someone deserving of retribution. Trithereon himself judges if the act is powerful enough to entitle the character to become an avenger.

Table I: The Avenger of Trithereon
Level BAB Fort Ref Will Special Spells Per Day
1 +0 +2 +0 +2 Extra Domain, Weapon Focus +1 level of existing class
2 +1 +3 +0 +3 Pursuit 1/day +1 level of existing class
3 +2 +3 +1 +3 Inescapable Vengeance 1/day +1 level of existing class
4 +3 +4 +1 +4 Spontaneous Summoning +1 level of existing class
5 +3 +4 +1 +4 Pursuit 2/day +1 level of existing class
6 +4 +5 +2 +5 Inescapable Vengeance 2/day +1 level of existing class
7 +5 +5 +2 +5 Bonus Feat (Augment Summoning)+1 level of existing class
8 +6 +6 +2 +6 Pursuit 3/day +1 level of existing class
9 +6 +6 +3 +6 Inescapable Vengeance 3/day +1 level of existing class
10 +7 +7 +3 +7 Vengeance of the Trithereon +1 level of existing class

CLASS SKILLS
The avenger of Trithereon’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at each level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the avenger of Trithereon prestige class.

Weapon and Armor Proficiency: Avengers of Trithereon are proficient in all simple weapons, with the greatclub and long sword, and with all types of armor (light, medium, and heavy) and with shields (except tower shields). However, avengers of Trithereon will almost always opt to wield one of their deity’s favored weapons (see below) when fighting against tyranny or evil.

Trithereon has three favored weapons and avengers of Trithereon who cast the weapon of the deity spell may call forth one of the following: Krelestro, the Harbinger of Doom (a +1 shock shortspear), Freedom’s Tongue (a +1 keen longsword), and The Baton of Retribution (a +1 ghost touch greatclub).

Spells per Day: When a new avenger of Trithereon level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting in which she could cast 3rd level divine spells before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, wild shape ability, and so on). This essentially means that he adds the level of avenger of Trithereon to the level of whatever other spellcasting class the character has, and then determines spells per day accordingly.

If a character had more than one spellcasting class in which he could cast 3rd level divine spells before he became an avenger of Trithereon, the player must decide which class to assign each level of avenger of Trithereon for the purpose of determining spells per day and spells known.

Extra Domain: Upon adopting the avenger of Trithereon class, the character gains access to a bonus domain drawn from the following list: Chaos, Good, Liberation*, Protection, Strength, Summoner*, and Wrath**. The character gains the granted power associated with the domain she chooses, and can select spells in that domain as his daily domain spells.
*(Complete Divine).
**(Book of Exalted Deeds).

Weapon Focus: At first level avengers of Trithereon gain the Weapon Focus feat for free. The weapon chosen must be one of Trithereon’s favored weapons (greatclub, longsword, or shortspear).

Pursuit (Su): Trithereon is loath to allow wrongdoers to escape once vengeance has come to confront them, though they often try to flee in the face of retribution. Upon reaching 2nd level an avenger of Trithereon may receive the benefit of an expeditions retreat spell as a free action once per day at a caster level equal to his level in avenger of Trithereon plus his charisma modifier. What is more, the avenger of Trithereon receives the benefits of the Endurance feat while this spell is in effect, thus allowing him to run long distances while chasing down foes.

An avenger of Trithereon may use this ability twice each day at 5th level and three times daily at 8th level.

Inescapable Vengeance (Su): Avengers of Trithereon can bring swift doom upon those who oppress or inflict terrible wrongs upon others. Upon reaching 3rd level an avenger of Trithereon can call upon the power of The Summoner to infuse his greatclub, longsword, of shortspear with the power of retribution as a move action (that does not invoke an attack of opportunity) once per day. On his melee next attack the avenger of Trithereon gains the benefits of a true strike spell and his weapon gains the weapon enhancement of anarchic or holy (character’s choice). Furthermore, the character’s next melee attack does not automatically miss on a roll of “1” when this ability is in affect.

An avenger of Trithereon may use this ability twice each day at 6th level and three times daily at 9th level.

Spontaneous Summoning: The Summoner has three powerful creatures that aid him in his pursuit of wrongdoers (Harrus the Falcon, Nemound the Hound, and Ca’rolk the Sea Lizard). Avengers of Trithereon may channel stored spell energy to spontaneously summon an aspect of one of these creatures to aid him in his crusade against evil and oppression. The level of spell an avenger of Trithereon needs to channel and the aspect he may summon are detailed below:

Avengers of Trithereon may channel a 4th level spell to summon an Aspect of Harrus the Falcon.

Avengers of Trithereon may channel a 5th level spell to summon an Aspect of Nemound the Hound.

Avengers of Trithereon may channel a 6th level spell to summon an Aspect of Ca’rolk the Sea Lizard.

Note: The Augment Summoning Feat has no affect upon these creatures when summoned.

Bonus Feat (Augment Summoning): At 7th level avengers of Trithereon the Augment Summoning feat for free, even if they lack the prerequisites for this feat.

Vengeance of the Trithereon (Sp): Representing the pinnacle of an avenger of Trithereon’s ability to bring retribution upon evildoers, this ability allows the character to use one of the following abilities once per week:

-A Last Judgment spell (Book of Exalted Deeds, page 102), often used against mortal transgressors. This power functions at the caster level of the avenger of Trithereon, modified by his wisdom score and any relevant feats.

-A heightened (to 6th level), maximized Holy Smite spell, often used against evil extraplanar foes. Evil outsiders who fail their saving throw are banished (same effect as the Banishment spell) rather than blinded. Likewise, this power functions at the caster level of the avenger of Trithereon, modified by his wisdom score and any relevant feats.


Aspect of Harrus the Falcon

Large Magical Beast (Augmented Animal, Extraplanar, Good)
Hit Dice: 6d10+18 (66 hit points)
Initiative: +4
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +6/+16
Attack: Talon +11 melee (1d8+5)
Full Attack: 2 talons +11 melee (1d8+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil 1/day
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft., evasion, resistance to acid 5, resistance to cold 5, resistance to electricity 5, spell resistance 11
Saves: Fort +8, Ref +9, Wil +4
Abilities: Str 20 (+5), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Skills: Knowledge (nature) +4, Listen +10, Sense Motive +10, Spot +17, Survival +10
Feats: Flyby Attack, Improved Natural Attack (talons), Weapon Focus (talons)
Environment: The Beastlands of Aborea
Organization: Solitary
Alignment: Chaotic Good

An Aspect of Harrus the Falcon appears as a large bird of prey that radiates power and majesty. Harrus’ eyes are of glittering gold and his talons are over-long and made of shining silver. Harrus the Falcon is a servant of Trithereon “The Summoner” and is a tireless warrior of good and freedom. Aspects of Harrus the Falcon are sent out into the world to aid Trithereon’s followers in their battle against tyranny and evil.

COMBAT
An Aspect of Harrus the Falcon typically attacks from a great height, diving earthward at tremendous speed. When he cannot dive, it uses his powerful talons to strike at his target’s head and eyes.

The natural weapons of an Aspect of Harrus the Falcon are treated as Anarchic and Good-Aligned for the purposes of overcoming damage reduction.

Smite Evil (Ex): Once per day an Aspect of Harrus the Falcon can make a normal melee attack deal +6 points of damage against an evil foe.

Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, an Aspect of Harrus the Falcon takes no damage.

Skills: An Aspect of Harrus the Falcon has a +4 racial bonus on Spot checks.

Carrying Capacity: An Aspect of Harrus the Falcon can serve as a mount for up to two man-sized passengers. No roll is needed to stay mounted upon on an Aspect of Harrus the Falcon; if he wishes you to stay mounted upon him than that is enough. If he does not wish you to ride upon him you must make an opposed grapple roll against him or be thrown off. A light load for an Aspect of Harrus the Falcon is up to 266 pounds; a medium load, 267-533 pounds, and a heavy load, 534-800 pounds.


Aspect of Nemound the Hound

Large Magical Beast (Augmented Animal, Extraplanar, Good)
Hit Dice: 9d10+36 (108 hit points)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple/Trip: +9/+20/+21
Attack: Bite +17 melee (2d6+1219-20)
Full Attack: Bite +17 melee (2d6+1219-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil 1/day, Trip
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft., resistance to acid 10, resistance to cold 10, resistance to electricity 10, scent, spell resistance 14
Saves: Fort +10, Ref +9, Wil +5
Abilities: Str 26 (+8), Dex 16 (+3), Con 18 (+4), Int 10, Wis 14 (+2), Cha 12 (+1)
Skills: Hide +15, Listen +15, Move Silently +15, Spot +15, Survival +15
Feats: Improved Critical (bite), Improved Natural Attack (bite), Run, Track, Weapon Focus (bite)
Environment: The Beastlands of Aborea
Organization: Solitary
Alignment: Chaotic Good

An Aspect of Nemound the Hound appears to be a jet-black Bull Mastiff hound the size of a Clydesdale horse. His eyes are a glowing amber hue and his teeth are elongated and are made of the sharpest steel. An Aspect of Nemound the Hounds lets out a terrible howl when it launches itself into combat.

COMBAT
An Aspect of Nemound the Hound can be either a patient stalker or a straightforward fighter, depending on the needs of the situation. Few escape the wrath of his jaws when he decides to hunt them. He is a tireless tracker and destroyer of evil.

The natural weapons of an Aspect of Nemound are treated as Anarchic and Good-Aligned for the purposes of overcoming damage reduction.

Smite Evil (Ex): Once per day an Aspect of Nemound the Hound can make a normal melee attack deal +9 points of damage against an evil foe.

Trip (Ex): If an Aspect of Nemound the Hound hits with his bite attack he can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Aspect of Nemound the Hound.

Skills: An Aspect of Nemound the Hound has a +2 racial bonus to Hide, Listen, Move Silently, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent.

Carrying Capacity: An Aspect of Nemound the Hound can serve as a mount for up to three man-sized passengers. No roll is needed to stay mounted upon on an Aspect of Nemound the Hound; if he wishes you to stay mounted upon him than that is enough. If he does not wish you to ride upon him you must make an opposed grapple roll against him or be thrown off. A light load for an Aspect of Nemound the Hound is up to 612 pounds; a medium load, 613-1226 pounds, and a heavy load, 1227-1,840 pounds.


Aspect of Ca’rolk the Sea Lizard

Huge Magical Beast (Augmented Animal, Extraplanar, Good)
Hit Dice: 14d10+98 (210 hit points)
Initiative: +3
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17
Base Attack/Grapple: +14/+31
Attack: Bite +23 melee (3d8+1519-20)
Full Attack: Bite +23 melee (3d8+1519-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Smite Evil 3/day
Special Qualities: Damage reduction 10/magic, Darkvision 60 ft., resistance to acid 10, resistance to cold 10, resistance to electricity 10, scent, spell resistance 19, waterbreathing
Saves: Fort +16, Ref +12, Wil +6
Abilities: Str 30 (+10), Dex 16 (+3), Con 24 (+7), Int 10, Wis 14 (+2), Cha 12 (+1)
Skills: Hide –4, Listen +19, Spot +19, Swim +27
Feats: Extra Smiting, Improved Critical (bite), Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: The Beastlands of Aborea
Organization: Solitary
Alignment: Chaotic Good

An Aspect of Ca’rolk the Sea Lizard is a huge marine reptile with a thick, ovoid body and fins instead of legs. It has a short, thick neck with a crocodile-like head on the end. An Aspect of Ca’rolk’ the Sea Lizard is some 35 feet in length and has elongated fangs made of gleaming steel. Its scales are greenish blue darkening to navy blue on his belly. Its eyes glow a ruby red.

COMBAT
An Aspect of Ca’rolk the Sea Lizard is aggressive in combat and attacks to overwhelm its opponents with its ferocious bite. An Aspect of Ca’rolk the Sea Lizard is strong, fast, and highly maneuverable, able to turn quickly and lunge at its foes.

The natural weapons of an Aspect of Nemound are treated as Anarchic and Good-Aligned for the purposes of overcoming damage reduction.

Smite Evil (Ex): Three times per day (due to extra smiting feat) an Aspect of Ca’rolk the Sea Lizard can make a normal melee attack deal +14 points of damage against an evil foe.

Skills: An Aspect of Ca’rolk the Sea Lizard has a +8 racial bonus to hide checks in water.

Carrying Capacity: An Aspect of Ca’rolk the Sea Lizard can serve as a mount for up to six man-sized passengers. No roll is needed to stay mounted upon on an Aspect of Ca’rolk the Sea Lizard; if he wishes you to stay mounted upon him than that is enough. If he does not wish you to ride upon him you must make an opposed grapple roll against him or be thrown off. Anyone the Aspect of Ca’rolk the Sea Lizard allows to ride upon him are granted water breathing for the duration of the ride. A light load for an Aspect of Ca’rolk the Sea Lizard is up to 2,128 pounds; a medium load, 2,129-3,996 pounds, and a heavy load, 3,997- 6,600 pounds.





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