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Introduction:
The purpose of this chart is to document those character classes and prestige classes that may be found in the World of Therra and to note any qualifications thereof. Most of the sections of the chart are self-explanatory, but a few notes are in order.
The column entitled ENTRE tells what requirements are needed to enter the class beyond the mere statistical requirements. Most usually, the ENTRE requirements are role-playing related and designed to make sense in the context of the campaign world and to discourage ad hoc choice of classes by players. For those classes or prestige classes not allowed, a brief explanation has been provided. RACES denotes those PHB races most appropriate to the class in question. For Morakki-based classes, RACES indicates which of the races found in Oriental Adventures are most appropriate to the class.
In general, I do not like prestige classes that grant magical abilities to non-magical classes or prestige classes that are more of a sub-profession of a core class.
All core classes are presented first, in alphabetical order, and then the prestige classes are presented.
While I have stated those classes that are exclusively Morakki, I have not stated those which are generally NOT Morakki. It should be obvious from the entries which are suitable for Morakki play and which are Western in origin.
While the below are guidelines, there are always exceptions to many of the items presented below...characters who might be accepted into a prestige class by dint of a single heroic deed rather than through years of service. Such exceptions are, however, entirely the province of the DM and should not be planned upon by players.
The classes below are presented entirely from the perspective of their presence on the continent of Jerranq. Aspects of certain classes that apply to other continents of Therra are left to other documents.
Abbreviations:
| BAB
= Basic Attack Bonus BoED = Book of Exalted Deeds BoNS = Book of Nine Swords BoVD = Book of Vile Deeds CA = Complete Arcane CAdv = Complete Adventurer CC = Complete Champion CD = Complete Divine City = Cityscape CM = Complete Mage CP = Complete Psionic CS = Complete Scoundrel CW = Complete Warrior DMG = Dungeon Master's Guide DoF = Defenders of the Faith DoU = Drow of the Underdark Drac = Draconomicon DrM = Dragon Magic DS = Dungeonscape EDP = Expedition to the Demonweb Pits |
Epic
= Epic Level Handbook FaP = Faiths and Pantheons FB = Frostburn FCToNH = Fiendish Codex - Tyrants of the Nine Hells FF = Fiend Folio FRCS = Forgotten Realms Campaign Sourcebook GW = Ghostwalk HoB = Heroes of Battle HoH = Heroes of Horror LM = Libris Mortis LoM = Lords of Madness MHB = Miniatures Handbook MnoF = Monsters of Faerun MoF = Magic of Faerun MoI = Magic of Incarnum MoP = Manual of the Planes MoW = Masters of the Wild OA = Oriental Adventures PGF = Player's Guide to Faerun |
PHB
= Player's Handbook PHB2 = Player's Handbook II PlaH = Planar Handbook PsHB = Psionics Handbook (Expanded) RoD = Races of Destiny RoDR = Races of the Dragon RoF = Races of Faerun RoS = Races of Stone RoW = Races of the Wild SaF = Sword and Fist Sand = Sandstorm SaS = Song and Silence SK = Serpent Kingdoms SS = Savage Species SW = Stormwrack TaB = Tome and Blood ToM = Tome of Magic UD = Underdark WoL = Weapons of Legacy |
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Type | Source |
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| Adept |
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None | Born into or dwelling in a primitive society that practices adeptism | Humans, Half-orcs | None |
| Archivist |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no need to further blur the line between arcane and divine spellcasters, and the idea of a divine caster needing to explore dark places to learn new divine spells is too specific for a new core class. |
| Ardent |
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None | Ardents do not exist on Jerranq. They are present on Zzenduum. | None | None |
| Aristocrat |
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None | Must be born into nobility or attain nobility | All | None |
| Barbarian | Core | PHB | Non-Lawful alignment |
Born into a barbarian society or dwelling with barbarians for an extended period of time. Applicable societies in Therra include Thaneeri, Mindari, Ice People, Nygotians, Hamashans, Wylag nomads, and Heynosht Islanders. For Dwarves, there is no requirement, as Dwarven Barbarians are essentially regarded as tempermental dwarves, or proto-Battleragers. Barbarian dwarves are not primitives, they're just very very angry! |
Humans, Half-orcs, Dwarves | Levels of this class can generally only be gained by non-dwarves by immersion into a barbarian society. A non-dwarven barbarian who spends most of his time outside of barbarian lands cannot take new levels in this class. |
| Bard | Core | PHB | None | Requires some time involved to learn the practice of arcane magic, though almost no time if the person already is an arcane spellcaster. | All | None |
| Beguiler |
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None | This class is a rare one, found only amongst elves and half-elves who worship Hastaffor and some drow. The class involves a unique blending of rogue and sorcerer and requires specific training in the arts. Such training is held by secretive cabals of elven thief guilds as well as hidden thief guilds in the Drow Empire. In Therra, only a member of a race that can be a sorcerer can take this class. | Elves, Half Elves | None |
| Binder |
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None | Binders are very rare, as the simple knowledge of vestiges is limited and the lore required to bind them even moreso and regarded as dangerous and corrupting. Nevertheless, binders do exist in Jerranq, and they are not actively hunted down by churches as is protrayed in Tome of Magic. The binder class may be entered with a bit of tutelage by a binder or, more likely, by study of texts and manuals on such practices. | Humans |
Some of the vestiges in the book may have their names changed or their histories altered slightly to fit into Therra. Nonetheless, the benefits and penalties will be the same. Players of this class should assume that the list of vestiges presented is the complete and total list available for now. |
| Cleric | Core | PHB | None | Ordination as a cleric requires years of lay membership in a church and service for the church prior to ordination to prove dedication to a deity. Most clerics begin their careers in the church as children or teenagers and rise through the ranks. | All | None |
| Commoner |
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None | None | All | None |
| Crusader |
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Any non-True Neutral alignment | This class represents various zealot fighting orders and brotherhoods found in Xydlont. Entry requires initiation into one of various crusader sects, often tied to a religion or a specific cause or devotion, and a long term of training in the various maneuvers associated with the class. | Humans | None |
| Divine Mind |
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None | Divine Minds do not exist on Jerranq. They are present on Zzenduum. | N/A | None |
| Dragonfire Adept |
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None | Dragonfire Adepts do not exist on Jerranq. They are present on Sazhansiir. | N/A | None |
| Dragon Shaman |
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Any non-True Neutral alignment | Several cultures produce dragon shamans, most notably the tribesmen of Mindari Isle, the Wolf Riders of Imbar, and the Ice People of the Wild Lands. These cultures occasionally produce shamans who, instead of venerating nature spirits or ancestors, turn to the worship of dragon spirits, essentially the dead essences of powerful dragons. Gaining this class requires years of training and dedication to various tribal mysteries and initiations and by another dragon shaman. | Humans | None |
| Dread Necromancer |
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Non-Good alignment |
Unlike a wizard necromancer specialist who studies necromancy in an often detached manner, or a true necromancer who tinges his studies and practices with the devoutness of a worshipper of undeath, the dread necromancer generally sees necromancy as a tool to power or revenge. A wizard necromancer studies undeath. A true necromancer worships undeath. A dread necromancer uses undead. This class requires the candidate to undergo profane rituals and horrible rites in order to orperly warp the soul into being able to utilize the class' powers, including the ability to spontaneously cast spells. As such, this is one of the few spontaneously cast arcane spellcasting classes available to humans. |
All | None |
| Druid | Core | PHB | Neutral alignment | Druids are now allowed as PCs (as opposed to the 2nd edition Therran campaign). However, the druids are a very close-knit order and require a serious commitment to their cause and a serious focus on issues relating to that cause. Druids must devote themselves to the order, and usually initiation requires years of service to a sponsor. | Humans, Halflings, Elves, Half Elves, Gnomes | None |
| Duskblade |
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None | In Therra, duskblades were an ancient elite order of elves who were assigned great prestige in Ancient Blanthil. They were the guardians of the Queen, commandos, and sometimes leaders of elite units. Most of the duskblades were slain in Blanthil, but the lore survived and was passed fitfully down the millenia. In recent times, Queen Imerika has reinstated the order, and new duskblades now train in the Eastern Blanthil. Only elves and half elves can be duskblades, as it requires access to sorcery. However, even half elves are only rarely ever taught the art, so the vast majority of duskblades are elves. | Elves | None |
| Eidolon |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The Ghostwalk concept does not exist in Therra. |
| Eidoloncer |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The Ghostwalk concept does not exist in Therra. |
| Erudit |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No need to "wizardify" the psion class. |
| Expert |
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None | Experts must choose a field of expertise and the class skills chosen much make sense with respect to that field. | All | None |
| Factotum |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Multiclassing and gestalt-type classes are already fully available. This class essentially destroys the distinction between the classes and for no real reason. |
| Favoured Soul | Core | CD | None | Most favoured souls are born that way or are transformed into the class due to a specific and often traumatic event. It is possible for a PC to gain this class during play, but it would require a divine event wherein the deity imbued the PC's soul with divine capacity. | All | None |
| Fighter | Core | PHB | None | None | All | None |
| Healer |
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Any Good alignment | Healers are a special branch of the clergy of the Goddess Vastalla (and any other deity with the Healing Domain), and as such gaining the class requires intense commitment to the church, usually over a period of years. | All | None |
| Hexblade | Core | CW | Any Non-Good alignment, Hexblades must be of a race with "magical" origins. For the listed PC races in the PHB, this includes only Elves and Half Elves. Some of the races in Oriental Adventures also qualify | Hexblades are basically sorcerers who have chosen to access a fairly fey or dire branch of elvish or inherent magic to augment their battle prowess. This class can be gained with minimal effort by those with magical blood. | Elves, Half Elves | Frowned upon my most elves, especially good-aligned elves. Hexblades can be found amongst the drow and in small pockets of elvish society. A good many hexblades have removed themselves or been removed from elvish society and now wander non-elvish lands. |
| Incarnate |
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NG, NE, LN, or CN alignment | Incarnates are not native to Jerranq. They are present on Sazhansiir. | None | None |
| Knight |
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Lawful alignment | This class represents any number of chivalric martial orders in Jerranq. Many of these orders involve prestige classes in their upper ranks, but the lower ranks are often knights. In addition, several religions and nations also have orders of knights serving them. Entry into the class usually requires years of service as a page and squire. However, fighters who prove themselves and undertake proper training and take a solemn oath can also gain the class upon being knighted by a liege. | Humans, Elves, Half Elves | Advancement in the class requires membership in good standing in one's order or adherence to knightly standards. |
| Lurk |
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None | Lurks do not exist on Jerranq. They are present on Zzenduum. | None | None |
| Marshal |
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None | Anyone placed in command of troops in a somewhat formal setting may gain this class. | All | Levels of this class may only be gained by commanding troops. |
| Monk | Core | PHB | Lawful alignment | Monks are usually trained at monasteries. Most monkish traditions are Morakki in origin, but a few monestaries exist in Western Jerranq. Training as a monk requires several years usually. However, intensive training over the course of several months could result in acquisition of this class. | Humans | None |
| Ninja |
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None | Ninja represent the spies and assassins of the Morakki world. They are most commonly trained in Vingariku. Entry into the class requires admission into a Ninja House, often involving dangerous tests and years of loyal service. | Humans | None |
| Paladin | Core | PHB | Lawful Good alignment | Paladins must prove their complete dedication to their cause. This usually means serving as a page to another paladin at age 8 and squiring at age 13 through to adulthood. | Humans, Elves, Half Elves | Paladin spells come from their patron deity. All paladins must have a patron deity. |
| Psion |
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None | Entre requires that one drink what is now called "The Elixir of Expansion", which is patterned off of the myconid draught consumed by Canaris the Bard. The method for preparing this elixir is a closely guarded secret of Canaris' school, and it is known that sometimes its effects can be deleterious. | Humans, Elves, Half Elves | Psionics are a new art in Therra, almost virtually discovered by the bard Canaris from drinking a myconid draught. Canaris has studied and expanded his new mental powers and has begun to teach others in this art. PCs wanting to take this class must have learned it from Canaris or his school in Slumber or from one of the few wandering psions in Therra. |
| Psychic Warrior |
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None | Entre requires that one drink what is now called "The Elixir of Expansion", which is patterned off of the myconid draught consumed by Canaris the Bard. The method for preparing this elixir is a closely guarded secret of Canaris' school, and it is known that sometimes its effects can be deleterious. | Humans, Elves, Half Elves | Psionics are a new art in Therra, almost virtually discovered by the bard Canaris from drinking a myconid draught. Canaris has studied and expanded his new mental powers and has begun to teach others in this art. PCs wanting to take this class must have learned it from Canaris or his school in Slumber or from one of the few wandering psychic warriors in Therra. |
| Ranger |
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None | Rangers must evince some time learning the ways of the wild and may advance only by spending significant time in the wild. | Humans, Elves, Half Elves, Half-Orcs | Ranger spells come from tapping the mystical power of nature in the same way druids do. |
| Rogue | Core | PHB | None | None | All | None |
| Samurai | Core | CW | Any Lawful alignment | Samurai must be Morakki humans and must usually come from a noble background (though not always the case, e.g. Gerilongi samurai). Gaining this class requires the PC begin with it or be awarded the title of samurai by a lord or noble. | Humans | This class is restricted to Morakki, and a samurai may only gain additional levels in the class while in the active service of his lord. |
| Scout |
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None | Scouts are a close meld with rangers, but while rangers emphasize harmony with the wild and combine druidic aspects, scouts are scouts pure and simple, and they are less magically inclined and more adept as battlefield skirmishing. | Humans, Halflings, Elves, Half-Elves | None |
| Shadowcaster |
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None |
A shadowcaster is one who seeks to use the stuff of the Plane of Shadow to wield power on Therra. Many shadowcasters are devotees of Helenniar, Goddess of the Night, but that religion does not officially sponsor or embrace the practice, and many shadowcasters simply see shadow as a tool to be utilized rather than something to be revered or worshipped. Nevertheless, a good portion of shadowcasters do serve Helenniar and the temple uses shadowcasters and favours many of them as kindred. The class is rare and fairly esoteric and is only entered by means of long years of tutelage or access to rare and forgotten tomes and even longer years or practice. There are, however, known cases of persons who visit the Plane of Shadows and somehow acquire fairly immediate insight into the practice. |
Humans | None |
| Shaman |
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None | Shamans, in the sense of this class, are restricted to PCs from Morakki lands. | All | None |
| Shugenja |
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None | Shugenja are restricted to PCs from Morakki lands. | All |
In Therra, Shugenjas serve the concept of the Tul. Use the charts and rules in Complete Divine, but they also have access to the Shugenja spells from Oriental Adventures. |
| Sohei |
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Any Lawful alignment | Sohei are restricted to PCs from Morakki lands. | All | None |
| Sorcerer | Core | PHB | Sorcerers must be of a race with "magical" origins. For the listed PC races in the PHB, this includes only Elves and Half Elves. Some of the races in Oriental Adventures also qualify | Sorcery is an inborn feature and can be awakened at any time with some effort. | Elves, Half Elves | With regard to sorcerers of allowed Morakki races, these have access to the wu-jen spell list as well. |
| Soulborn |
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LG, CG, LE, or CE alignment | Soulborn are not native to Jerranq. They are present on Sazhansiir. | None | None |
| Soulknife |
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None |
One graduate of Canaris' mental school, Varytur the Crystaline, left the school after mastering its arts and determined to sell his talents as a hired assassin. As he worked, he honed his mental skills until they became an adjunct to the various blades he used to ply his craft, and so he became the first Soulknife. Determined to form his own guild of mental assassins, Varytur stole the secret of the Elixir of Expansion from Canaris' school and began to brew his own, to give to those who would join him. Now, the discipline has begun to spread to other organizations that train soulknives, including elven coteries that use these powers to fight in the Blanthil. such elves often become soulbows. |
Humans, Elves, Half Elves | Most soulknives are members of secretive and elite societies that hone the mind into a killing blade. |
| Spellthief |
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None | Spellthieves are not native to Jerranq. They are present on Sazhansiir. | None | None |
| Spirit Shaman |
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None | Membership in this class requires immersion in a shamanic tradition. In Therra, this usually occurs amongst the Mindari, the Wolf Riders, the Ice People, and some primitive Morakki cultures. | Humans | None |
| Swashbuckler | Core | CW | None | None | Humans, Elves, Half Elves, Gnomes, Halflings | None |
| Swordsage |
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None | Swordsages represent students of one of several very exclusive and esoteric matrial schools in Xydlont. Entre into the class requires invitation and testing to enter the school, and then years of training in the ways of meditation and ki focus necessary to master the various maneuvers. | Humans | None |
| Totemist |
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None | Totemists are not native to Jerranq. They are present on Sazhansiir. | None | None |
| Truenamer |
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None | Truenamers exist anywhere in Therra, as the knowledge is accessible to all once the general concept is codified. However, truenaming is such an exacting and taxing skill to learn that in all societies practitioners are quite rare. | Humans, Elves, Half Elves, Gnomes, Halflings | None |
| Warblade |
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None | While swordsages utilize secret Xydlonti martial techniques in order to fully master their weapons, and crusaders do the same in devotion of their cause, warblades use the same techniques in the service of their lords in battle. The warblade schools are usually sponsored by a given noble, with the most prestigious being the Imperial War College of Xydlont. Training is a long process, and entre into the school is by way of invitation only. | Humans | None |
| Warlock |
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Any Evil or Chaotic Alignment | Warlocks do not exist on Jerranq. They are present on Sazhansiir. | Humans | None |
| Warmage |
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None | Warmages usually attend a special college of war magick as an adolescent. It takes years of study to be able to master even 1st level arcane magic as a warmage. However, it would be possible for a PC with wizard levels to merely attend a college for a year or two and gain this class. | Humans, Elves, Half Elves | None |
| Warrior |
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None | None | All | None |
| Wilder |
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None | Sometimes the psion brew causes mental damage in the imbiber, scrambling neural pathways and connecting psionic power not with the rational mind, but with emotions and the subconscious. Wilders are not trained. They are created by someone imbibing a psionic brew and it not taking the way it should have. | Humans | None |
| Wizard | Core | PHB | None | Wizards usually apprentice to a master at a young age or attend a college of magick as an adolescent. It takes years of study to be able to master even 1st level arcane magic as a wizard. | Humans, Elves, Half Elves, Gnomes | None |
| Wu Jen |
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Any Non-Lawful alignment | Wu Jen are restricted to PCs from Morakki lands. | All | None |
| Abjurant Champion |
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BAB +5, Combat Casting, must be able to cast 1st level arcane spells including a leas one abjuration spell, must be proficient with at least one marial weapon |
More of a shaping of arcane magic to aid in battle than other figher-mage prestige classes, this class represents specialized training received at various civilized war colleges, the same ones that train warmages. This training regimen usually takes at least a year or so. The elves also have their own version of this class, and have ancient orders that train candidates who often form vanguard units in Elven armies. |
Humans, Elves, Half Elves | None |
| Abolisher |
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Any Non-Chaotic alignment, cannot be an aberration, Knowledge (dungeoneering) 4, Knowledge (nature) 9, Track, wild empathy class feature |
This class represents a sect of druids and their ranger servants who are dedicated to slaying aberrations, whom they regard as absolutely inimical to nature and the health of Therra. The sect was borne during the wars against the Deceiver, and is, in fact, a very ancient order. Entre requires proven dedication to the cause and several months of training by an elder abolisher. |
Humans, Half Elves, Elves | None |
| Acolyte of the Ego |
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Humanoid, Treuspeak 9, must speak at least 4 languages | This class represents the specialization and focusing of truenaming into manipulation of one's own personal truename. As such, there are no requirements beyond the entry requirements. | Humans, Half Elves | None |
| Acolyte of the Skin |
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Any Non-Good alignment, Knowledge (planes) 6, caster level 5, must have made peaceful contact with a summoned evil outsider, must undergo Ritual of Bonding | Entre into this horrific class requires knowledge of vile and forbidden lore. This can be obtained from tomes or a teacher or from the very mouth of a summoned evil outsider. | Humans | None |
| Agent Retriever |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Therra does not support the epic organization called the Gleaners. |
| Akodo Champion |
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Human, Lawful Good alignment, BAB +5, Knowledge (history) 5, Iron Will, Ki SHout, Weapon Focus (katana) | This class represents the teachings of the Akodo school, a Morakki school of martial arts. Access to this class is restricted to those who have completed the rigourous training regimen of the school. | Humans | None |
| Alienist |
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Any Non-Lawful alignment, Knowledge (planes) 8, Augment Summoning, ability to cast one summoning spell of 3rd level or higher, prior peaceful contact with an alienist or pseudonatural creature | This class represents delvings into lore of the most bizarre outre reaches of the multiverse...and sometimes beyond. Entre requires research into forbidden lore, by way of tomes, a mentor, or instruction from a creature of these alien realms. | Humans | None |
| Anarchic Initiate |
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Any Chaotic alignment, Knowledge (psionics) 8, Knowledge (planes) 5, wild surge class feature or Overchannel feat | This class is not available in Jerranq. It is available on Zzenduum. | None | Lowered the requirement for Knowledge (planes) to 5 because it is not a class skill for wilders and because the NPC shown on page 21 of Complete Psionic is a Wilder 7, and the most ranks such a character can have in Knowledge (planes) is 5. |
| Ancient Master |
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Yuan-ti, any Evil alignment, BAB +9, Concentration 15, Knowledge (arcana) 10, access to extensive magical library, tutor with 14 levels of sorcerer or wizard or any psionic class levels or powers | This class is not available to most PCs. The details of the yuan-ti are unknown to Jerranqi. | None | None |
| Animal Lord |
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Any Neutral alignment, BAB +5, Handle Animal 4, Knowledge (nature) 2, 4 ranks in the skill appropriate to the animal type chosen, feat appropriate to the animal type chosen | Entre into this class requires primitive initiation rites into the totem of a chosen animal (or group of animals). This type of animism is practiced by the tribal peoples of the Heynosht Archipelago and the Mindari folk. In addition, the Wolf Riders produce Wolflords and the Ice People of the Wild Lands produce Bearlords. Equinelords are rare, found only in the most primitive portions of Nygoto and Hamasha. | Humans | None |
| Anima Mage |
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Any non-Good alignment, Intimidate 4, Knowledge (planes) 4, any metamagic feat, ability to cast 2nd level arcane spells, ability to bind a 2nd level vestige | This class simply represents a mage who views vestiges as nothing mroe than tools to use and exploit to further his own magical prowess. There are no additional entre requirements. | Humans | None |
| Anointed Knight |
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Any Good alignment, BAB +5, Craft (alchemy) 5, Knowledge (arcana) 3, Spellcraft 3, Ancestral Relic | This is an order of the Church of Meredros, often followed by paladins, but observed by other warriors of the church as well. Entre into this class may be gained by any character that meets the requirements and is in good standing with the Church of Meredros. | Humans, Elves, Half Elves | None |
| Apostle of Peace |
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Any Good alignment, Base Will Save +5, Concentration 10, Diplomacy 6, Sacred Vow, Vow of Nonviolence, Vow of Peace, Vow of Poverty | Members of this class form an elite subcult of the Church of Vastalla, and entre to this class is only open to devout members of Vastalla who have served that goddess for many years. | All | None |
| Arachne |
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Drow, Female, Chaotic Evil alignment, Handle Animal 3, Knowledge (arcana) 4, Speak Language (Abyssal), Spellcraft 4, Great Fortitude, Still Spell, Survivor, Exotic Weapon Profiency (hand crossbow) or Weapon Finesse, ability to cast 3rd level divine spells, access to Spider domain, must have passed the Test of Lolth | This class is not open to most PCs. | None | None |
| Arachnomancer |
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Any Evil alignment, Climb 4, Knowledge (nature) 4, Knowledge (religion) 8, Verminfriend, able to cast spider climb, summon swarm, or web as an arcane spell | This class is resricted to drow mages who revere spiders and Lolth the Spider Queen. | Elves (drow only) | This version supplants the one in Underdark. |
| Arboreal Guardian |
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Elf or Half-Elf, Knowledge (local - forest) 5, Knowledge (nature) 8, Survival 8, Great Fortitude, Green Bond, Point Blank Shot, able to cast entangle, Galasiria as a patron deity |
Unlike in Ghostwalk, this class has nothing to do with Spirit Trees. Instead, it is changed in Therra to represent the commitment of an elf to guard and bond with the spirit of a normal tree...often one that contains a dryad. Sometimes an elf will take this class after falling in love with a dryad. Entre into this class requires that the character have a reason for bodning with a given tree and that the spirit of the tree accepts him. There are a variety of elven rituals to secure this permission, though a dryad can speak on behalf of her tree. |
Elves, Half Elves | None |
| Arcane Archer |
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Elf or Half Elf, BAB +6, Point Blank Shot, Precise Shot, Weapon Focus (shortbow or longbow), ability to cast 1st level arcane spells | Representing the elite of elven warbands in mahy elvish societies, this class also represents the melding of inherent elvish magic and the mastery of bows. | Elves, Half Elves | None |
| Arcane Devotee |
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Ability to cast 4th level arcane spells, Knowledge (religion) 8, Spellcraft 8, Enlarge Spell, patron deity | To gain this class, a PC must have shown true devotion to the service of a particular deity. | Humans, Elves, Half Elves, Gnomes | An Arcance Devotee must maintain the favour of and devotion to his deity in order to gain levels in this class. He is expected to serve his deity as his primary occupation. |
| Arcane Hierophant |
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Any non-Lawful alignment, BAB +4, Knowledge (arcana) 8, Knowledge (nature) 8, ability to cast 2nd level arcane spells and 2nd level divine spells, trackless step class feature |
Arcane hierophants are a relatively new phenomenon in Therra. They are a result of some druids who have begun to adopt the ways of arcane magic. Usually, this is a result of elves who blend sorcery with druidism. Most such are native to Blanthil and are concerned with nuturing that forest back to health and warding off the encroachments of evil. Entre into the class simply requires meeting the requirements and devoting oneself to nature. |
Elves, Half Elves | None |
| Arcane Trickster |
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Any Non-Lawful alignment, Decipher Script 7, Disable Device 7, Escape Artist 7, Knowledge (arcana) 4, ability to cast mage hand and at least one arcane spell of 3rd level or higher, sneak attack +2D6 | This class most usually represents agents of Flupnir, the God of Tricks, and most of these are adherents of that god. However, the class may also simply represent a melding of two professions, rogue and wizard or rogue and sorcerer by a capable mage. | Humans, Elves, Half Elves, Gnomes | None |
| Archmage |
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Knowledge (arcana)15, Spellcraft 15, Skill Focus (spellcraft), Spell Focus in two schools of magic, ability to cast 7th level arcane spells, knowledge of 5th level or higher spells from at least five schools of magic | This class represents the delving of a very practiced mage into higher levels of magistry. This prestige class in no way bestows the title of archmage on the PC and attaining this class has nothing whatsoever to due with a wizard who has the rank of Archmage in a given college or guild. | Humans, Elves, Half Elves | None |
| Ardent Dillettante |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The history and cosmology of Therra does not support this class. |
| Argent Savant |
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Knowledge (arcana) 6, Spellcraft 12, able to cast 5 spells with the force descriptor of which one must be 5th level or higher | This class simply represents a mage who has chosen to specialize in force effects and plumb even deeper msyteries of that class of magic. | Humans, Elves, Half Elves | None |
| Ashworm Dragoon |
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BAB +5, Handle Animal 4, Ride 8, Mounted Combat, Ride-By-Attack, must have ridden an ashworm |
Some cultures of the Wylag Desert and East Wastes have taken to riding ashworms. This class represents the best of these, able to ride unclipped worms. Entre require extensive training in ashworm riding, usually involving months or years living with an ashworm riding culture. Most such cultures are very insular. |
Human | None |
| Assassin |
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Any Evil alignment, Disguise 4, Hide 8, Move Silently 8, must kill someone for no reason than to become an assassin |
While anyone can take up the profession of becoming a hired killer, the various Guilds of Assassins in Western Jerranq throw in a bit of magical training as well. It is quite easy for anyone with arcane spell training to become an assassin with only a little time required (several months) once the pre-requisites are met. However, for a non-arcane spellcaster, it takes a good year or so to learn the rudiments of spellcasting and then some months to pick up the remaining deadly arts of the profession. In either event, such training comes from a guild, and entre into such a guild requires passing various tests and the scrutiny of an Assassin Guild. |
Humans, Elves, Half Elves, Dwarves, Half-orcs | Once a level of assassin is gained, this class may be advanced in without remaining a member of a guild. |
| Astral Dancer |
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Balance 8, Jump 8, Tumble 8, Dodge, Mobility, Spring Attack | This class simply represents someone who has spent time training and aclimating to the Astral Plane | All | Levels in this class can only be gained if time is spent on the Astral Plane |
| Athar |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The history and cosmology of Therra does not support this class. |
| Auspician |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Therra doesn't really have a God of Luck. The several deities with access to the Luck domain do not fit well with this class. |
| Avenging Executioner |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Lots of people are wronged and seek vengeance. There's no reason to create a PrC for it. And the Intimidate skill can be used to simulate many of the class features of this class, especially in conjunction with certain feats. |
| Bane of Infidels |
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Any Non-Good alignment, Intimidate 5, Knowledge (religion) 6 or Knowledge (nature) 6, Iron Will, Leadership, able to cast 3rd level divine spells |
Members of this class can come from the ranks of druids, clerics, shamans, or rangers. In all cases, they come from cohesive and usually less civilized groupings, such as nomadic families, clans, or tribes. Entre into the class requires a proven fanatical devotion to the group and a similar hatred of anyone outside of the group. The Bane in essence receives his powers not from any spiritual entity, but from his own followers by stoking their hatred and fanaticism. |
Humans, Half-orcs | None |
| Battle Maiden |
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Female, Any Lawful alignment, BAB +7, Handfle Animal 10, Ride 10, Mounted Combat, Ride-by Attack, Spirited Charge | A strange sect of Nygotian warriors has as its members females who are extraordinarily skilled at riding. To become a member of this class, a PC must have been made a member of this sect. | Humans | None |
| Battlerager |
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Dwarf, Any Non-Lawful alignment, BAB +5, Intimidate 8, Knowledge (religion) 2, Perform 2, Cleave, Endurance, Power Attack, ability to rage | Entry into this class requires special training by a member of this class. Training takes a few months to complete. | Dwarves | None |
| Battlesmith |
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Dwarf, BAB +5, Craft (armoursmithing) or Craft (weaponsmithing) 10, Armour Proficiency (heavy), Endurance, Weapon Focus (warhammer), must have created a dwarvencraft weapon and use it in battle | A dwarf who has spent much time and training as a smith and in battle can eventually join this prestige class, which represents the heightening of a dwarf's bond with his smithing. | Dwarves | None |
| Battle Trickster |
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BAB +5, any 3 skills 6 ranks each, any two skill tricks | This class simply represents a fighter who has learned some very flashy or specialized techniques. Entre requires merely some practice or a brief mentoring period. | Any | None |
| Bayushi Deceiver |
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Human, any Non-Lawful alignment, BAB +3, Bluff 8, Diplomacy 8, Improved Initiative, sneak attack +2D6 | This Morakki school teaches the art of assassination, and it turns out the finest assassins in the Morakki lands. To gain this class, a character must complete the training of the Bayushi School. | Humans | None |
| Bear Warrior | PrC | CW | BAB +7, Power Attack, rage or frenzy ability | A bear warrior must usually have a heritage with a primitive society that shares its habitat with bears. To gain the class, the PC should have been immersed in such a culture for most of his career | Humans | Unlike the barbarian class, levels in this class can be gained outside of primitive lands, since once the spirit of the bear is within the character, he assimilates it more and more over time. |
| Beast Heart Adept |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No plausible explanation why some person who spends a week in a dungeon suddenly gains a monster as a companion. |
| Beastmaster |
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Handle Animal 8, Survival 4, Skill Focus (handle animal), wild empathy class feature (Therra only requirement) | This class represents the focusing of the mystic bond with animals that rangers and druids share into animal companionship. Unlike the standard version of this class, in Therra the PC must have previous levels as a druid or ranger to qualify. Beyond that, a simple provoen affinity for animals is all that is required. | Humans, Elves | None |
| Beholder Mage |
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Beholder, put out central eye | In addition to putting out its central eye, a beholder must spend years studying the arcane arts. | None | None |
| Beloved of Valarian |
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Female, Any Good alignment, BAB +7, Knowledge (nature) 5, Ride 10, Mounted Combat, Sacred Vow, Vow of Chastity, must meditate and fast in a forest holy site until she saves the life of a forest animal or fey creature in danger | Valarian is the unicorn of the Goddess Galasiria, and followers of this elite sect of the Cult of Galasiria attempt to bond with a unicorn and serve as revenants and elite warriors of the forests and its fey inhabitants. | Elves, Half Elves | None |
| Bereft |
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Any Neutral alignment, Truespeak 13, must speak at least 3 languages, must have been subject of the ritual of renaming spell costing 3,700 gp |
This class represents a special, obscure faction of truenamers dedicated to special words that unravel creation rather than manipulating it. Other truenamers consider the bereft dangerous, insane, or both. The bereft do not actually seek to destroy creation. They simply wish to unravel pieces of it for their own benefit. Entry into the class requires training by another bereft or long study into very obscure lore. The former is a much more likely means of access than the latter, since the ritual requirement means another truenamer must assist in the process. |
Humans | None |
| Black Blood Hunter |
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Lycanthrope, Control Shape 8 (afflicted lycanthrope only), Jump 6, Knowledge (nature) 4, Survival 6, Power Attack, Vile Natural Attack |
During the War of the Gem, many mortals were afflicted with lycanthropy by evil lycanthropes of the Deceiver's armies. Many of these afflictess went insane or were seduced by their new evil natures and adopted whole-heartedly their new personas. These gathered together in black cabals and perfected regimens and rituals to heighten their abilities. These eventually formed into a quasi-formal network called the Black Blood Brotherhood, dedicated to the eradication or affliction of all of the Free Folk. The Brotherhood envisions, one day, a world populated only by lycanthropes. Entre requires invitation by the Brotherhood. |
Any | None |
| Black Flame Zealot |
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Any Non-Good alignment, Hide 8, Knowledge (religion) 8, Move Silently 8, able to cast 2nd level divine spells, sneak attack +1D6 |
A secret and dangerous sect of the religion of Somni-tul that is quartered in Amabong, these serve as assassins amongst the nobles of the Amabongese, and are often hired out by other Morakki. Entry into the class requires acceptance by the sect and a long period of devotion, ritual, and training. |
Humans | Advancement in this class requires membership in the sect. |
| Blackguard |
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Any Evil alignment, BAB +6, Hide 5, Knowledge (religion) 2, Cleave, Improved Sunder, Power Attack, the character must have made peaceful contact with an evil outsider who was summoned by him or someone else | This class represents an evil warrior who has made a pact with a powerful evil outsider who grants the blackguard powers in exchange for services or sometimes simply to cause evil. | Humans | None |
| Blade Bravo |
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Gnome, BAB +5, Bluff 4, Combat Expertise, Weapon Finesse, Weapon Focus (rapier) | This class represents a gnome swashbuckler type who enjoys playful sword play and humiliating his opponents. It combines expert rapier work with a playful cast to his combat, especially enjoying taunting large opponents. | Gnomes | None |
| Blade Dancer |
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Any Lawful alignment, BAB +7, Jump 12, Tumble 12, Dodge, Mobility, Spring Attack, able to cast arcane or divine spells, Proficiency with any sword | Blade Dancers are practioners of a specific set of mystic and martial arts practiced in Xydlont. To gain this class, the PC must be accepted and trained by another Blade Dancer. Training in this art is rigourous and time consuming. | Humans | None |
| Bladesinger | PrC | CW | Elf or Half Elf, BAB +5, Balance 2, Concentration 4, Perform (dance) 1, Perform (sing) 1, Tumble 2, Combat Casting, Combat Expertise, Dodge, Weapon Focus (longsword or rapier), able to cast arcane spells of 1st level | None | Elves, Half Elves | Bladesinging can be self-taught, though it is more traditional for an elf to be invited to be taught the ancient art by a master bladesinger. Training takes several months. |
| Blighter |
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Any Non-Good alignment, must be an ex-druid previously capable of casting 3rd level druid spells, BAB +4 |
The Deceiver has always delighted in turning the caretakers of the earth to his cause, and so Blighters have existed since the Deceiver first ensconced himself in Mordasht. With the end of his reign, a great many druids found that their life-long beliefs had been shattered, and some reacted to that with complete hostility to their former cause. In either case, whether turned by the Deceiver or as a result of their own inner demons, some druids have become Blighters. Entre into this class simply requires immense dedication to destroy all that is natural. |
Humans, Half Elves | None |
| Bloodclaw Master |
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Jump 9, Multiattack or Two-Weapon Fighting, must know three Tiger Claw maneuvers | One branch of Xydlonti martial mysticism focuses on a specific branch of the Tiger Claw discipline and utilizes certain light weapons to emulate the ferocity of various beasts. Entre into the class simply involves meeting the prerequisities and having a brief time of tutelage by a Bloodclaw Master. | Humans | None |
| Bloodhound |
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BAB +4, Gather Information 4, Move Silently 4, Survival 4, Endurance, Track |
This elite branch of the Temple of Firlott represents the pinnacle of the tracking aspect of the god. They are hired as bounty hunters often because of their training and mystical powers imbued into them by their god. Entre into the class requires both proven service to the religion of Firlott and proven ability to track down their mark. This is capped by a week long initiation ceremony. |
Humans, Elves, Half Elves, Halflings, Gnomes, Half-orcs | None |
| Blood Magus |
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Any Non-Lawful Good alignment, Concentration 4, Great Fortitude, Toughness, arcane caster level 5 |
Unlike the writeup in Complete Arcane, there is no requirement for members of this class to have died. Instead, this class represents study into a widely disreputed branch of magery.The philosophy regards the true power of magic to stem from a person's blood, and therefore it can be tapped and used as a source of power. Entre requires learning how to tap into the power of blood, usually by way of tomes or forbidden lore. |
Humans | None |
| Bloodscaled Fury |
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Dragon, any Chaotic alignment, BAB +22, Intimidate 14, Power Attack, Shockwave, Windstorm, rage ability 3/day, frightful presence ability | This class is not normally available to PCs. It represents a dragon's ability to focus its inherent inner power towards raging. | None | None |
| Bloodstorm Blade |
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Balance 8, Point Blank Shot, ust know one Iron Heart strike and one Iron Heart stance | An offshoot of the Iron Heart discipline of martial mysticism in Xydlont, this class represents an extension of these mysteries with a focus towards thrown weapons. Entre into the class requires a brief tutelage by a Bloodstorm Blade. | Humans | None |
| Bonded Summoner | PrC | MHB | Knowledge (planes) 8, Speak Language (Aquan, Auran, Ignan, or Terran), able to cast 2nd level arcane spells, must have a familiar | Any wizard or sorcerer may pick up this class as long as he shows a genuine interest in one of the elemental forces of the universe. | Humans, Elves, Half Elves. | The previous familiar is sent away. |
| Bone Collector |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no rational reason why this class should gain spells or mystical powers |
| Breachgnome |
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Gnome, any Non-Chaotic alignment, BAB +5, Listen 5, Spot 5, Combat Reflexes, Dodge, Improved Initiative | Any gnome who spends time fighting underground may eventually take this class. | Gnomes | In order to gain levels in this class, a gnome must fight underground. |
| Brimstone Speaker |
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Any Good alignment, Truespeak 10, ability to cast true prayer of the chosen, worshipper of a deity that provides access to the Fire or Good domain |
A very rare cadre of priests of Ularinn, the Brimstone Speakers use their truenaming ability to fight evil and summon celestials to their cause. Entre into the class requires initiation by the sect, a process that often requires a quest or test of some sort. Thereafter, various rituals and training is given taking several months. |
Humans, Half Elves | Advancement in this class requires membership in good standing in the sect and occasional training and revelation of new aspects of the sect's lore. |
| Cancer Mage |
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Any Evil alignment, Base Fort Save +5, Heal 3, Hide 6, Knowledge (nature) 2, Move Silently 6, Great Fortitude, Poison Immunity, Toughness, must have fallen victim to a disease and taken damage from poison | These are the servants of the Maug Anthraxus (also called the Oinodaemon). A priest of this Maug is required to bless/curse the victim into transforming and corrupting his soul to gain the listed powers. | Humans | None |
| Candle Caster |
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Craft (candlemaking) 6, Great Fortitude, ability to cast spells of 3rd level or higher |
The tindertwig requirement has been dropped from this class, as it is a silly requirement. This class represents a certain disipline of magery that uses the msyeries of the flame and the aesthetics of candles as a focus for their powers. Even divine casters can use candles as a focus for their divine prayers. Entre into this class requires instruction in the art of Chandlermancy, whether by script or by tutelage. |
All | None |
| Cavalier | PrC | CW | Any Lawful alignment, BAB +8, Handle Animal 4, Knowledge (nobility and royalty) 4, Ride 6, Spirited Charge, Weapon Focus (lance), Mounted Combat, Ride-By Attack |
A cavalier must be a member of a knightly order of Therra. These are very specific groups in specific regions with strenuous entry requirements. A cavalier cannot gain levels in this class unless actively participating in the duties of his order. Cavaliers represent the elite of their order. |
Humans, Elves, Half Elves | None |
| Cavelord |
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Knowledge (local - Underdark) 8, Search 2, Spot 2, Survival 4, Track | A prospective cavelord must have spent years underground and shown a devotion to the earth and to the underground environment. To actually become a cavelord, the candidate must undergo a time consuming and sometimes fatal ritual of survival in the Underdark to establish his mystical bond with the dark earth. This ritual is known only to other cavelords. | Dwarves, Gnomes | In order to gain levels in this class, the cavelord must dwell and/or adventure underground. |
| Cavestalker |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No reason a normal being with darkvision should gain natural armour and gaseous form ability. |
| Celebrant of Mustiglior | PrC | PGF | Chaotic Good, Diplomacy 7, Perform (any) 7, Sacred Vow, Vow of Purity |
This class represents a sect of the Church of Love. Mostly made up of bards, the sect seeks to go out into the world and proactively bring joy and happiness and love to the masses and to proactively thwart any who seek to hobble these self-same qualities. As such, the sect is a strange mixture of bringers of happiness and warriors. Entre requires devotion to Mustiglior and proven dedication to the mores of the sect. |
Humans, Elves, Half-Elves | None |
| Celestial Mystic |
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Lawful Good alignment, Knowledge (arcana) 4, Knowledge (planes) 4, Knowledge (religion) 6, Spellcraft 6, Servant of the Heavens, Sacred Vow, Vow of Abstinence, able to cast 4th level spells | Membership in this class represents a spellcaster who is so pure of soul that he can access greater heights of good divine energy and tap into the very wellspring of the Positive Material Plane. Entre into the class requires studious meditation and contemplation of the mysteries of good and evil over the course of many years. | All | None |
| Cerebremancer |
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Knowledge (arcana) 6, Knowledge (psionics) 6, able to cast 2nd level arcane spells, able to manifest 2nd level powers | This class simply represents the divergance of a mage into the study of psionics. | Humans, Elves, Half-Elves | None |
| Chameleon |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No reason why someone should suddenly gain spellcasting abilities |
| Champion of Galasiria |
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Elf or Half Elf, any non-Evil alignment, BAB +7, Diplomacy 4, Knowledge (religion) 2, proficient with all martial weapons and with heavy armour, Combat Expertise, Dodge, Mounted Combat, Weapon Focus (longsword) or Exotic Weapon Proficiency (elven thinblade or elven courtblade) |
This class is known in the rules as Champion of Corellon. It represents an elite cadre of warriors dedicated to the service of Galasiria in particular and elves in general. They are the paladins of the elven kingdoms. Most of this class currently serves in Blanthil under Queen Imerika. Entre requires acceptance into the ranks by a cleric of Galasiria of at least 9th level. |
Elves, Half Elves | None |
| Champion of Gwynharwyf |
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Chaotic Good alignment, BAB +6, Intimidate 9, Knight of Stars, Righteous Wrath |
Gwynharwyf was a grandson of Thaneer who rebelled against many of the more brutal customs of his people and championed good amongst his people. He is still called upon by Thaneeri to overthrow despotic Thaneeri overlords as well as the rulers of the Anotrian Empire. Thaneeri legends say Gwynharwyf ascended to divinity as a servant of Aghorrit or some other deity, and of a certain, the fact that members of this class gain divine spells lends some credence to this legend, as some power must be supporting these Champions. Membership in this class is only open to Thaneeri who are willing to dedicate themselves body and soul to the righteous causes espoused by Gwynharwyf. That candidate must be blessed in a ritual by another Champion. |
Humans | None |
| Chaotician |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The history and cosmology of Therra does not support this class. |
| Child of the Night |
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Knowledge (arcana) 8, Knowledge (pl;anes) 8, ability to cast mysteries or ability to cast spells with the darkness descriptor or from the shadow subschool, must have visited the Plane of Shadow |
This class simply represents a deepening of the mysteries of shadow magic. A shadowcaster can join this class at will once he qualifies. He must enact a short ritual on the Plane of Shadow to begin the transformation. A candidate without a level of shadowcaster must undergo tutelage or pore through rare texts first and learn the rituals needed, then enacting these on the Plane of Shadow. |
Humans | None |
| Church Inquisitor |
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Lawful Good or Lawful Neutral alignment, Base Will Save +3, Knowledge (arcana) 4, Knowledge (religion) 4, Spellcraft 4, able to cast zone of truth as a divine spell, must be a member of a lawful good church or religious order and must have already uncovered some corruption within that organization |
Church Inquisitors are found in the churches of both Meredros and Ularinn. They are a powerful but small sect within each church, dedicated to keep the church itself free of the taint of evil or of dogma that is against the aims of the church. During the War of the Gem, the Inquisitors were charged with keeping the church free of agents of the Deceiver. Now, they serve a less focused but still quite valuable service. Entre into the class requires proven service to the church as well as a probationary period wherein the candidate apprentices to an Inquisitor. This probationary period can be as long as it needs to be,and certainly is the most likely time the candidate will meet his full pre-requisite requirements. |
Humans | Levels in the class may only be gained through time spent conducting investigations for the church |
| Cipher Adept |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The history and cosmology of Therra does not support this class. |
| Cloaked Dancer |
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Hide 5, Perform (dance) 10, Sleight of Hand 5 | This class is primarily known amongst the gypsy wagonriders of Northern Jaggarth. Entre into the class requires extensive training by other Cloaked Dancers, who do not share their lore lightly with outsiders. In addition, almost all Cloaked Dancers are female, and almost all have at least some minor bardic or wizard ability. | Humans | None |
| Cloud Anchorite |
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Any Non-Chaotic alignment, base Fort save +5, Climb 9, Jump 9, Knowledge (religion) 9, Survival 4, Improved Unarmed Combat, Mountaineer, must live for a week in a wilderness region over 12,000 ft in altitude |
This class represents a sect of Morakki monks who seek tothe solitude and peace of mountaintops to hone their selves and as a metaphor for the qualities of a perfect being. Entre into the class requires years of training at the hands of another anchorite. |
Humans | None |
| Cognition Thief |
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5 ranks in two of Bluff or Disguise or Gather Information or Open Lock, Inquisitor, able to manifest psionic blast power |
As psionic trainees have begun to flourish since the War of the Gem, certain organizations have found psionic trained thieves and scouts and spies to be very useful. This class represents the melding of psionics and rogue training and requires acceptance into the often clandestine training centers that are scattered throughout Jerranq. |
Humans | None |
| Coiled Cabalist |
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Yuan-ti, any Evil alignment, BAB +7, Concentration 9, Knowledge (arcana) 9, able to vast 3rd level arcane spells | This class is not available to most PCs. The details of the yuan-ti are unknown to Jerranqi. | None | None |
| Combat Medic |
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Any non-Evil alignment, Concentration 4, Heal 8, Combat Casting, Dodge, ability to cast cure light wounds | This class represents a healer who has specialized in battlefield needs. Entre requires time served with an army in a medic capacity. | Humans, Dwarves, Elves, Half Elves | None |
| Combat Trapsmith |
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Craft (trapmaking) 8, Disable Device 6, Search 6, trapfinding | This class is simply a specialization of rogue abilities, and entre requires tutelage of another trapsmith or intense study of the methods by way of experimentation or lore. | Any | The improvised materials ability will be severely adjudicated by the DM, such that reasonable raw materials must be gathered or gatherable by the trapsmith before combat begins. For example, to make an entangler trap using improvised materials, the trapsmith would have to have access to vines or ropes or whatever and have at least a minute or two to manufacture the traps. |
| Consecrated Harrier |
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Any Lawful alignment, BAB +5, Disguise 5, Gather Information 5, Track, must prove oneself by locating and destroying an enemy of the church |
A special branch of the Cult of the Sun (the Church of Ularinn), the Harriers are the arm of the religion designed to mete punishment to betrayers of the church and to track down specific enemies of the religion as well. As the name implies, members of this class are specially consecrated in a ceremony to Ularinn involving anointment by the sacred Oil of the Sun. Candidates must have proven their loyalty to the religion through years of service. |
Humans | None |
| Contemplative |
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Knowledge (religion) 13, able to cast 1st level divine spells, must have had some life altering or traumatic experience that has exposed the candidate to the glory of his deity. |
These strange individuals are usually recluses, and spend most of their time in isolation, obsessed with wrapping their minds around the grandeur of a given deity. A good many of these individuals are (or are regarded as) insane, and some speculate that the dreams of these folk interact with the gods in the same way the dreams of the gods interact with mortal. Entre into the class requires immense dedication to contemplating the divine nature of a given deity, almost always sparked by a life-shaking event. |
Humans, Elves, Half Elves | In order to gain levels in this class, the character must spend most of his time meditating and thinking and discoursing about his deity. This leaves very little time for other activity, such as adventuring, unless it relates directly to the deity. |
| Corrupt Avenger |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no good explanation why someone wanting vengeance against taint or tainted creatures should suddenly develop a bunch of special abilities. |
| Cosmic Descryer |
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Knowledge (planes) 24, Spell Focus (conjuration), Energy Resistance, ability to cast gate and any planar ally spells, must have previously travelled to any other plane of existence | This class represents the ultimate potential for spellcasters to progress in the study of the netherworlds and to tap into the cosmic forces of which they are made. Entre requires years of previous study of the planes. | Humans, Elves, Half Elves | None |
| Cragtop Archer |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No reason a normal archer should acquire fantastic abilities just from hanging around mountaintops. |
| Crimson Scourge |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no need for a special bounty hunter prestige class. Such classes already exist in various forms, and a ranger, rogue, scout or fighter with the proper feats is already a de facto bounty hunter or slave hunter. |
| Cryokineticist |
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Any Lawful alignment, Concentration 8, Craft (alchemy) 1, Knowledge (psionics) 2, able to manifest the energy manifestation power | This class is extremely rare in Jerranq. It represents an extreme few Ice People who have learned psionics from Canaris in Slumber and now seek to adapt these powers to their own environment. | Humans | None |
| Daggerspell Mage |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The nature of druids in Therra does not allow for an organization like the Daggerspell Guardians. |
| Daggerspell Shaper |
|
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Not Allowed in Therra | Not Allowed in Therra | N/A | The nature of druids in Therra does not allow for an organization like the Daggerspell Guardians. |
| Daidoji Bodyguard |
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Human, any Lawful alignment, BAB +5, Improved Initiative, Dodge, Toughness | This class represents the elite students of the Daidoji school, which trains bodyguards for Morakki nobles. Access to this class requires extensive training at the Daidoji school. | Humans | None |
| Dark Hunter | PrC | CW | BAB +5, Craft (trapmaking) 5, Knowledge (dungeoneering) 2, Move Silently 2, Survival 2 | To gain this class, a PC must dwell in the Underdark or make significant forays into same, spending much of his adventuring time below the ground. | Dwarves |
The two quasi-magical abilities of this class are somewhat restricted. Improved darkvision is only gained by races with inherent darkvision. A race without inherent darkvision only benefits from this ability when it gains darkvision by other means. In addition, the Stone's Hue ability only works when the Dark Hunter is wearing a special non-magical cloak crafted to blend in with cavern walls. Stone's Hue is changed from (Su) to (Ex). |
| Darkrunner |
|
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Not Allowed in Therra | Not Allowed in Therra | N/A |
There is no such thing as a Darkrunner Guild in Therra. The Underdark is not "established" enough to allow for a guild of underground guides. Further, there is no reasonable explanation why non-mages suddenly gain substantial magic abilities. |
| Darkwood Stalker | PrC | CW | Elf or Half Elf, BAB +5, Hide 5, Listen 5, Move Silently 5, Speak Language (Orc), Spot 5, Survival 5, Dodge, Track | A PC who wishes to take this PrC must have demonstrated a deep and abiding hatred of orcs and a near fanatical obsession with fighting them. | Elves, Half Elves | To gain levels in this class, the PC must continue to stalk and pursue orcs. |
| Dawncaller |
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Goliath, Perform (sing) 8, Spot 4, Listen 4, bardic music ability | Represents a goliath bard who serves as a camp guardian. This is a position set by an elder dawn caller and blessed by the chieftain of the camp. | None | None |
| Death's Chosen |
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Aberration or dragon or giant or humanoid or magical beast or monstrous humanoid, any Non-Good alignment, BAB +5, Knowledge (religion) 1, Spot 2, must be accepted by sentient undead creature with as many HD as the character | This class represents a ritualized linking of a sentient undead to a living creature, somewhat like that of a familiar to a wizard. | Humans | Gaining levels in this class requires proximity and service to the undead master. |
| Death Delver |
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Base Will Save +2, Concentration 8, Heal 2, Knowledge (religion) 4, must have fallen below 0 hp and lived. |
This class represents an obscure sect of Mergurr worshippers (also called the Sacred Shroud), often but not always clerics, who seek to study death. While not death worshippers in the strictest sense, in that they do not revel in death or see it as some great passage to a better existence, death delvers often seek to understand death so that they can face its prospect unflinchingly and to gain means to stave it off until their life's work is finished. As such, death delvers are often maligned by the religion of Mergurr and are apostates in some churches. Entre requires being accepted into a circle of death delvers and undergoing an initiation process and months of training and learning. |
Humans | Continuing advancement requires membership in the sect, as later mysteries are taught to initiates as they prove their worthiness. |
| Deathwarden Chanter |
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Dwarf, any Lawful alignment, BAB +4, Concentration 5, Knowledge (religion) 5, Knowledge (planes) 5, Knowledge (arcana) 5, Perform (sing) 5, Iron Will, Spell Focus (evocation), able to cast 3rd level divine spells, must participate in a hallowing ceremony and must have destroyed one undead of 3 HD or more through use of positive energy or turning |
Worshippers of Mergurr, these dwarves are expert warriors against undead as well as the overseers of dwarven funeral rites. Entre requires the permission of a clan's Deathwarden Chanters. |
Dwarves | None |
| Deep Diviner |
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Knowledge (local - Underdark) 8, Survival 2, Spell Focus (divination), ability to cast 2nd level arcane spells | This class represents the focus of mystical knowledge and arts towards a specific application, earth magic and earth power. As such, there is no formal requirement to gain this class, though the character must spend time underground researching earth power for a while first. | Humans, Elves, Half Elves, Gnomes | To gain levels in this class, the PC must spend time underground. |
| Deepstone Sentinel |
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Not Allowed in Therra | Not Allowed in Therra | N/A | In Therra, the martial adept classes are reserved for Xydlonti martial orders, and would not have been adopted by dwarves. |
| Deepwarden |
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Dwarf, BAB +5, Climb 5, Heal 5, Jump 5, Knowledge (dungeoneering) 5, Survival 5, Endurance | These are essentially the dwarven rangers of the lower mines and underdark. Any dwarf who serves in a scout capacity in the deep dark can take this class. | Dwarves | Levels in this class can only be gained while underground. |
| Deepwood Sniper |
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BAB +5, Hide 4, Move Silently 4, Spot 4, Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow) |
This class represents special training in some of the deepest lore of bow use as developed by the elves since ancient times. It is a combination of intense training and the ability to tap into a bit of inherent elvish magic. Unlike the Arcane Archer, however, the magic tapped is mostly subtle, except in the case of the magic weapon ability and the true strike ability. Entre into the class requires that the applicant receive the several years long training from elven deppwood snipers. These almost exclusively refuse to train non-elves. |
Elves, Half Elves | Other races can attain this class if they get the proper training, but only those of elven blood can gain the magic weapon and true strike abilities. Non-elves gain nothing in their stead. |
| Defender of Sealtiel |
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Lawful Good alignment, BAB +7, Listen 5, Diehard, Endurance, Servant of the Heavens |
A subcult of the Church of Meredros, this heavenly order was dedicated to guarding the innocent during the War of the Gem, led by the paladin Sealtiel, and they refused to march on Mordasht at the price of letting innocents suffer. Somewhat ostracized and shamed for their dedication at the time, the order has now been welcomed back into the fold due to the obvious numbers of lives saved by their actions during the War. Membership into this class requires years of dedication to the Church of Meredros before undertaking a ritual of purification and dedication supervised by both a member of the order and a priest of Meredros. Church doctrine says Sealtiel has ascended to become a divine being since his death during the War, and that he acts as an intermediary, stoking the dreams of Meredros to gain his follower's powers. |
Humans | None |
| Demonbinder |
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Chaotic Evil alignment, Bluff 4, Knowledge (planes) 8, Sense Motive 4, Abyssal language, baleful utterance plus any two other invocations known | Unlike the rulebook, this class is not associated with drow, since drow have no tradition of warlocks. Instead, this class is available to any warlock who wishes to bind demonic essences and benefit therefrom. They tend to be the most vile of the warlocks. This class is not found in Jerranq. | Humans | None |
| Demonologist |
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Chaotic Evil alignment, Knowledge (arcana) 4, Knowledge (planes) 8, Evil Brand, Sacrifical Mastery, Malign Spell Focus, must be able to cast at least six arcane spells of the Conjuration school of which one must be at least 3rd level | Any twisted person meeting the requirements of this class and pursuing the study of demons and dabbling in their black lore can gain this class. | Humans | None |
| Demonwrecker |
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Knowledge (planes) 5, Spell Penetration, able to cast 3rd level divine spells, must have fought against a demon | This class represent a divine caster who specializes in fighting demons. In essence, it represents the divine equivalent of the knights of the chalice. There is no formal organization; instead this lore is well dispersed amongst many churches of Therra, setting forth the prayers needed to imbue weapons and the like. Entre requires good standing with a church, access to such lore, a month or so of practice, and then to test it out against a demon. | Humans | Another version of this class is called Devilwrecker and works exactly the same way, except it targets lawful evil outsiders and instead of cold iron it deals with silvered weapons. |
| Dervish | PrC | CW | BAB +5, Perform (dance) 3, Tumble 3, Combat Expertise, Dodge, Mobility, Weapon Focus (any slashing melee weapon) | Dervishes are only found amongst the desert nomads of the Wylag Desert, and all Dervishes must either hail from there or have spent years dwelling amongst the nomads. The dervishes are a fanatical order amongst the nomads, and so the PC must also be taught the dervish way by the order. | Humans | None |
| Devoted Defender |
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BAB +5, Weapon Focus (any melee weapon), Alertness, Search 4, Sense Motive 4, Spot 4 | Entre into this class requires that the character be routinely placed as a bodyguard, whether to many charges or just one. | All | Levels in this class can be gained only by engaging in the defense of charges. |
| Diabolist |
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Lawful Evil alignment, Base Will Save +5, Bluff 3, Intimidate 3, Knowledge (planes) 8, Evil Brand, Corrupt Spell, must be able to cast shriveling, must offer his soul to the baatezu | This class is attained rather simply, and gravely. By pledging one's soul to a powerful baatezu lord. | Humans | None |
| Diamond Dragon |
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Any alignment with Neutral as a component, BAB +3, Knowledge (arcana) 3, Speak Draconic, ability to manifest 3rd level psionic powers | This class represents a psychic link formed between a gem dragon and a manifester. Such links are extremely rare, as the gem dragons often have little interest in the happenings of the world. Nonetheless, on occasion an elder gem dragon will agree to perform a sort of draconic psychic reformation that links the manifester to the dragon's inherent mental prowess. It is not know how this link benefits the dragon, but the manifester can gain draconic powers. | Humans | Even if the original gem dragon has died, the diamond dragon can still advance, as he has tapped into the collective gem dragon psyche, and not just the psyche of that individual dragon. |
| Dirgesinger |
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Any Non-Good alignment, Knowledge (religion) 4, Perform (any) 8, Requiem, bardic music class feature | This class represents a bard who specializes in applying his powers to undead. Entre requires showing a devotion to understanding and dealing with the undead. | Humans, Half Elves, Elves | None |
| Disciple of Ashardlon |
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Dragon, Any Evil alignment, BAB +18, Knowledge (religion) 18, Knowledge (planes) 18, Iron Will, Quicken Spell-Like Ability, must complete an initiation ritual and join a loose-knit cult of other Disciples | This class is not usually attainable by PCs. It represents a cult of dragon who follow a horrific method of becoming an evil outsider pioneered by the ancient red dragon Ashardlon. | None | None |
| Disciple of Asmodeus |
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Lawful Evil or Neutral Evil alignment, Bluff 4, Diplomacy 5, Sense Motive 4, Disciple of Darkness, Evil Brand, Leadership, initiation ritual involving the sacrifice of someone with royal or noble blood | To join this class, the character must make contact with a Disciple who is also a priest of Asmodeus and perform the intiation ritual. | Humans | None |
| Disciple of Baalzebul |
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Any Evil alignment, Bluff 10, Diplomacy 4, Gather Information 4, Disciple of Darkness, intiation ritual involving the sacrifice of an intelligent being in its home | To join this class, the character must make contact with a Disciple who is also a priest of Baalzebul and perform the intiation ritual. | Humans | None |
| Disciple of Cold |
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Frost Giant, any Non-Good alignment, Intimidate 4, Survival 8, BAB +4, Weapon Focus (greataxe), Cold Endurance feat or cold subtype | This class represents frost giants who worship various powerful spirits of cold in an almost animistic fashion. | None | None |
| Disciple of Dispater |
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Any Evil alignment, BAB +6, Disciple of Darkness, Expertise, Power Attack, intiation ritual involving the sacrifice of an intelligent being atop an iron altar in the presence of an erinyes | To join this class, the character must make contact with a Disciple who is also a priest of Dispater and perform the intiation ritual. | Humans | None |
| Disciple of the Eye |
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Dragonblood, any Lawful alignment, Concentration 8, Spot 8, Improved Unarmed Strike |
This class is a form of martial arts that relies on insight provided by draconic heritage. Legend says it was first introduced by the Morakki oriental dragons, and has since been adopted by other dragonbloods. Entre requires training by a sensei into the ways of the class. |
None | None |
| Disciple of Mammon |
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Any Evil alignment, BAB +4, Appraise 6, Open Lock 4, Pick Pocket 4, Disciple of Darkness, undergo a disgusting and sexually humiliating ritual and betray a close friend to an evil end | To join this class, the character must make contact with a Disciple who is also a priest of Mammon and perform the intiation ritual. | Humans | None |
| Disciple of Mephistopheles |
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Any Evil alignment, BAB +4, Disciple of Darkness, Evil Brand, intiation ritual involving the sacrifice of an intelligent being in magical fire | To join this class, the character must make contact with a Disciple who is also a priest of Mephistopheles and perform the intiation ritual. | Humans | None |
| Disciple of the Word |
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Any Lawful alignment, BAB +4, Truespeak 4, Improved Unarmed Strike, Stunning fist, evasion |
This class is a monastic discipline taught by the School of Zuoken in Xydlont. It combines Morakki martial arts with concepts of a Celestial Bureaucracy of truenames. Entre into the class requires training first as a monk at the school, or proving one's initial monastic abilities, and then being accepted by the school for further training. It then takes an arduous year or two to master the fusion of the body and thought. The school is eager to expand its infuence and knowledge, and will accept any it considers will do honour to the disciple and the school. |
Humans | None |
| Dispassionate Watcher of Chronepsis |
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Dragon, any Neutral alignment, Knowledge (any two) 20, able to cast divine spells, access to Knowledge domain or ability to cast three Knowledge domain spells as arcane spells |
This class is not normally open to PCs. A meditative order founded by Chronepsis, the leader of the Gem Dragons who sided with the ancient druids and withdrew from the conflicts with the Deceiver, members of this order seek to attach to the divine grace of the Slumbering Gods, essentially transforming from draconic sorcerers to emulating mortals and becoming a sort of quasi-Mordant priest. However, despite official doctrine of the order venerating all of the gods simultaneously, the inherent mental makeup of the Gem Dragons causes them to favour Cotrunal heavily. Any dragon wishing to join this order must simply petition the order for entre and then spend some time learning how to connect with the gods. |
None | None |
| Divine Agent |
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BAB +4, Knowledge (religion) 7, able to cast 2nd level divine spells |
This class represents a priest who has accepted a portion of the divine spirit of his deity within himself, to serve as a vessel for that spirit. The agent is not actually possessed as much as augmented by this presence. Further, such agents are typically expected to represent the deity's will on other planes of existence, to, in essence, provide a counter to the many fiends and outsiders who come to Therra. Entre into this class requires proven and unswerving dedication to a deity and a genuine desire to take the god's precepts to the netherplanes and battle for his glory on such planes as well as on Therra. An intense ritual is required, performed by a priest of at least 12th level, to welcome and house the divine spirit within the agent's body. |
Humans | None |
| Divine Champion |
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BAB +7, Knowledge (religion) 3, Weapon Focus (deity's favoured weapon), must have a patron deity | A PC must serve a temple and prove his true devotion to a deity before a priest of the deity of at least 7th level will conduct the rituals to imbue him with the divine grace of his deity. | All | Divine Champions may only gain levels while serving the cause of their deity. They are expected to spend most of their time serving their god and his temples. |
| Divine Crusader |
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Alignment must match chosen deity, BAB +7, Knowledge (religon) 2, Weapon Focus (deity's favoured weapon) |
Most religions in Therra have crusaders, warriors who typically go out into the world to project power on behalf of their religion and to often lead battles or to accomplish dangerous deeds. Entry into this class requires years of proven dedication to a religion, and then ordination by a ranking priest. |
Humans | Divine Crusaders may only gain levels while serving their temple. They are expected to spend most of their time serving their temple. |
| Divine Disciple |
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Ability to cast 4th level divine spells, Diplomacy 5, Knowledge (religion) 8, must have a patron deity | This class is granted directly by the deity, and as such the PC must have served a deity well for a long period of time or have completed some grand quest to the great benefit of the deity. | All | The Divine Disciple is expected to direct his entire life to the aims and goals of his deity. |
| Divine Emissary |
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BAB +23, Weapon Focus (deity's favoured weapon), Great Smiting, Knowledge (religion) 10, must have a patron deity and must complete some quest that furthers his deity's goals so much that it impresses the deity | Each deity may only have one member of this class. Any deity whose religion supports paladins or blackguards or any other class with the smite ability can support this class. It represents the primary servant of the deity. Entre into this class is completely at the whim and behest of the deity. | All | None |
| Divine Oracle |
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Knowlegde (religion) 8, Skill Focus (knowledge [religion]), able to cast at least 2 divination spells. |
These are eccentric folk, often loners or madmen who, for reasons often unknown, are given visions of the future by a god, gods, or a higher (or lower) power. Entre into the class requires that a power wish to reveal visions of the future to the character. This is often introduced at the DM's behest. |
All | None |
| Divine Pranskter |
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Gnome, Bluff 8, Perform (comedy) 8, Sleight of Hand 8, able to cast 2nd level divine spells, worshipper of Flupnir | These are gnomes who combine their inherent gnomish mischief with worship of Flupnir. This class is open to any gnome who reveres Flupnir. | Gnomes | None |
| Divine Seeker |
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Hide 8, Knowledge (religion) 3, Move Silently 10, Spot 5, Stealthy, must have a patron deity | A priest of the deity of 9th level or higher is required to ordinate a Divine Seeker. This usually is undertaken only after extensive service to the temple or a heartfelt desire to serve the temple thereafter in this capacity. The ritual conducted imbues the Seeker with some of the divine power of the deity, granting him his supernatural abilities. | All | The Divine Seeker is expected to serve his deity exclusively and may only gain levels in this class while doing so. |
| Doomguard |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The history and cosmology of Therra does not support this class. |
| Doomguide |
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Lawful Neutral alignment, Base Will Save +4, Diplomacy 5, Knowledge (planes) 5, Extra Turning, Great Fortitude, ability to cast speak with dead as a divine spell, Mergurr as patron deity, must have destroyed 5 HD worth of undead |
No bastard sword proficiency is required for this class in Therra. This class represents a sect of the Cult of Mergurr that seeks to retain the orderly transition between life and death as intended by the gods when the universe was made. They despise undead and hunt them down with great fervor and seek to allow the spirits of the dead to find their resting places with the gods. A character must be accepted into the order after long service to Mergurr. |
Humans, Half-orcs, Half Elves | None |
| Dracolexi |
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Eschew Materials or Still Spell, Knowledge (arcana) 8, Perform (oratory) 4, Spellcraft 4, able to spontaneously cast 2nd level arcane spells, must know at least one language-dependent spell, must be able to speak Draconic, must be able to speak two of Auran, Dwarven, Elven, or Ignan |
This class represents a sort of quasi Truenamer. While not tapping the words of creation pronounced by a truenamer, the class recognizes that Draconic itself is closely attuned to such words of power and can be used to tap into some of that primal mana. Entre into the class requires either tutelage by a dracolexi or intense study of suitable tomes and accounts over a long period of time. Humans can only really practially enter this class as bards, though in theory there are some other ways for humans in Therra to gain spontaneous casting of arcane spells (e.g. dread necromancer, assassin). |
Humans, Half Elves, Elves | None |
| Dracolyte |
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Dragonfriend, Toughness, Concentration 8, Diplomacy 4, Knowledge (arcana) 4, Knowledge (religion) 8, Speak Language (Draconic), able to cast 2nd level divine spells |
When the War of the Gem raged, a great many dragons fought and died on both sides. This left many wyrmling dragons parentless. In addition, the participation of dragons in the conflict caused many folk who had never seen a dragon in action or come into contact with a dragon to observe their power and awesome might. In the aftermath of both of these circumstances, some mortals have chosen to devote their energy to the worship of Bahamut and Tiamat. While such beings are not, as of yet, directly worshipped, some priests of various religions have learned to meld the worship of their own deity into that of one of the two draconic leaders. The dragons, for their part, have accepted this worship, as they need mortals to look over and help raise the many draconic orphans caused by the war. Entre into this class requires a proven dedication to one of the branches of dragonkind and acceptance by a suitably powerful dragon who makes a plea to Bahamut or Tiamat to accept the acolyte's worship. |
All | None |
| Dragon Ascendant |
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True Dragon, BAB +30, Draconic Knowledge, Fast Healing, Great Fortitude, Improved Speed, Iron Will, Lightning Reflexes, must consume its entire hoard of at least 100000 gp value |
This class is not normally attainable by PCs. Dragons say they were the first race created by the gods in Therra and received, therefrom, a greater share of the divine spark than any other race, Their ability to ascend into a state of quasi-divinity seems to lend credence to this belief. Some dragons have gone beyond the ken even of this class and attained true divinty, though on the level of Maugs only. These include Bahamut and Tiamat. But other dragons also embark on the quest for divinity, conducting very obscure arcane rituals that were old even before Therra was finished being created. Any dragon who can gain access to these rituals can enter this class and being to trascend into the divine. |
None | None |
| Dragon Descendent |
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Concentration 8, Combat Reflexes, Dragontouched or Draconic Heritage (any lung dragon), Improved Unarmed Strike, still mind class feature | This class represents several sects of monks who have learned to link to the spirits of dead lung dragons. Unlike the official class description, the dragon spirits do not represent ancestors of the monk, but rather spiritual ancestors who have adopted the monk as a mystic progeny. Entre requires an initiation ritual performed by a ranking dragon descendent and the adoption by dragon spirits, usually involving a mystic quest of some sort. | Humans | None |
| Dragon Devotee |
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Non-dragon, cannot have draconic template, BAB +5, Knowledge (arcana) 1, speak Draconic | This class represents a warrior who mystically links himself to dragons in order to gain some of their powers. Entre requires a ritual involving the drinking of dragon blood and other rites that must be performed by a dragon of at least adult age. Most dragons do not, themselves, know this ritual, and so usually a candidate must research the ritual and then convince a dragon to undertake it. | All | None |
| Dragon Disciple |
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Any non-dragon, Knowledge (arcana) 8, speak Draconic, sorcerer. | In Therra, PC sorcerers (elves and half elves) derive their powers from faerie blood. As such, this class may only be taken by races that derive their arcane powers from draconic heritage. In addition, this class is not available to bards, only to sorcerers. | None | None |
| Dragonheart Mage |
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Sorcerer, Knowledge (arcana) 8, Draconic Heritage, speak Draconic | This class is only available in Therra to sorcerers. In addition, it is only available to races that gain their sorcery from draconic blood. | None | None |
| Dragonkith |
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BAB +6, Alertness, Endurance, Knowledge (arcana) 4, Speak Language (Draconic), must be chosen by a dragon of the same alignment |
The interaction between dragons and mortals during the War of the Gem caused many dragons to consider the usefulness of mortals. Some of them determined to forge a bond with mortals that was similar to the bond between a mage and his familiar. Through ancient draconic rituals, a human could become bonded to a dragon to serve him and, in exchange, gain some of his draconic powers. The ritual of draconic bonding is not known by all dragons, but is known by many. Entre into the class requires this ritual, which is week long, take place. |
All | None |
| Dragon Lord |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is simply no rationale for this class. Why would someone who observes how dragons fight suddenly gain draconic auras? Dragon powers stem from their magical natures and, often, from their size. |
| Dragonrider |
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BAB +5, Mounted Combat, Skill Focus (ride), Diplomacy 4, Handle Animal 4, Ride 8, Speak Language (Draconic) |
Dragons not only fought in the War of the Gem, but they were ridden by elite soldiers on both sides of the conflict. Warriors mounted them and charged with lances; wizards mounted them and hurled spells upon foes already reeling under dragon breath. Although most of the dragons have returned to the south, some remained after the War, and those humans who learned the technique of dragon riding have passed their lore to others. Entre into this class can be taught by a current member of the class. Or, it can simply be learned over time by someone who can manage to convince a dragon to allow him to practice for a while. |
Humans, Elves, Half Elves, Half-orcs | None |
| Dragon Samurai | PrC | MHB | Alignment dependent upon dragon type, BAB +5, Knowledge (arcana) 2 | A dragon samurai usually may only be formed from a PC with levels in the samurai class. In addition, dragon samurai form their own close-knit orders, one for each dragon type, and a samurai must obtain membership in the order to gain this PrC. The order is almost exclusive to Morakki PCs. | Humans | Initiation usually requires a quest or quests. |
| Dragonslayer |
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BAB +5, Dodge, Iron Will, Tumble 2 |
While, with the coming of dragons in the War of the Gem, many mortals learned to befriend dragons of their own ilk, others learned to slay those of their enemy's ilk. This art was a rare one before the War, but it has blossomed since and its precepts are now passed down to worthy apprentices. Entre into this class requires apprenticeship under a Dragonslayer or a character can learn by the do-or-die method and attempt to hunt dragons until he gains practice enough to qualify for entre into the class. |
All | None |
| Dragonsong Lyrist |
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Any Non-Evil alignment, Dragonsong, Concentration 5, Diplomacy 5, Knowledge (arcana) 5, Perform (oratory or sing) 10, Speak Language (Draconic) |
The metallic dragons were first converted from evil by the songs of Thwalihir, the Elven Heroine, and it is therefore no coincidence that metallic dragons love singing and have interwoven some of their magic with song. Sometimes these dragons will teach to bards and others whom they deem worthy some of these songs and the magic within them. Entre into this class requires that the character be taught the art of dragonsong by a dragon and to learn to interweave these songs with dragon magic. This often requires months or years. |
Humans, Elves, Half Elves, Halflings | None |
| Dragonstalker |
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BAB +5, Blind-Fight, Track, Gather Information 4, Hide 6, Knowledge (arcana) 4, Move Silently 6, Search 6, Speak Language (Draconic) |
Like Dragonslayers, Dragonstalkers have learned the art of hunting dragons by way of being taught from another Dragonstalker or by trial and error. Entre into this class requires apprenticeship under a Dragonstalker or a character can learn by the do-or-die method and attempt to hunt dragons until he gains practice enough to qualify for entre into the class. |
Humans, Elves, Half Elves, Half-orcs | None |
| Dread Commando |
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BAB +5, Hide 6, Move Silently 6, Dodge, Mobility | This class simply represents an emphasis on commando-type skills. Usually members of this class are leaders of commando groups. | Humans, Elves, Half Elves, Dwarves, Halflings, Half Orcs | None |
| Dread Fang of Lolth |
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Lawful Evil alignment, Drow, BAB +5, Hide 4, Listen 2, Move Silently 4, Spot 2, evasion, sneak attack +2D6 | These are the elite soldiers of the Lolth clergy, often used as scouts as well. Entre requires invitation by an eye of Lolth. | Elves (drow) | Continued advancement requires membership in the church hierarchy. |
| Dreadmaster |
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Lawful Evil alignment, BAB +4, Intimidate 5, Sense Motive 4, Leadership, Skill Focus (intimidate), Spell Focus (enchantment), ability to cast 3rd level divine spells, access to the Nobility domain, Ularinn as a patron deity, must have a cohort of at least 6th level |
This class is known as Brightmaster in Therra. Not all sects within the religions of the Slumbering Gods are goodly. The Sect of the Bright Masters is a splinter group of Ularinn worshippers who believe the sun is superior to all other creations and, therefore, Ularinn should be regarded as the leader of the gods. They have grand designs for the proper ordering of society (with themselves at the top, naturally) and seek ways to gain control of a nation and eventually impose their grand order upon it. This sect was relatively quiescent for much of Therran history, though its roots are ancient, because of the overwhelming threat of the Deceiver. The sect always preached that one day the Deceiver would be defeated and then the reign of Ularinn would begin. They are now convinced that this time is upon them. Entre into the class requires acceptance into the cult. The character must have proven his true belief in the cause of the Bright Masters and undertake solmen oaths to see the sect's doctrines through. |
Humans | None |
| Dread Pirate |
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Any nonlawful, BAB +4, Appraise 8, Profession (sailor) 8, Swim 4, Use Rope 4, Quick Draw, Weapon Finesse, own a ship worth 10,000 gp | This class has no special membership or training required. Any able seaman who has learned the appropriate skills and feats and captains a ship and engages in piracy can enter this class. | Humans | Levels in this class can only be attained by engaging in piratical activities or adventuring on the high seas in a ship |
| Dread Witch |
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Base Will Save +4, Knowledge (arcana) 3, ability to cast cause fear and scare. |
There is no requirement in Therra for a dread witch to have suffered from a fear effect. Dread witches are simply spellcasters specializing in fear spells. They do not call themselves witches, instead this is a moniker given to them by fearful others. They generally name themselves Fear Flingers or Terror Masters. Entre simply requires a study of fear effects and a desire to further manipulate them. |
Humans, Half Orcs | None |
| Drow Adjudicator |
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Drow Elf, Any Evil alignment, BAB +5, Intimidate 4, Knowledge (religion) 4, Combat Reflexes, Lolth's Meat, able to cast 1st level arcane or divine spells, must survive rites of entry administered by clerics of Lolth | The "anti-paladins" of drow society, a PC wishing to gain this class must be a drow elf who has proven his devotion to Lolth for many years. | Elves (drow only) | None |
| Drunken Master | PrC | CW | Tumble 8, Dodge, Great Fortitude, Improved Unarmed Strike, flurry of blows ability, evasion ability, must survive a drunken initiation ritual |
The drunken masters are a rather small sect of somewhat insane monks who can be found primarily in the hinterlands of Xydlont. It is thought they have some sort of mystical attachment to Flupnir, and most Morakki look down on such individuals. PCs wishing to become a drunken master must somehow gain access to this sect and be trained by them. |
Humans | None |
| Duelist |
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|
BAB +6, Perform 3, Tumble 5, Dodge, Mobility, Weapon Finesse | None | Humans, Elves, Half Elves, Gnomes, Halflings | None |
| Dungeon Delver |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no rational reason why what is essntially a rogue adventuring in dungeons should develop spell-like and supernatural abilities including phase door! |
| Dungeon Lord |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | This is one of the most blatantly metagame classes in the game. Why a monster in a dungeon would get all of these special abilities just for being the head guy is unfathomable. |
| Dwarven Defender |
|
|
Dwarf, Any Lawful alignment, BAB +7, Dodge, Endurance, Toughness | The champions of the defense of dwarven lairs and homes, entre into this class requires a dwarf to be actively involved in the defense of dwarven property and lives. | Dwarves | Levels of this class may only be gained while defending dwarven property and lives. |
| Dweomerkeeper |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no Weave in Therra. |
| Earth Dreamer |
|
|
Gnome or Dwarf or Goliath or earth subtype, Knowledge (nature) 5, Spellcraft 10, Earthsense, able to cast 1st level spells | Members of this class must have spent years forming a mystical bond with the earth. Most members of this class are loners, hermits who dwell underground to surround themselves with earth power. | Dwarves or Gnomes | None |
| Ebonmar Infiltrator |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no need for yet another spellcasting inflitrator PrC when there are plenty of these already. |
| Ebon Saint |
|
|
Bluff 8, Disguise 8, Hide 8, Move Silently 8, Combat Expertise, Improved Feint, must have a power point reserve of at least 1 power point, sneak attack +1D6 or psionic sneak attack +1D6 | This class is not available in Jerranq. It is available on Zzenduum. | None | None |
| Ectopic Adept |
|
|
Psicraft 8, Skill Focus (Craft [sculpting]), Ectopic Form (any), must be able to manifest the astral construct power | This class represents the specialization in ectoplasmic constructs. There are no special entry requirements, as the practitioner simply concentrates his efforts of perfecting this aspect of his talents. | Humans | None |
| Effigy Master |
|
|
Craft (leatherworking, metalworking, or woodworking) 10, Knowledge (arcana) 5, Spellcraft 5, Use Magic Device 2, Craft Wondrous Item, must have simulacrum on a class spell list | This class represents a mage who has chosen to study the creation of constructs and effigies. Entry into the class requires a tutor or intensive research into such secrets. | Humans, Gnomes | None |
| Eldritch Disciple |
|
|
Knowledge (religion) 8, Knowledge (planes) 4, ability to cast 2nd level divine spells, ability to use least invocations, ability to turn or rebuke undead, must worship a chaotic or evil deity | This class is not available in Jerranq. It is available in Sazhansiir. | Humans | None |
| Eldritch Knight |
|
|
Proficiency with all martial weapons, able to cast 3rd level arcane spells | This class imply represents the merging of interests for a multi-classed warrior mage. | Humans, Elves, Half Elves | None |
| Eldritch Theurge |
|
|
Knowledge (arcana) 8, Knowledge (planes) 8, ability to cast 2nd level arcane spells, ability to use least invocations, eldritch blast +2D6 | This class is not available in Jerranq. It is available in Sazhansiir. | None | None |
| Elemental Archon |
|
|
Any Neutral alignment, Knowledge (nature) 8, Speak Language (chosen elemental language), ability to cast protection from energy as a divine spell, one of the Tul deities as a patron |
Despite the connection the Tul deities have with one another, over the years each elemental religion has in many ways espoused its superiority to the others. Some priests of the Tuls become so obsessed with their own element that they forsake the concept of a unified Tul and instead try to mystically embody the nature of their chosen element. Most priests of Tul regard such persons with a mixture of pity (for they will never know the glory of a whole and completed soul) and awe (for they are becoming at one with a given element). All of the Tul churches have rituals and meditations that will take obsessed priests down the paths blazed by those who have gone before. Entre requires access to these paths and months of study and meditation before embarking on this journey. As the Tuls are mainly worshipped by the Morakki, this class is almost exclusively a Morakki one. |
Humans | None |
| Elemental Master |
|
|
Dragon, BAB +20, any three metabreath feats, able to cast arcane spells, must have an energy or elemental subtype, must have a breath weapon that deals energy damage |
This class is not normally attainable by PCs. It represents a dragon who concentrates on tapping the very core of its elemental being and, in fully understanding it, melding it to his bidding. Entre into this class requires that the dragon spend several years in isolated meditation, contemplating his innermost nature. |
None | None |
| Elemental Savant |
|
|
Knowledge (arcana) 8, Knowledge (planes) 4, Energy Substituion (acid or cold or electricity or fire), ability to cast at least 3 spells with one of the acid or cold or electricity or fire descriptors in common and at least one of these spells must be 3rd level or higher, must have made peaceful contact with an elemental or outsider with elemental subtype |
Unlike the writeup in Complete Arcane, this class is only open to wizards and sorcerers, not to clerics. Clerics should look to the Elemental Archon class instead. This class represents a mage's specialization with an element and his eventual desire to imbue that element into his very being. Entre simply requires a committment to studying a given element. |
Humans | None |
| Elemental Warrior |
|
|
BAB +7, Knowledge (planes) 5, must have visited an Elemental Plane and performed a ritual of attunement | This class is made up mostly of Morakki adherents of the Tuls, who travel to the inner planes and attune themselves to one of the elements. The attuning ritual is a closely guarded secret of the Tul sects. | Humans | None |
| Elocater |
|
|
BAB +3, Concentration 8, Mobility, Spring Attack, able to manifest 1st level powers |
A school of psionic disciplines dedicated to the study of motion and space and honing their minds to hyper-awareness, the elocaters are taught at several hidden schools in Jerranq. Entry into this class requires locating and being admitted into one of these schools. |
Humans, Elves, Half Elves | None |
| Elven High Mage |
|
|
Non-drow Elf, Knowledge (arcana) 25, Spellcraft 25, Epic Skill Focus (knowledge [arcana]), Epic Skill Focus (spellcraft), able to cast 9th level arcane spells | This class represents the pinnacle of elven magic, gleaned over the millenia. Any elf who qualifies may take this class. | Elves | None |
| Emancipated Spawn |
|
|
Intelligent undead created by another undead using its create spawn ability, BAB +3, master must have since been destroyed | This class is not normally available to PCs. However, it is possible a PC who was turned into an undead spawn could become playable again by dint of this class. | None | Entry into this class is determined by the DM and events in game. |
| Emissary of Barachiel |
|
|
Lawful Good alignment, Diplomacy 8, Knowledge (planes) 4, Servant of the Heavens, Words of Creation |
Once a group of Indolle messengers who played a vital part in the War of the Gem, the original founders of this holy subcult of Meredros found that they could no longer think of profits in the face of the tragedy and suffering brought about by the minions of the Deceiver, and so they rededicated their profession to what they saw as the highest good...the Church of Meredros. This subcult now serves as heralds and messengers for the Church of Meredros, and also as evangelists for goodness and truth, preaching to those they meet during their travels. Entre into this class requires devotion to Meredros and initiation into the order by a priest of the god of at least 5th level. |
All | None |
| Enlightened Fist |
|
|
Concentration 8, Knowledge (arcana) 5, Spellcraft 5, Combat Casting, Improved Unarmed Strike, Stunning Fist, arcane caster level 3 |
When the Morakki practice of matrial arts study moved west, the Westerners inevitably began to meld the pure monkish studies with other disciplines. One monastery in the Antorian Empire successfully melded magery and monkery and formed the Elightened Fists. Entre into this class requires months of study of special rituals at the monastery. |
Humans | None |
| Enlightened Spirit |
|
|
Any Good alignment, Knowledge (planes) 8, eldritch blast 3D6 | This class is not available in Jerranq. It is available in Sazhansiir. | Humans | None |
| Entropomancer |
|
|
Any Non-Good Alignment, Concetration 5, Knowledge (arcana) 5, Great Fortitude, Magical Aptitude, able to cast 4th level divine spells |
A few brave or foolish souls view the forces of chaos that are said to churn in the Outre Realms as divine and worthy of study and worship. These individuals keep up the lip service of worship of their deity, and in many cases their worship of entropy is forbidden by their own religion. Entry into this class simply requires some initial guidance as to the means to gain access to the forces of entropy. |
Humans, Elves, Half Elves | None |
| Ephemeral Exemplar |
|
|
Undead (incorporeal subtype), BAB +3, base Will save +5 | This class represents an incorporeal undead that has a stronger will and presence than most of its kind. | None | None |
| Epic Infiltrator |
|
|
Bluff 24, Diplomacy 10, Disguise 24, Sleight of Hand 10, Alertness, Polyglot | This class simply represents the continuation of inflitration abilities by a master rogue or similar class. Entre simply requires an emphasis on inflitration during the character's pre-epic career. | Humans, Half-orcs | None |
| Eternal Blade |
|
|
Spirit Folk, BAB +10, Weapon Focus (any), any two Devoted Spirit or Diamond Mind maneuvers | While spirit folk do not usually enter the Xydlonti martial mystic schools, it is known that the basic martial adept mysteries of the Nine Swords stem from spirit folk lore. As proof, the spirit folk often master various maneuvers from the Devoted Spirit or Diamond Mind disciplines, usually as rangers, and those that excel are often chosen by a spirit of the land and become an eternal blade. While no spirit folk can choose to become an eternal blade, there are places known to the folk where such spirits linger and can be petitioned by the worthy. |
|
None |
| Eunuch Warlock |
|
|
Male, Spell Focus, able to cast 5th level arcane spells | Unlike the writeup in the OA book, members of this class do not have to be evil. They do, however, have to be in the service of the Xydlonti Emperor. His eunuch warlocks serve as a part of his personal bodyguard. | Humans | Not a practical class for most PCs to take, as it requires complete and utter membership in the bodyguard of the Xydlonti Emperor and is a lifelong position. |
| Evangelist |
|
|
Bluff 8, Gather Information 5, Knowledge (religion) 5, Perform (oratory) 6, Sense Motive 5, Negotiator or Persuasive. |
Evangelism is one of the main forms of religion in Therra, alongside Mordantism and Pantheism. Evangelists were borne in the crisis of religion caused by the rise of the Deceiver, and since the New Slumber, they have waned a bit in their underlying convictions. Nonetheless, Evangelists form a sort of fraternity within many religions of Therra, and they believe that all of Therra should convert to their religion. Entry into the Brotherhood of Evangelism simply requires a fervent belief in the concept and acceptance. However, a character could adopt this class solely by conviction without formally joining any order. |
Humans, Dwarves | None |
| Evereskan Tomb Guardian |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no tomb tradition amongst elves in Therra. |
| Exalted Arcanist |
|
|
Any Good alignment, Base Will Save +5, Knowledge (arcana) 9, Knowledge (religion) 4, Consecrate Spell, Purify Spell, able to spontaneously cast 3rd level arcane spells | Membership in this class is open only to elves and other beings with access to the sorcerer class. These are mages who have chosen to focus their inherent magical natures to the cause of good. Entre is open to anyone who qualifies. | Elves, Half Elves | None |
| Exemplar |
|
|
Diplomacy 6, any other skill 13, Skill Focus (any) |
This class represents a single-minded dedication towards honing a skill or set of skills to impress others. As such, it is almost exclusively a bard-oriented class. Entre simply requires meeting the requirements. However, a minority of the members of this class are instead craftsmen who take great pride in their trade. These often worship Pindar. |
Humans, Elves, Half Elves, Gnomes, Gnomes, Halflings | A PC must ply his chosen skill(s) in order to advance in this class. |
| Exotic Weapon Master | PrC | CW | BAB +6, Craft (weaponsmithing) 3, Exotic Weapon Proficiency (any exotic weapon), Weapon Focus (any exotic weapon) | None | All | None |
| Eye of Gruumsh |
|
|
Orc of Half-orc, CN or CE or NE alignment, BAB +6, Exotic Weapon Proficiency (orc double axe), Weapon Focus (orc double axe), must be a worshipper of Gruumsh and put his right eye out in a special ritual | Entre into this class must involve a ritual performed by a priest of Gruumsh of at least 6th level. The PC must have evinced a hatred of elves and dedicate much of his efforts avenging his god's loss of an eye at the hands of the elves. | Half-orc | None |
| Eye of Lolth |
|
|
Drow, Hide 8, Knowledge (religion) 4, Listen 8, Spot 8, Cautious Attack, trickery domain, evasion, sneak attack +2D6 or skirmish +2D6 | These are the inquisitors of the clergy of Lolth. They command the dread fangs and also spy for the priestesses. Entre requires dedicated service to the temple and sponsorship by a priestess of at least 11th level. | Elf (drow) | Continued advancement requires membership in the church hierarchy. |
| Eye of Ularinn |
|
|
Lawful Good, Knowledge (religion) 9, Spot 4, Alertness, Extra Turning, able to cast 3rd level divine spells, Sun domain, worshipper of Ularinn |
This class was formed as an elite soldiery of Ularinn dedicated to fighting evil. It sprang up after the War of the Gem in reaction to the grave wounding of the sun perpetrated by the Deceiver during the War. Entre into this class requires proven and steadfast devotion to Ularinn and to law and order and goodness. |
Humans, Elves | None |
| Fang of Lolth |
|
|
Any Non-Lawful and Non-Good alignment, BAB +5, Use Magic Device 10, must acquire a fang scarad and get it to function with a successful Use Magic Device check (DC 25) | This class is dependent upon attainment of a specific magic device. | All | None |
| Fang of Kyuss |
|
|
Yuan-ti, yuan-ti related creature, yuan-ti created being, any Evil alignment, BAB +7, worshipperof Kyuss, any two of Alertness or Deceitful or Deft Hands or Investigator or Negotiator or Nimble Fingers or Persuasive or Stealthy, sacrificce sentient being to Kyuss | This class is not available to most PCs. The details of the yuan-ti are unknown to Jerranqi. | None | None |
| Fatemaker |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | The history and cosmology of Therra does not support this class. |
| Fatespinner |
|
|
Knowledge (arcana) 10, Profession (gambler) 5, ability to cast arcane spells of 4th level or higher including one divination spell of 1st level or higher | This class represents a mage who has become fascinated with the concept of fate and destiny and seeks to unravel those threads and reweave them to fit his desires. Entre into this class involves a bizarre recognition, by way of traumatic events, that one is at a nexus of fate and then spiritually stepping outside of that nexus. It also requires intense pondering of philosophies related to destiny and fate, usually requiring months to wrap one's mind around them and become illuminated to the workings of fate. | Humans, Elves, Half Elves, Gnomes | None |
| Fiendbinder |
|
|
Any non-Good alignment, Knowledge (planes) 10, Speak Language (Abyssal), Speak Language (Infernal), Truespeak 10, ability to cast summon monster IV | Some mages who have learned truenaming have realized that the truenaming art can be used to augment the summoning and binding of demons. This class represents the fusion of the two arts. Entre into the class can be managed with self-study if the candidate has access to lore representing truenaming and fiendish arcanum. As an alternative, the class may be gained by tutelage to another fiendbinder, though such persons tend to be secretive and reclusive. | Humans | None |
| Fiend-Blooded |
|
|
Any humanoid race (not already a half-fiend), any non-Good alignment, Concentration 8, Knowledge (arcana) 8, Knowledge (planes) 8, Blood Call to Blood, Eschew Materials, must be able to cast 2nd level arcane spells without preparation. |
This class represent a person with a strong fiendish bloodline taking the time and effort to delve into that bloodline and learn to tap it. As such, just time and effort spent researching one's own line and gaining the knowledge how to tap it is required. Of course, such a bloodline must be present in the first place, which is a matter left to the DM to decide. In general, such a class is open only to those with the ability to become a sorcerer and whose ability to do so springs from a fiendish origin. Tieflings are the most common members of this class. |
None | None |
| Fiend of Blasphemy |
|
|
Outsider with evil subtype, Will Save +7, Bluff 10, Knowledge (religion) 10, Leadership, spell-like ability that duplicates a spell of 4th level or higher | None | None | None |
| Fiend of Corruption |
|
|
Outsider with evil subtype, Will Save +7, Bluff 10, Disguise 10, Sense Motive 10, charm person or charm monster spell-like ability | None | None | None |
| Fiend of Possession |
|
|
Outsider with evil subtype, Will Save +5, Hide 6, Knowledge (arcana) 6 | None | None | None |
| Fist of Hextor |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Hextor does not exist in Therra |
| Fist of the Forest |
|
|
BAB +4, Handle Animal 4, Survival 4, Great Fortitude, Improved Unarmed Strike, Power Attack, must gain approval as a fist of the forest by the leaders of a druid circle, then adopt the lifestyle of an animal | The Guardians of the Green do not exist in Therra. Instead, this class represents an offshoot of druidism whereby a person who petitions the circle can undergo a ritual and then spend a full year of primal living in the forest (or other wilderness area), practicing various training regimens and other tasks. | Humans, Wild Elves | This class can be known by other names, such as Fist of the Desert, etc. depending upon the environment in which the person trained. |
| Fist of Raziel |
|
|
Lawful Good alignment, BAB +6, Diplomacy 5, Knowledge (religion) 5, Power Attack, Servant of the Heavens, able to cast divine favour |
A military order that is a unique merger of lawful good elements of the Church of Aghorrit and the Church of Meredros, this class accepts members of both churches who display their zeal in taking the fight of good to the devotees of evil. Raziel was a paladin/priest of Aghorrit from Lower Vilg who fought against the Vilgum usurpers just prior to the War of the Gem and perished during the opening stages of the War. Revered as a saint, it is believed that the spirit of Raziel somewhat uniquely accesses the divine dreams of both Aghorrit and Meredros and blends their powers to imbue into his followers. Entre into this order requires devoted and zealous service in either the Church of Meredros or a lawful good temple of Aghorrit, and the headquarters of the order is now located in Korvar's Canton in the Kingdom of Slumber. |
Humans, Elves, Half Elves, Dwarves | None |
| Fist of Zuoken |
|
|
BAB +4, Concentration 9, Wild Talent, still mind class featuer |
Knowledge of psionics has slowly made its way into even the conservative Morakki culture. At least two secret monasteries in Morakki lands have melded monkish teachings with psionic prowess. Entry into this class requires admission to and training by one of these monasteries. |
Humans | None |
| Flayerspawn |
|
|
Ability to manifest psionic charm, Knowledge (psionics) 8, Illithid Heritage, Speak Undercommon | This class represents the manifestation of latent illithid heritage. As such heritage is immensely rare in Jerranq, this class can only be taken at the DM's discretion, and such heritage should be worked out during the PC's creation. | Humans, Elves, Half Elves | None |
| Fleshwarper |
|
|
Any Non-Lawful alignment, Heal 4, Knowledge (arcana) 8, Graft Flesh, summon familiar class feature |
This class represents a mage delving into insane and best-forgotten lore. Entre into the class requires long and arduous research into forbidden works to learn the art of warping flesh. Most of this lore is not readily available and often is in the possession of aberrations like the aboleth, or evil loremasters like the drow. |
Humans | None |
| Fochlucan Lyrist |
|
|
Decipher Script 7, Diplomacy 7, Gather Information 7, Knowledge (nature) 7, Perform (string instrucments) 13, Sleight of Hand 7, Speak Language (Elven), bardic music ability (the latter two are a Therran change) |
This class represents members of a bardic college that is widespread throughout Therra. It was founded by a famous half-elven bard named Fochlucan, and as such, melds elements of bardism with an elven affinity for nature. However, unlike the standard class, this PrC has no affiliation with druids. Most adherents are rangers or clerics (and most of these clerics of Ringkol or Galasiria). Entre requires petition and membership into the college acceptance by the governing circle. Members then train with the college for a year and are expected to return to share lore and teach. |
Humans, Half Elves, Elves | Advancement requires being a member in good standing of the college and periodic training at the college. |
| Foe Hunter |
|
|
BAB +7, Track, Weapon Focus (any), Speal Language (of the enemy), must have a favoured enemy |
This class represents a person so enraged at and so focused against a certain race that it transcends even favoured enemy status. Entre into this class simply requires that the character have a darned good reason to hate a race so vehemently. |
All | None |
| Forest Master |
|
|
Knowledge (geography) 4, Knowledge (nature) 8, Survival 13, Alertness, Endurance, Power Attack, Skill Focus (survival), ability to cast entangle and plant growth and command plants, Galasiria as a patron deity, proficiency with maul, must have made peaceful contact with a treant |
This class is open only to priests of Galasiria, Lady of the Forests. Forest Masters are expected to transcend beyond any forest temples and become an embodied spiritual guardian of a particular forest. He eventually forsakes even his humanity (or elveness) to become at one with his tree brethren. This class is open to those who have served Galisiria devotedly for many years. They must pass a test or tests given to them by a treant and then receive a special secret draught whose brewing is a closely held treant secret. Upon drinking the draught, the character will pass out for a week and be reborn as a Forest Master. |
Humans, Elves, Half Elves, Halflings | The pre-requisite was changed to accommodate clerics with the plant domain gaining reasonable access to this class. |
| Forest Reeve |
|
|
BAB +5, Knowledge (nature) 2, Listen 4, Spot 4, Survival 8, Endurance, Track, must be chosen as a forest reeve by the leaders of a druid circle, then serve a six-month apprenticeship under a forest reeve of at least 3rd level | The Guardians of the Green do not exist in Therra. Instead, the forest reeves are essentially the martial arm of a druid circle. While rangers are in essence martial druids, they are generally free agents, who cooperate with but are not under the direct control of the druid circle. The reeves serve the circle directly, and are under its command. | Humans, Elves, Half Elves | This class can be known by other names, such as Desert Reeve, etc. depending upon the environment in which the person trained. |
| Forsaker |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | You want to forego using magic....fine, but don't expect a parcel of special abilities to come from that decision. |
| Fortune's Frend |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no reason why someone would suddenly become lucky and gain mystical abilities to manipulate luck just because they decided to. |
| Frenzied Berserker |
|
|
Any Non-Lawful alignment, BAB +6, Cleave, Destructive Rage, Intimidating Rage, Power Attack | Frenzied berserkers are primarily members of a few Thaneeri clans known for their exceptional ferocity and berserk tendencies. A PC must basically be a full and active member of such tribes to gain this class. | Humans | None |
| Frost Mage |
|
|
Frozen Magic, Knowledge (arcana) 8, able to cast 1st level arcane spells, must spend 24 hours unprotected in a blizzard | This class represents a mage who seeks to imbue the nature of cold within him and to master cold as an element, one of the building blocks of the world. He need not come from a primitive or cold-dwelling society, but he must exhibit a true dedication and fascination with cold. | Humans, Elves, Half-Elves | None |
| Frostrager |
|
|
BAB +6, Intimidate 4, Survival 4, Frozen Berserker, Improved Unarmed Strike, Power Attack, rage as class ability, must be reduced to less than 0 hit points by cold damage |
These represent Thaneeri barbarians of Lothar- worshipping clans who are so fanatic that they believe that by coming close to a cold death they merge with the essence of Lothar and gain some of his power within them. Entre requires a ritual conducted by a Lothar priest of the Thaneeri that is often fatal. |
Humans | Must be Thaneeri, and must dwell in Thaneeri lands and worship Lothar to level in this class. |
| Gatecrasher |
|
|
Any Non-Lawful alignment, BAB +4, Knowledge (planes) 4, Use Magic Device 8, must have visited two other planes |
The influence of Flupnir is hardly limited to the Material Plane. His Gatecrashers are almost akin to a group of devout hobbyists or computer hackers who take the cracking of planar gates and the meddling in nether affairs as a point of pride and a challenge to be overcome. Gatecrashers interfere in planar affairs simply because they can, and sometimes this interference is benign, and sometimes malicious, and often simply humourous or annoying. Entre into this class requires acceptance into the Society for the Devolution of Everything, a quasi-secretive organization that is only loosely organized in a traditional sense. The society members pass knowledge and lore from one to the other via meetings and simple casual contact, and over time this body of lore has become extensive. Usually, new candidates are contacted by the Society and offered to be considered as a member. A series of secret evaluations, testings, and hazings follow. |
All | None |
| Geomancer |
|
|
Knowledge (arcana) 6, Knowledge (nature) 6, ability to cast 2nd level arcane spells and 2nd level divine spells |
This class represents a somwhat heretical offshoot of druidism that has actually been around for millenia. It exists amongst elven druid/sorcerers and has been emulated by human druid/wizards. It seeks to tap into earth power by various means and channel that power into effects that mirror both druidical and arcane powers. However, there is a price to pay for this melding, for in connecting to the ley lines of the Therran earthly lifeforce, the practioner tends to devolve into the nature he is tapping. Entre to this class simply requires awareness of ley lines of earth power and brief instruction how to tap into them. |
Humans, Elves, Half Elves, Gnomes | None |
| Geometer |
|
|
Decipher Script 9, Disable Device 4, Knowledge (arcana) 9, Search 4, Scribe Scroll, able to prepare and cast 3rd level arcane spells | Geometers are wizards who specialize in glyphs, runes, and writings and use them to power their magic. Entre into the class requires research into the subject or tutoring by a Geometer. | Humans, Gnomes | None |
| Ghost Slayer |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | As there are no manifest ghosts in Therra, there is no need for this class. |
| Ghost-faced Killer |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | No rational reason why someone suddenly becomes High Plains Drifter. |
| Gladiator |
|
|
BAB +5, Perform (weapon drill) or Intimidate 4, must have two feats from the fighter bonus list | Entre into this class requires serving time in the arena, usually months if not years. | Humans, Half-orcs | None |
| Gnome Artificer |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Gnomes in Therra are not technologically inclined. |
| Gnome Giant-Slayer |
|
|
Gnome, BAB +5, Escape Artist 3, Speak Language (Giant), Tumble 3, Dodge, Mobility, Spring Attack | Gnomes wishing to attain this class must show a dedication to bringing down giants. | Gnomes | To gain levels in this class, giants must be one of the significant foes of the character. |
| Goldeye |
|
|
Lawful Neutral or Neutral alignment, Appraise 4, Diplomacy 4, Sense Motive 2, Profession (any mercantile-related profession) 4, Speak Language (two humanoid languages different from your native tongue), Alertness, Skill Focus (diplomacy), Weapon Focus (quarterstaff), ability to cast 3rd level divine spells, Indolle as a patron deity, must have acquired at least 5000 gp in wealth (non-borrowed) |
The Goldeye sect of the Church of Indolle focuses almost exclusively on the attainment of wealth. This does not make them greedy per se, but even the politest would term them "narrowly focused on wealth". While some in the Church find the Goldeyes difficult to relate to and their narrow focus annoying, most also allow that their specialization comes in quite handy at times. Entre into the sect requires a proven devotion to Indolle and a proven acumen in mercantile matters. One does not apply for membership, one is invited by the current members and put through an oral exam and initiation ritual. After taking several solemn oaths, the candidate bathes in a pool of liquid gold and thus becomes a member of this class. |
All | Many aspects of this class have been changed to fit into Therra. Alignments have been expanded. The nunchaku weapon requirement has been changed to quarterstaff. The bonus language gained at 1st level is any language (not specifically Abyssal, as Indolle was never imprisoned by Graz'zt). |
| Goliath Liberator |
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Goliath, BAB +7, Hide 5, Move Silently 5, Track | These are goliaths who are trained and specialized in rescuing their kin. Entry into this class requires much experience at rescuing Goliath kin. | None | None |
| Gray Guard |
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Lawful Good alignment, Knowledge (religion) 8, Sense Motive 4, lay on hands class feature, must adhere to a code of conduct that prevents the character from performing evil acts |
Gray guards are a secretive organization of paladins of Meredros who have basically left the direct service of the church, but still retain the blessings of their paladinhood by their slavish devotion to the cuases of Law and Good, though they use methods repugnant to the Church of Meredros and its tenets. This seeming contradiction is allowable because of the passive nature of the gods of Therra. Gray guards have no place in the Church, yet their devotion to Law and Good still allow them to tap into the divine powers of Meredros. All gray guards who are discovered are excommunicated from the Church. Yet it is rumoured that even the Church has occasionally turned to them for missions the clergy and its paladins could not perform. Because of their banishment from the Church, the guards tend to help each other, as they gain no special support from the Church. Nevertheless, their prowess against evil is almost legendary. Entre into the class requires performance of the Sacrament of Trust, a ritual that can only be performed by a 10th level gray guard. Such sacrament is usually only given by invitation and after intense scrutiny and testing. |
Humans | Any character who seems to be entering this class to gain the abilities of a paladin but not the restrictions is in for a big surprise. The tenets of this class are an even stricter code of morality than a paladin! |
| Great Rift Skyguard |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no Great Rift in Therra nor anything analogous to it. |
| Green Star Adept |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no weird green comet in Therra to satisfy the requirements of this class. |
| Guardian Paramount |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No rationale why a non-magical person suddenly gains some pretty powerful magic abilities. |
| Guild Thief |
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Gather Information 3, Hide 8, Intimidate 3, Move Silently 3, membership in a thieves' guild |
Membership in this class represents the higher strata of guild membership, and should not be construed as representing the rank-and-file of a thieves' guild. Bestowment of this class requires promotion by the guildmaster. |
All | A PC who is no longer a member of a thieves' guild may not advance in this class. |
| Guild Wizard of Waterdeep |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no city of Waterdeep in Therra. Instead, refer to the generic Mage of the Arcane Order class from Tome and Blood. |
| Halfling Outrider |
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Halfling, BAB +5, Listen 3, Ride 6, Spot 3, Mounted Combat, Mounted Archery |
As halflings in Therra are not semi-nomadic, halfling outriders instead serve to ward a collection of halfling communities. Functioning as a patrol element to warn communities of impending danger and to harrass the enemies of the halflings so that a defense may be organized. A halfling who wishes to gain this class must be trained by another outrider and spend time defending halfling communities. |
Halflings | One a halfling attains this class, he may advance in it without having to be attached to a halfling community. |
| Hammer of Weshta-grum |
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Dwarf, BAB +7, Craft (weaponsmithing) 10, Iron Will, Weapon Focus (warhammer), able to cast 2nd level divine spells, parton deity Weshta-Grum |
The Hammers of Weshta-Grum are a martial order of an already militant priesthood dedicated specifically to fight against goblins and giants and drow elves. Entre requires proven prowess in battle against these foes. |
Dwarf | Levels in this class may only be gained while a member of the order. |
| Hand of the Winged Masters |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no real reason why someone who serves as a spy or scout for a dragon should manifest supernatural abilities. |
| Harper Agent |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Harpers do not exist in Therra. |
| Harper Mage |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Harpers do not exist in Therra. |
| Harper Paragon |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Harpers do not exist in Therra. |
| Harper Priest |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Harpers do not exist in Therra. |
| Hathran |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Hathran do not exist in Therra. |
| Havoc Mage | PrC | MHB | BAB +4, Knowledge (arcana) 5, able to cast 2nd level arcane spells | Any wizard or sorcerer who evinces a tendency to engage in combat can pick up this class. Technically bards can as well, though it is rarer with them. | Humans, Elves, half Elves. | None |
| Heartwarder |
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Chaotic Good alignment, Base Ref Save +2, Bluff 3, Diplomacy 6, Speak Language (Sylvan), Dodge, Mobility, Spell Focus (enchantment), Exotic Weapon Proficiency (whip), ability to cast 3rd level divine spells, Mustiglior as a patron deity |
This class represents the elite of the Religion of Mustiglior, Goddess of Love. They often take to wandering the lands spreading love and pleasure, or remove themselves from the temple to take an active part in the life of a city or town. Entre into this class merely requires proven longterm devotion to the religion of Mustiglior and a night-long ritual involving some rather pleasurable activities. |
Humans, Elves, Half Elves | In Therra, Mustilgior has no direct connection with the fey and therefore the 10th level ability is changed to "Outsider Metamorphosis" wherein the character trasncends to become a native outsider. |
| Hellbreaker |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No reason to have a class of rogues specialized in stealing from evil outsiders. |
| Hellfire Warlock |
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Intimidate 6, Knowledge (planes) 12, Spellcraft 6, speak Infernal, must know brimstone blast or hellrime blast | This class is not available in Jerranq. It is available in Sazhansiir. | Humans | None |
| Hellreaver |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No real explanation as to why someone mad at fiends should manifest such potent abilities, most of which work on non-outsiders just as well as evil outsiders. |
| Henshin Mystic |
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Any Lawful alignment, BAB +7, Knowledge (arcana) 6, Knowledge (religion) 12, purity of body class ability | This class represents a sect of monks native to a monastery secreted high in the Vayshan Mountains. Membership in the class requires years of training in that monastery. | Humans | None |
| Hexer |
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Monstrous humanoid or giant or goblinoid or other primitive humanoid, any Non-Good alignment, Knowledge (arcana) 10, Spellcraft 8, Survival 10, able to cast lightning bolt as a divine spell | This class is not available to most PCs. It represents the pinnacle of the adept class and is open to any adept that meets the requirements. | None | None |
| Hida Defender |
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Human, Any Non-Evil alignment, BAB +5, Armour Profiency (heavy), Power Attack, Weapon Focus (battleaxe, warhammer, or greatclub) | This class represents masters of the Hida school of combat in Morakki lands. Gaining this class requires extensive training at the Hida school. | Humans | None |
| Hidecarved Dragon |
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Dragon, any Lawful alignment, BAB +20, Base Will Save +12, Iron Will |
This class is not normally attainable by PCs. No one knows where the lore of hidecarving ("Luath" in Draconic) began, though it is likely an ancient lore of the South Wastes. Entre into the class requires acceptance by the Luathian Order, which preaches self-improvement, loyalty, and inner discipline. |
None | None |
| Hierophant |
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Knowledge (religion) 15 or Knowledge (nature) 15, any metamagic feat, able to cast 7th level divine spells | Like the archmage, this class represents a powerful cleric or druid who delves into greater spheres of the divine spark. | All | Added the ability to qualify for this class with Knowledge (nature) because Knowledge (religion) is not a druid class skill. Also, for this class, Knowledge (nature) is a class skill, so as to allow druids to properly advance in the class. |
| Highland Stalker |
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BAB +5, Listen 8, Spot 8, Survival 8, Track, skirmish or sneak attack class feature | Represents a scout or ranger or skirmisher who dwells and operates in the mountains or rough highlands. | Humans, Half Orcs | Advancement requires time spent in highlands. |
| High Prostelytizer |
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Dipplomacy 12, Knowledge (religion) 24, Leadership, Epic Leadership, ability to cast 5th level divine spells, must have a patron deity | This class represents a priest so devoted to the cause of his deity and so convinced that his religion is the best, that he channels some of the deity's grace through him, giving him heightened abilities. | All | None |
| Hoardstealer |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No rational reason why a thief suddenly gains all sorts of magical abilities and spells merely by stealing 5000 gp from a dragon |
| Holt Warden |
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Any Neutral alignment, Knowledge (nature) 8, Survival 4, able to cast 3rd level divine spells, including the three lowest-level spells of the Plant domain, must be chosen as a holt warden by a druid circle and then serve a one-year apprenticeship to a holt warden with at least 5 levels | The Guardians of the Green do not exist in Therra. Instead, the holt wardens are the blessed guardians of the forests that are appointed by druid circles from their ranks. In essence, they serve the druids in the same fashion that forest masters serve Galasiria. In fact, on occasion the two classes cooperate in protection of the forest. A holt warden is assigned a specific forest to guard, even though his abilities can technically function anywhere applicable. | Humans, Elves, Half Elves | Advancement requires service in and to the forest assigned to the warden. |
| Holy Liberator |
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Chaotic Good alignment, BAB +5, Diplomacy 5, Sense Motive 5, Iron Will |
This is the counterpart to the paladin, usually an adherent of Mustiglior's faction of Freedom and other religions that espouse the freedom of individuals and the overthrow of tyranny. This includes the Cult of the Moon (Vinstaria) and even a faction of the Cult of the Night (Heleniarr). Entre to this class requires proving oneself to the church in question and undergoing a rite of initiation similar to that of a paladin. |
Humans, Elves, Half Elves | None |
| Holy Scourge |
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Any Good alignment, Knowledge (religion) 2, able to cast three evocation spells, able to cast 3rd level arcane spells | This class represents an order of mages who served Meredros during the wars against the Deceiver. These mages were inducted with a difficult holy ritual involving purification and trials of body, mind, and soul. Only those who have proven their devotion to Meredros may join the order of the Holy Scourge. | Humans, Elves, Half Elves | Advancement in the class requires membership in good standing in the holy order. |
| Horizon Walker |
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Knowledge (geography) 8, Endurance | This class is a very specialized cult within the religion of Indolle, and in order to become a member of this class, the character must be a devout devotee of Indolle and must undergo a ritual by a priest of Indolle of at least 9th level to become attuned to the lands he walks. | Humans | None |
| Horned Harbinger |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no Crown of Horns in Therra. |
| Hospitaler |
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Any Non-Chaotic alignment, BAB +5, Handle Animal 5, Ride 5, Mounted Combat, Ride-by Attack, able to cast 1st level divine spells. |
The Hospitalers are a group of individuals dedicated to the free travel of pilgrims of various sorts. They were originally organized to escort priests and others to holy sites that were located within territory lost to the Deceiver and functioned in this capacity for centuries before the War of the Gem. At the time these were mostly worshippers of Meredros and Indolle, and the organization still maintains close ties to both Churches, though they are technically an autonomous organization. Now, entre to the group is entirely at the behest of the group's hierarchy, and members must petition for induction into the group. Members take solemn oaths to Meredros and Indolle to uphold the values and ideals of the organization, and in exchange candidates receive the blessings of various gods and training by the organization. |
Humans | None |
| Hulking Hurler |
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BAB +5, Point Blank Shot, Power Attack, Weapon Focus (any thrown weapon), size Large or larger | None of the standard PC races in the PHB may attain this class, unless he somehow attains permanent Large size. This class is generally reserved for giants. | None | None |
| Hunter of the Dead |
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Any Non-Evil alignment, BAB +5, Knowledge (religion) 5, ability to turn undead, scar of unlife | The PC must show a significant genuine interest in hunting down undead. This class is part of a sacred order of good-aligned Mergurr worshippers who hunt undead in the name of their deity. PCs must contact this order, prove himself to the hierarchy, and then pass any number of tests to be admitted. | Any | To gain levels in this class, the PC must engage primarily in the hunting of undead. |
| Iaijutsu Master |
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Any Lawful alignment, BAB +6, Iaijutsu Focus 9, Improved Initiative, Quickdraw, Weapon Focus (katana) | Iaijutsu Masters are restricted to PCs from Morakki lands. | Humans | None |
| Illithid Body Tamer |
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Illithid or Illithidkin or creature with the Half-Illithid template, BAB +6, Great Fortitude, Power Attack, Weapon Focus (tentacle) | This class is not suitable for most PCs. It represents an almost heretical belief amongst some illithids that mastery of the body is important. | None | None |
| Illithid Savant |
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Illithid, Knowledge (arcana) 10, must have consumed the brain of a creature of CR 9 or greater | This class is not suitable for most PCs. It represents the specialization of study of a mind flayer into gleaning knowledge form the brains consumed. | None | None |
| Illithid Slayer |
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BAB +4, Knowledge (dungeoneering) 4, Track, power point reserve of at least 1 power point, must have killed an illithid individually or with a group of no more than 6 | This class is currently only known by traditional illithid foes such as drow or githyanki or other underdark denizens. It is possible that a surface dweller could learn these techniques if trained by someone with such knowledge. | None | None |
| Illumine Soul |
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Any non-Evil alignment, Knowledge (psionics) 8, Knowledge (religion) 4, mind blade, psychic strike +1D8 | This class is not available in Jerranq. It is available on Zzenduum. | None | None |
| Imaskari Vengeance Taker |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The Imaskari do not exist in Therra. |
| Incandescent Champion |
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Any Good alignment, BAB +6, Concentration 4, Essentia Pool 1 | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Incantatrix |
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Concentration 4, Knowledge (arcana) 8, Spellcraft 8, Iron Will, any metamagic feat, able to cast 3rd level arcane spells, cannot have abjuration as a prohibited school | This class represents the specialization of arcane study into the areas of metamagic and abjuration. As such, it requires no special entres. | Humans, Elves, Half Elves | Male members are called Incantators |
| Incarnum Blade |
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Any alignment except Neutral, BAB +5, Concentration 2 | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Initiate of Pistis Sophia |
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Lawful Good alignment, Base Fort Save +5, Base Ref Save +5, Base Will Save +5, Concentration 9, Sacred Vow, Sanctifiy Ki Strike, Servant of the Heavens |
This order is located in the Wen'tashy Monastery of the Kingdom of Slumber, on the border of Morg's Canton and Freeport Canton. A Westernization of a Morakki name Pistisofika, she was a powerful monk from the Morakki lands who travelled with the Morakki forces to aid in the final battle at Mordasht. There, she observed the valiant struggle of the Westerners against the Deceiver and decried her own people's aloofness from the conflict except for their last minute intervention. Pistisofika vowed that Morakki have as much to learn from Westerners as vice versa, and so she built the Wen'tashy Monastery to both train Westerners in the Morakki matrial arts as warriors for good and to learn from them. Pistisofika found the means to channel a monk's inner energies, by way of purification of the soul, into positive energy which would be harmful to evil. Entre into this class requires years of study at the Wen'tashy Monastery in the Kingdom of Slumber. |
Humans | None |
| Initiate of the Draconic Mysteries |
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Alertness, Improved Unarmed Strike, Power Attack, Concentration 6, Jump 8, Knowledge (arcana) 6, Knowledge (religion) 4, Tumble 4, Speak Language (Draconic) |
The Morakki have long venerated the various Lung Dragons, and in usual Morakki fashion, a sect of monks has grown devoted to contemplating the mmajesty and wisdom and mystery of dragonkind and, by doing so, emulating their best features and possibly trascending human existence to attain draconic perfection. Entre into this class requires locating one of these draconic sects (often a monastery) and then passing initiation rites to begin learning the rigourous meditations and physical training necessary to begin down this path. Such training can take months or even years. |
Humans | None |
| Initiate of the Sevenfold Veil |
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Knowledge (arcana) 12, Knowledge (nature) 4, Spellcraft 12, Greater Spell Focus (abjuration), Spell Focus (abjuration), Skill Focus (spellcraft), able to cast five abjuration spells, including two of 4th level or higher |
Unlike the writeup in Complete Arcane, this class is not a specific organization, and members are actually referred to as Students (or Practitioners) of the Sevenfold Veil. In addition, the spell requirement must be entirely from arcane spells. The class represents a mage who has plumbed the depths of the concept of prismatic spells and the relation of the colours to powers and has used this knowledge to open up new avenues of abjuration. Entre requires extensive research or tutelage of a member of this class. |
Humans, Gnomes, Elves, Half Elves | None |
| Inquisitor of the Drowning Goddess |
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Kuo-toan, Lawful Evil or Lawful Neutral alignment, Concentration 8, Knowledge (religion) 4, Improved Unarmed Strike, Blibdoolpoolp as a patron deity | This class is not suitable for most PCs. It requires the candidate have served as a monitor with dedication for at least several years before initiation into this order by the clerics of Blibdoolpoolp. | None | None |
| Insidious Corruptor |
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Drow, any Evil alignment, Bluff 9, Diplomacy 4, Sense Motive 4, Persuasive, ability to cast dominate person | This class represents a specific school of drow magic that specializes in various enhancements to enchantment and especially domination of slaves and other drow. Entre requires passage of various tests and then an invitation by the hierarchy of the corruptors. The candidate must then spend time training and learning the lore of the school. | Elves (drow) | Advancement requires continuing membership in the school, as its lore is taught in small stages as a member continbues to prove his loyalty and usefulness. |
| Invisible Blade |
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Bluff 8, Sense Motive 6, Far Shot, Point Blank Shot, Weapon Focus (dagger, kukri, or punching dagger), must defeat a worthy opponent in single combat using only daggers, kukris, or punching daggers | Any PC who shows he favours dagger type weaponry may gain this class. | Any | None |
| Iron Mind |
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BAB +3, Concentration 8, Armour Proficiency (heavy), Invest Armour, Iron Will, able to manifest 1st level psionic power | This class is open only to dwarves. It respresents the dwarvish dabblings in psionics, with some dwarves having travelled to the Kingdom of Slumber to learn psionics and then having returned to modify the arts to their own purposes. | Dwarves | None |
| Ironsoul Forgemaster |
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Any non-Evil alignment, Craft (armorsmithing or weapons mithing) 8, Knowledge (arcana) 2, ability to shape soulmelds. | Unlike the class as written, there is no racial requirement for this class. This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Jade Phoenix Mage |
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Any non-Evil alignment, Concentration 9, Knowledge (arcana) 2, Knowledge (history) 2, Knowledge (religion) 2, must know at least two martial maeuvers including one strike, must know at least one martial stance, ability to cast 2nd level arcane spells | One of the most exclusive orders in Xydlont, this class blends the marial adept mysticisms with arcane knowledge. Almost exclusively, such arcane knowledge is wu-jen. Entre into the class requires invitation by the Jade Phoenix order and months of training to properly blend martial disciplines with wu-jen spellcasting. The 13 masters of the order rotate serving the Emperor of Xydlont directly for one month each year. | Humans | None |
| Jaunter |
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Not Allowed in Therra | Not Allowed in Therra | N/A | So you get some minor planar knowledge, a few combat feats, and you visit two planes and all of a sudden you get immense magical powers? No way. |
| Justiciar |
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Any Lawful alignment, BAB +6, Gather Information 5, earch 5, Survival 5, Skill Focus (gather information), Track | Most of these worship or venerate Meredros or Ularinn. Any PC who shows a sincere desire to track down and bring to justice ciminals may gain this class. | Any | None |
| Justiciar of Meredros |
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Lawful Good, BAB +5, Diplomacy 7, Knowledge (loacl) 4, Knowledge (religion) 6, able to cast 2nd level divine spells, patron deity Meredros |
These are an order of Meredros dedicated to justice. They primarily serve as order keepers in large population centers, often taking on patrol duties and quelling disturbances. They also serve as bailiffs in Meredran courts. Entre is at the invitation of the order after proven and dedicated service to Meredros and the highest ideals of justice. |
Humans | None |
| Keeper of the Cerulean Sign |
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Cannot be an aberration, Gather Information 5, Knowledge (arcana) 8, Knowledge (dungeoneering) 8, Sense Motive 5, Aberration Bane Magic, Craft Wondrous Item, must craft a cerulean sign without aid |
This class represents a small, but widespread secret order dedicated to keeping Therra safe from invaders from the Far Realms and to stop unnatural creatures from infiltrating and subverting civilization. Entre requires initiation into the order, usually after a period of watchfulness by the Order to determine whether a given mage or cleric has potential. Candidates almost never ask for membership. They are usually invited. |
Humans, Half Elves | None |
| Kensai |
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Any Lawful alignment, BAB +5, Concentration 5, Diplomacy 5, Ride 5, Combat Expertise, Weapon Focus (any weapon), must take oath of service to overlord or ideal | This class is limited to humans of Morakki heritage. The class blends martial arts with Morakki meditative disciplines. | Humans | None |
| King/Queen of the Wild |
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Base Fort Save +4, Hide 4, Survival 8, Spot 4, terrain-dependent skill 4, Endurance, Track, must choose a terrain type and live in or near such an area |
This class represents a person who chooses to bond with a certain type of terrain and to excel within it. By doing so intensively and for a long time, he can actually gain some quasi-mystical powers connected to that land. For the most part, however, the class merely represents an abiding familiarity with the terrain type selected. Entre requires and extended period of time dwelling in the terrain selected, usually for many years. and is usually reserved for members of primitive societies and/or rangers. The underground selection is limited to rare drow rangers and other rare underground ranger types. |
Humans |
May only gain levels in this class while in the chosen terrain. Terrain Skills: Desert = spot |
| Kinslayer |
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Drow, Endurance, Diehard, Unspeakable Vow, Vow of Vengeance | This class is a special cadre of soldiers of Lolth dedicated to the war against surface elves. Entre requires invitation by the Lolth clergy and intensive training and ritual by both the clergy and other kinslayers. | Elves (drow) | Advancement requires continued membership, as its secrets are taught over time. |
| Kishi Charger |
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BAB +6, Ride 9, Mounted Combat, Ride-by Attack, Spirited Charge, Proficiency with lance (uma-yari) | This class is native to Hamasha and represents the most experienced and elite riders of that land. | Humans | None |
| Knight of the Chalice |
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Lawful Good alignment, BAB +8, Knowledge (planes) 5, Knowledge (religion) 10, able to cast divine spells including protection from evil |
This order was created during the War of the Gem by Beregond the Paladin in order to forge a body of elite paladins to fight the hordes of evil outsiders being called into the service of the Deceiver. After the War, this group continued in an effort to clean up pockets of evil outsiders who remained in Therra after the War's end. To gain this class, a PC must receive the sponsorship of a Knight of the order and the blessing of the leader. |
Humans, Elves, Half Elves | Members of this class are expected to devote themselves to the mission(s) of the order and are generally not allowed to engage in idle adventuring. |
| Knight of the Iron Glacier |
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Lawful Good or Lawful Neutral alignment, Handle Animal 5, Ride 9, Survival 2, Animal Affinity, Exotic Weapon proficiency (bastard sword), Mounted Combat, Ride-By Attack, must undertake a quest assigned by the order |
This class represents an order of Knights formed after the fall of the Deceiver to patrol the land of Mordasht and to watch for any evil emanating therefrom. They are a small but close-knit and hardy group, who expect and receive little attention or thanks for their risky endeavours. Entre requires undertaking tests and a quest at the behest of the order. |
Humans, Elves | Members of this class can only gain levels while actively serving the order in Mordasht. They are expected to devote themselves to the mission(s) of the order and are generally not allowed to engage in idle adventuring. |
| Knight of the Middle Circle |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The goddess of stars in Therra is Chaotic, and would not support an order of knights. |
| Knight of the Pearl |
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Lawful Good alignment, BAB +5, Extra Turning, Knowledge (religion) 5, turn undead ability, proficiency with at least one martial weapon and with heavy armour, must be accepted as a member of the Order of the Pearl |
This class represents a goodly order amongst the merfolk and sea elves of Therra. They specifically fought against the Deceiver during his long reign, and they now serve as staunch bastions against aquatic evils, including sahuagin. Entre requires proven service underwater to the cause of goodness. Almost exclusively, only sea elves and merfolk may join this class. |
Sea Elves | None |
| Knight Protector |
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Lawful Neutral or Lawful Good alignment, BAB +5, Diplomacy 6, Knowledge (nobility and royalty) 4, Ride 6, Armour Proficiency (heavy), Cleave, Great Cleave, Mounted Combat, Power Attack |
These are the elite of the knights of the Order of the Platinum Dragon in Iligor. A PC must serve with the order and distinguish himself in service before being recommended for elevation to Knight Protector. Members of this class are expected to remain in direct service of the order and the lords of Iligor. |
Humans | Characters can gain levels in this class only by serving the order. |
| Knight of the Sacred Seal |
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Any non-Chaotic alignment, BAB +4, Knowledge (arcana) or Knowledge (religion) or Knowledge (planes) 5, soul binding class feature, Weapon Focus (any weapon) | This class represents a pledge between binder and vestige similar to the oath between a knight and his king or lord. There is no formal ritual required to cement this union; it is simply a stronger form of pact formed between binder and vestige. | Humans | None |
| Lasher |
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BAB +5, Rope Use 2, Craft (leatherworking) 2, Weapon Focus (whip), Exotic Weapon Proficiency (whip), must own a whip or whip dagger or other whip-like weapon | This class simply represents the choice to master the whip. | Humans, Half-orcs | None |
| Legacy Champion |
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Knowledge (history) 5, Least Legacy, must possess a legacy item, character level 10 | This class represents an individual who seeks to strengthen and explore his bond with a legacy item. | All | Advancement is only possible as long as a legacy item is possessed |
| Legendary Captain |
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|
BAB +4, Profession (sailor) 8, Knowledge (geography) 5, Leadership, must be the captain or master of a ship | This class simply represents a captain who is exceptional in his trade. | Humans | Gaining levels in this class requires activity at sea aboard a ship |
| Legendary Dreadnought |
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BAB +23, Intimidate 15, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical | This class represents the pinnacle of the warrior who relies on sheer might to succeed in battle. | Humans, Dwarves, Half-orcs | None |
| Legendery Leader |
|
|
Iron Will, Leadership, base leadership score of 7 or higher | This class represents a dedicated leader of troops. Entre into the class requires time spent commanding troops in battle and on missions. | All |
The class in Therra is changed to exclude the greater command ability. Instead, in place of the ability, the Legendary Leader can invoke one of the following effects once per round for 1 round per class level: 1. +5 bonus to Intimidate checks 2. +5 bonus to rally checks This change has been made because there is no reason why a pure fighter should suddenly gain access to a powerful spell-like ability. Advancement in this class requires leading military units. |
| Leviathan Hunter |
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|
BAB +5, Iron Will, Track, Knowledge (nature) 4, favoured enemy (aberrations, animals, dragons, or magical beasts) |
This class represents fairly widespread and ancient lore passed amongst the Heynosht tribesmen. Entre requires training by a Leviathan Hunter including how to make the oils and preservatives required for trophies. In general, the Heynosht tribesmen only teach this lore to their own people. |
Humans | None |
| Lifedrinker |
|
|
Any Evil alignment, Knowledge (arcana) 6, Spellcraft 6, vampire | This class is not available to most PCs. This class can be attained by a vampire usually versed in spellcasting who undergoes eldritch rituals to make him stronger. These rituals must be taught or located in forbidden tomes and take weeks or even months to perform. | None | None |
| Lion of Talisid |
|
|
Neutral Good alignment, BAB +4, Knowledge (nature) 9, Survival 9, Favoured of the Companions, able to cast summon nature's ally II, must have an animal companion as a class feature |
During the War of the Gem, a single very powerful druid finally realized the folly of the druidic doctrine and chose to march on Mordasht with the armies of the Free Folk. Talisid was his name, and while he fought and died at the feet of Mordasht, slain by the evil red dragon Martyirimyx, the druids of his order prayed to Yimik for intervention and, when the Doors of Slumber opened, the spirit of Talisid was merged with Yimik's and the dead druid was granted divine status thereby. Now in Slumber, Talisid's dreams influence Yimik's on behalf of his followers, trying to channel the Lord of Animal's powers for the cause of good. Most of the members of this class follow the druidic Cabal of the Lion, though a few rangers favoured by the Lions are also admitted. Entre requires completion of an initiation rite by the Cabal. |
Humans, Elves, Half Elves, Gnomes, Halflings | None |
| Lord of Tides |
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|
Survival 8, Scorpion's Resolve, ability to cast 2nd level divine spells, undergo initiation ritual and return with a relic |
This class represents an uncommon mystery cult of the Tul deities amongst the folk of the Wylag Desert and East Wastes. Its initial mysteries are merely involved in finding water, and shamans of tribes often employ these lesser mysteries to help their tribe in this manner. But some folk go beyond, into the greater mysticisms of the Tul, and gain power over other elemens. Entre in this class requires intense training under a Lord of Tides and intense rituals |
Humans | None |
| Loredelver |
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|
Illumian, Decipher Script 10, Disable Device 5, Knowledge (arcanea) 10, Knowledge (dungeoneering) 5, ability to cast a 3rd level arcane spell from divination school, trapfinding class feature | Illumians are not native to Jerranq. This class represents a specialized magician/rogue speciality amongst Illumians. | None | None |
| Loremaster |
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|
Knowledge (any two) 10, any three metamagic or item creation feats, Skill Focus (knowledge [any]), able to cast seven different divination spell of which one must be 3rd level or higher | In order to gain this class, the PC must have displayed a desire to study and delve into lore. | Humans, Elves, Half Elves, Gnomes | None |
| Luckstealer |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | No reason being a con artist has to be uniquely halfling or require a special prestige class. |
| Lurking Terror |
|
|
Undead, Hide 8, Move Silently 8 or incorporeal subtype | Represents various undead who have become adept at sneaking and terrifying their foes. | None | None |
| Lyric Thaumaturge |
|
|
Knowledge (arcana) 6, Perform (any) 9, Spellcraft 6, Melodic Casting, ability to cast 2nd level arcane spells, bardic music 5/day | Represents a focusing of the bardic craft towards augmenting spell casting. There are no special entre requirements. | Humans, Elves, Half Elves, Gnomes | None |
| Maester |
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|
Gnome, Craft (any) 8, Use Magic Device 4, any two item creation feats, arcane caster level 5 | Represents a gnome magician who chooses to specialize in crafting of magic items. | Gnomes | None |
| Mage-Killer |
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|
Spellcraft 10, Great Fortitude, Lightning Reflexes, Combat Casting, Martial Weapon Proficiency (any), able to cast 4th level arcane or divine spells at least three of which require Fort saves and three of which require Ref saves (a spell that has no save but inflicts damage can substitute for any of these spells) |
Despite the name, this class does not usually signify someone with an abiding hatred of mages who seeks to kill them. Rather, membership in this class signifies someone who wishes to be proficienct in combating mages, whether by way of duels or ad hoc encounters. Many mages who love and respect their craft join this class simply because they often find themselves opposed by other spellcasters. There is no order involved here. Any mage or priest who wishes to concentrate on techniques designed to battle other spellcasters may gain this class, though entre should be preceded by some months of study of spell-fighting techniques, either by training or self-research in tomes and manuals. |
Humans, Elves, Half Elves | None |
| Mage of the Arcane Order |
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Knowledge (arcana) 8, Two metamagic feats of which one must be Cooperative Spell, ability to prepare and cast arcane spells of 2nd level or higher, initiation fee of 750 gp | This class represents a member of a mage's guild. Guild requirements and attitudes vary greatly, but in general entry into this class requires that a mage become a member of such a guild. | Humans | If a member of this class is removed from his guild, he loses access to the Spellpool and certain other class benefits and may not progress in this class until he is a member ofsome mage's guild. |
| Magical Trickster |
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Any one metamagic feat, ability to cast 3rd level spells, any two skill tricks | This class simply represents a desire to introduce flourishes and quirky maneuvers into your spellcasting. It is most often utilized by priests of Hastaffor and adherents of Flupnir, but is available to anyone. | Humans, Elves, Half-Elves, Gnomes, Halflings | None |
| Maho-Bujin |
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Shadowlands Taint 10 or more, must enter the land of Pilong and travel to the Festering Pit of Fuleng. | This class represents warriors and others twisted by the curse of Pilong into a form seething with corruption. This class may only be acquired by being exposed to forces of the curse of Pilong. | All | None |
| Maho-Tsukai |
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Base Will Save +4, Shadowlands Taint 4 or more, Concentration 8, Knowledge (arcana) 4, ability to cast divine or arcane spells | As there is no blood magic in Therra, this class is acquired when a suitable spellcaster is twisted by exposure to the curse of Pilong. It can apply to wizards, who gain the ability to cast spells spontaneously by entre into this class. | All | None |
| Maiden of Pain |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no deity of Pain who is female or supports a female only sect. |
| Malconvoker |
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Any non-Evil alignment, Bluff 4, Knowledge (planes) 4, Celestial language, Infernal language, Augment Summoning, Spell Focus (conjuration), ability to cast summon monster III |
This class represents an intensive focus on summoning and manipulating evil netherbeings to fight other evil beings. The class is not open to evil characters because they cannot properly view the evil attributes of these fiends in the proper frame of reference necessary to meld it to their purposes. An evil person views a fiend's evilness as a natural state...something that cannot be used as a magical tool. But a malconvoker is able to see that the evilness of a fiend is not a natural state but rather a force that resides within the fiendish body, and this recognition allows the malconvoker to twist that force to his own ends. Entre requires intesnive study (often self-study) into the nature of evil beings, especially fiends. |
Humans, Elves | While a malconvoker can, by virtue of this class, summon evil beings and not have his alignment shift to evil, these evil beings often attempt to corrupt the malconvoker. While beings summoned by a summon monster spell are not likely to succeed in any sort of corruption, they will still try, and beings called by other spells will make every effort to twist a malconvoker's conceit back upon himself. Of course, if a malconvoker succumbs and turns evil, he loses all of his abilities, much to the delight of the fiends. |
| Mantis Mercenary |
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|
Human, any Neutral alignment, BAB +5, Dodge, Weapon Focus (chain, chijiriki, jitte, kama, kusari-gama, nunchaku, sai, shikomi-zue, siangham, or tonfa) | The Mantis School is located in Vingariku and trains mercenaries used throughout the Morakki lands, especially in sea actions against Westerners. Access to this class requires completion of training at the Mantis School. | Humans | None |
| Martyred Champion of Ilmater |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no God Ilmater in Therra. |
| Master Alchemist |
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Craft (alchemy) 10, Spellcraft 10, Brew Potion, Magical Artisan (potions), Skill Focus (craft [alchemy]), able to cast 4th level arcane or divine spells | There is no entre requirement for this class. Anyone who has gained the required skill ranks has already proven his dedication to the profession. | All | None |
| Master of Chains |
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|
Escape Artist 6, Open Lock 4, Intimidate 4, Exotic Weapon Proficiency (spiked chain), Combat Expertise, Improved Trip, Improved Disarm, Weapon Focus (spiked chain), Weapon Specialization (spiked chain), Int 13+ | Unlike the writeup in Sword and Fist, members of this class may be of any alignment, as it merely represents the choice to specialize in the spiked chain. The final ability of the class, Chain Mastery, requires that the character make contact with a Kyton and learn certain rituals and techniques that border on magic. Because of this last requirement, Non-Good members of this class have an easier time attaining this final power. | Humans, Half-orcs | None |
| Master of Flies |
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|
Any Non-Good alignment, Escape Artist 5, Knowledge (nature) 8, Quick Change, must possess the inherent ability to change form | This class is not available to PCs in Therra. Nor is it commonly available to any creature. It is reserved solely for a quasi-unique encounter(s) by the DM. | None | None |
| Master of Many Forms |
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|
Alertness, Endurance, wild shape class feature | This class merely represents the practiced ease of a druid specializing in his changing abilities. | Humans, Elves, Half Elves | None |
| Master of Masks |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | While the concept is interesting, there is just no grounding for why someone with no magical skill should suddenly gain this power. And while one could require special training to join this class, it seems to me that this class would better be represented by simply creating some magic items as Wondrous Items that do the same thing. In other words, there is no need for a whole new class to accomplish what a new magic item could do as well or better. |
| Master of Nine |
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|
10 ranks in four key discipline skills, Adaptive Style, Dodge, Blind-Fight, Improved Initiative, Improved Unarmed Strike, must know at least one maneuver from six different disciplines | This offshoot of the way of the Nine Swords seeks to meld all of the disciplines into a transcendent whole. To many more traditional martial adept orders, this idea is heretical, but recently the idea has gained some popularity in Xydlont. Entre requires several months of training by a master of nine. | Humans | None |
| Master of Radiance |
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Any Non-Evil alignment, Knowledge (nature) 8, Knowledge (religion) 5, able to cast daylight as a divine spell |
A sect dedicated to projecting the light power of Ularinn, masters of radiance are less focused specifically on the destruction of undead than are the Morninglords of the same deity. Entre into the class requires undergoing training and rituals by another Master of Radiance. |
Humans, Elves, Half Elves | None |
| Master Samurai |
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|
Not Allowed in Therra | Not Allowed in Therra | N/A | Superceded by the Samurai core class from Complete Warrior |
| Master of Shadows |
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Knowledge (arcana) 5, Knowledge (planes) 8, Shadow Familiar, caster level 5th | This class is merely the representation of a person who has tied himself to shadow enough to gain and transform a shadow familiar. As such, it is available to any shadowcaster who qualifies. | Humans | None |
| Master of Shrouds |
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Any Non-Good alignment, Base Will Save +5, Concentration 5, Knowledge (religion) 5, Spellcraft 5, Augment Summoning, Spell Focus (conjuration), able to cast protection from good as a divine spell, able to rebuke undead |
This class represents the delving and perversion of divine worship into the summoning and binding of undead. Many religions in Therra consider this practice anathema and a priest of such churches cannot join this class. Entre requires membership in a Church that would allow such a practice, plus delving into forbidden lore and research over the course of a year or more. |
Humans | None |
| Master Specialist |
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|
Knowledge (arcana) 5, Spellcraft 5, Spell Focus (school of specialization), must be able to cast 2nd level arcane spells, must be a specialist wizard | Thie class represents a further focusing of specialization by a wizard. There are no special entry requirements. | Humans | None |
| Master Thrower |
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BAB +5, Sleight of Hand 4, Point Blank Shot, Precise Shot, Weapon Focus (any thrown weapon) | None | All | None |
| Master Transmogrifist |
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Any Non-Lawful alignment, Bluff 2, Disguise 2, Eschew Materials, able to cast alter self and polymorph | This class represents a mage who specializes whole- heartedly in the magic of changing his shape. It represents a deeper level of devotion than a specialized wizard of the transmutation school, as this class narrows that focus to spells like polymorph rather than the much broader transmutation school. | Humans, Elves, Half-Elves, Gnomes | None |
| Master of the Unseen Hand |
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Concentration 8, able to cast the telekinesis spell or with access to it as a spell-like or supernatural ability | Unlike the writeup in the book, these are not a cabal of mages. Rather, this class represents any mage who delights in and practices with the telekinesis spell and wishes to specialize in its use to the detriment of his other spells. | Humans, Elves, Half Elves | None |
| Master Vampire |
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Vampire, must control two vampire spawn | Represents a vampire who has worked on exerting his will towards domination of his spawn. | None | None |
| Master of Vipers |
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Yuan-ti, any Evil alignment, BAB +7, Knowledge (nature) 8, Great Fortitude | This class is not available to most PCs. The details of the yuan-ti are unknown to Jerranqi. | None | None |
| Menacing Brute |
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|
Not Allowed in Therra | Not Allowed in Therra | N/A | No reason why this concept needs to be a class. A half orc can simply be a fighter/rogue and take ranks in Intimidate |
| Metamind |
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|
Manifester level 4, Psicraft 4, Knowledge (psionics) 8, Psicrystal Affinity | This class represents the focusing of mental talent on capacity rather than perfection. Quantity over quality. It requires no special schooling or initiation. | Humans, Elves, Half Elves | None |
| Mindbender |
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|
Any Non-Good alignment, Bluff 4, Diplomacy 4, Intimidate 4, Sense Motive 4, able to cast charm person, use charm person as a spell-like ability, or use the charm invocation, arcane caster level 5 |
This class represents the focusing of magical talent towards manipulation of the minds of others. In some ways it represents the next step beyond specialization in the enchantment school. Entre simply requires that a mage be willing to curtail his studies in his magery somewhat in order to delve into the workings of the mind. |
Humans, Elves, Half Elves | None |
| Mind Spy |
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|
BAB +3, Concentration 8, able to cast the detect thoughts spell or with access to it as a spell-like or supernatural ability | This class represents any mage who delights in and practices with the detect thoughts spell and wishes to specialize in its use to the detriment of his other spells. | Humans, Elves, Half Elves | None |
| Monk of the Long Death |
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Any Non-Good alignment, Craft (alchemy) 3, Craft (poisonmaking) 7, Heal 3, Knowledge (arcana) 8, Base Will Save +5, must be inducted into the monks via a secret ceremony consisting of various morbid and hideous acts |
This Morakki secret society is dedicated to death as an art form. They are fascinated with it and constantly try to outdo each other in the style and panache of their killings. Entre requires invitation by the group. |
Humans | None |
| Morninglord of Ularinn |
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Any Good alignment, Craft (any) 4, Diplomacy 7, Knowledge (religion) 8, Perform (any) 2, Improved Turning, able to cast 3rd level divine spells, one of which must be daylight, patron deity Ularinn |
This class is a sect of Ularinn worshippers dedicated to defeating undead and bringing light and hope to the oppressed. Entre requires proven dedicationg to the tenets of the sect and the Church of Ularinn. |
Humans | None |
| Mortal Hunter |
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|
Outsider, any Evil alignment, BAB +5, Move Silently 3, Speak Language (Common), Survival 5, Alertness, Mortalbane, Track | Certain evil fiends are trained in hideous lore that allows them to more effectively slay mortals. These were more prevalent when the Deceiver was ensconced in Mordasht, for he often had need to slay certain mortals. Now, however, the class is rarer and less used, though it still finds some calling. | None | None |
| Moto Avenger |
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|
Human, Any Good alignment, BAB +5, Ride 8, Mounted Combat, Spirited Charge, Trample |
The Moto school is located on the verges of Pilong, in the nation of Amabong, and it teaches warriors who guard Amabong against incursions from the twisted creatures of Pilong. Unlike most Amabongese, the Moto Avengers ride horses due to their need to react swiftly to incursions and to make quick forays into the mists of Pilong. Membership in this class requires completion of training at the Moto School in Amabong. |
Humans | None |
| Mountebank |
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|
Not Allowed in Therra | Not Allowed in Therra | N/A | While the idea of a con artist class is commendable, this is just a rogue with a bunch of supernatural abilities tacked on, and such abilities are relatively powerful, unsubtle, and unexplained. Suddenly a rogue can change shape and teleport? |
| Murimoto Niten Master |
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Human, BAB +5, Knowledge (arcana) 3, Exotic Weapon Proficiency (katana), Expertise, Two-Weapon Fighting | This class represents the elite of the Niten School, which teaches its own unique style of Morakki swordplay. Access to this class is restricted to those who have completed the rigourous training of the school. | Humans | None |
| Mystic Theurge |
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Knowledge (arcana) 6, Knowledge (religion) 6, able to cast 2nd level divine spells and 2nd level arcane spells | This class represents the blending of arcane and divine spellcasting, and in Therra is limited to clerics, as druids instead use the Arcane Hierophant class. Entre requires simply meeting the prerequesites. | Humans, Elves, Half Elves | None |
| Mystic Wanderer |
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|
Any Non-Lawful alignment, Craft (alchemy) 3, Diplomacy 8, Knowledge (nature) 3, Perform 3, Profession (herbalist) 3, Iron Will, able to cast 2nd level divine spells |
This class represents a somewhat heretical subcult of the religion of Indolle. Mystic wanderers forsake the trappings of commerce and social interaction so espoused by the Church of Indolle and instead concentrate solely on the travel aspects, believing that by wandering they can learn great truths about the universe. To join this class, the PC must be a priest of Indolle and must learn and formally pronounce the Prayer of Wanderlust. |
All | None |
| Mythic Exemplar |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Therra does not have a tradition of hero worship that actually imparts supernatural abilities. In addition, the specific heroes of this class are not present in Therra. |
| Naga Overlord |
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Naga, any Evil alignment, Bluff 4, Diplomacy 4, Intimidate 4, Sense motive 4, Extend Spell, Skill Focus (intimidate), Spell Focus (enchantment), able to cast dominate person as a spell | This class is not available to most PCs. The details of the naga are unknown to Jerranqi. | None | There is an error in the class description wherein the Augment Followers III ability is exactly the same as the Augment Followers I ability. As such, I am changing the Augment Followers III ability to treating all such spells as if cast with a special greater Extend Spell feat that quadruples the normal duration of the spell. |
| Nature's Warrior |
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|
Any Neutral alignment, BAB +4, Knowledge (nature) 8, Knowledge (planes) 2, Survival 8, Track, wild shape ability | This class basically represents a druid that wishes to focus more on the martial aspects of his animal shape than on his spellcasting. It is open to any druid. | Humans, Halflings, Elves, Half Elves, Gnomes | None |
| Necrocarnate |
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|
Any Evil alignment, Knowledge (arcana) 5, Knowledge (religion) 5, Spellcraft 10, Necrocarnum Acolyte, ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Netherese Arcanist |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There are no Netherese in Therra. |
| Nightcloak |
|
|
Neutral Evil alignment, BAB +3, Bluff 2, Hide 2, Move Silently 2, Perform 4, Iron Will, Spell Focus (any two of enchantment, illusion, or necromancy), Pernicious Magic or Tenacious Magic, ability to cast 2nd level divine spells, access to darkness domain, Heleniarr as a patron deity |
The Cult of the Night is a wide-ranging religion, for Heleniarr is worshipped both by grey elves who love the nighttime and by evil necromancers who tap the energies of the undying. The Nightcloaks represent the evil side of night worship. They revel in the terror and unease that darkness breeds and use it to their advantage. Entre into the class requires initiation by an evil faction of the goddess' worshippers by a current Nightcloak. |
Humans | None |
| Nightmare Spinner |
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|
Bluff 4, Intimidate 4, Sense Motive 4, ability to cast 3rd level arcane spells, ability to cast at least one fear spells and at least one mind-affecting illusion spell | While the art of nightmare spinning is taught by a sect of the Cult of Heleniarr, it is also known by certain illusionists who also pass down the lore. Entre into the class requires either formal induction by the Cult of Heleniarr or tutelage by a Nightmare Spinner. Induction or instruction both take several months. | Humans | None |
| Nightsong Enforcer | PrC | CAdv | BAB +5, Hide 10, Move Silently 10, Improved Initiative, evasion class feature, must undergo intensive training and tests with the Nightsong Guild before he can gain the class abilites | This class represents the offensive arm of the Nightsong Guild. Patterned after Morakki notions of Ninjas, the Nightsong Enforcers emphasize teamwork over personal strength and development. The Guild is headquartered in Imtorr and has not yet spread widely to other areas. Entre requires admission into the guild and then a long period of training. | Humans | Advancement requires constant involvement in the guild and training and adventuring with other guildmembers. |
| Nightsong Infilitrator | PrC | CAdv | Climb 10, Disable Device 5, Open Locks 5, Search 5, Alerntess, evasion class feature, must undergo intensive training and tests with the Nightsong Guild before he can gain the class abilites | This class represents the espionage arm of the Nightsong Guild. Patterned after Morakki notions of Ninjas, the Nightsong Infiltrators emphasize teamwork over personal strength and development. The Guild is headquartered in Imtorr and has not yet spread widely to other areas. Entre requires admission into the guild and then a long period of training. | Humans | Advancement requires constant involvement in the guild and training with other guildmembers. |
| Ninja of the Crescent Moon |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Replaced by the Ninja core character class |
| Ninja Spy |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Replaced by the Ninja core character class |
| Noctumancer |
|
|
Knowledge (arcana) 6, Spellcraft 6, able to cast 2nd level mysteries, able to cast 2nd level arcane spells | This class represents the bleding of arcane and shadowcaster studies. No formal entre requirements are needed beyond the prerequisites. | Humans | None |
| Nygotian Hunter |
|
|
BAB +5, Handle Animal 4, Ride 6, Survival 8, Animal Affinity, Mounted Archery, Mounted Combat, Track | This class simply represents a Nygotian horseman who has excelled in his riding abilities. Entre is open to all Nygotians who have trained in the Nygotian horseriding techniques and grown up in the Nygotian horse-riding culture. | Humans | None |
| Occult Slayer |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | This class does not exist in Therra, as there is no plausible reason why a warrior with hatred of magic should gain so many special and magical abilities |
| Ocular Adept |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no Great Mother of the beholders in Therra |
| Ollam |
|
|
Dwarf, Lawful Good alignment, Knowledge (history) 10, Knowledge (any other) 10, Perform (oratory) 5 |
These are adherents of Weshta-Grum, though interestingly, if they are not already clerics of that god, then they are granted their spells from Neengrum. Entre requires being accepted into the Ollam order and undergoing initiation rituals. |
Dwarves | Advancement in this class requires the character to belong to the order of Ollams and to engage in teaching and lore. |
| Ooze Master |
|
|
Craft (alchemy) 4, Swim 4, Great Fortitude, able to cast 3rd level arcane or divine spells | Entre into this class requires a pledge of eternal servitude to Juiblex (aka Ghanadaur) before a cleric of that deity of 7th level or higher. The initiation process involves monstrous oozes and can be deadly. | Humans | None |
| Orc Warlord |
|
|
Orc or Half-orc, BAB +5, Any Non-Good alignment, Intimidate 8, Ride 5, Survival 5 | A character must have led orcs into many battles before becoming able to gain this class. | Half-orcs | Levels in this class may only be gained while leading orcs. |
| Ordained Champion |
|
|
Any Lawful, Neutral Good, or Neutral Evil alignment, Knowledge (religion) 7, Weapon Focus (any weapon), able too cast magic weapon as a divine spell, must worship Aghorrit |
This class represents a further extension of a war priest onto the field of battle. An ordained champion not only leads soldiers, but fights at their vanguard. They are also adept at individual combat, and many battles are known to have been resolved via single combat amongst ordained champions. Entre into the class requires acceptance of petition by a ranking priest in a church of Aghorrit and a 7 day ritual punctuated by potentially dangerous trials by combat. |
Humans | None |
| Order of the Bow Initiate |
|
|
BAB +5, Craft (bowmaking) 5, Knowledge (religion) 2, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (any bow except for crossbows) | This class represents a sect of the religion of Firlott, the God of the Hunt and patron of bowmen. A prospective member must be initiated by a senior member of the sect and must follow the precepts of the cult of Firlott. | Humans, Elves, Half Elves | None |
| Outcast Champion |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | No reason exceptional outcast leaders would be the special provinced of certain half-breeds. |
| Outlaw of the Crimson Road |
|
|
BAB +4, Bluff 5, Disguise 5, Gather Information 5, Intimidate 5, Ride 5, Combat Expertise, Improved Initiative, must be a recognized outlaw by authorities and must adhere to a code of conduct | This class is only attainable by someone who's current profession is as a full-time outlaw. This means levels in the class are usually not attainable by PCs. It may only be taken by an outlaw who is wanted by authorities and whose noteriety is high. | Humans | Levels in this class may only be gained as an outlaw. |
| Pact-Bound Adept |
|
|
Knowledge (arcana) 9, Spellcraft 9, Draconic Heritage, able to cast 3rd level arcane spells, must have an active dragonpact with a dragon | This class represents a focus on the power of dragonpacts. There are no special entry requirements. | Elves, Half Elves | In Therra, dragonpacts can only be made while in the presence of a dragon. |
| Pale Master |
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|
Any Non-Good alignment, Knowledge (religion) 8, Skill Focus (knowledge [religion]), ability to cast command undead and vampiric touch as arcane spells. | The tomb requirement from Libris Mortis is not required for this class in Therra. This class represents the decision to specialize in magic involving undead and an eventual obsessive desire to imbue himself with the power of the unliving. | Humans | None |
| Paragnostic Apostle |
|
|
Knowledge (arcana) 5, Knowledge (religion) 5, Knowledge (any other) 5, able to cast 3rd level spells or use spell-like abilities of equivalent level, must be accepted by the church of Cotrunal |
The paragnostic apostles are a sect of the Church or Cotrunal. Almost all of these are clerics of the church, though on rare occasions, a non-cleric who has shown unswerving devotion to the church has been made a member. The sect teaches various techniques and lore gathered over the centuries and from ancient times to apply knowledge to magic. For this reason, the class often appeals to cleric/wizards, a common multiclass in the church. Entre requires a displayed devotion to Cotrunal and his church, and a love of study and knowledge. The lore itself takes a year or so of intense study to master. |
Humans | None |
| Paragnostic Initiate |
|
|
Knowledge (arcana) 2, Knowledge (religion) 2, Knowledge (any other) 2, BAB +4 or Tumble 7, must be accepted by the church of Cotrunal | The paragostic initiates are the small military wing of the church of Cotrunal, especially used as guards and assistants of paragnostic apostles. Entre requires devotion to the church, an invitation from its hierarchy, and at least 3 months of intense training under the guidance of a paragnostic apostle. | Humans | None |
| Peregrine Runner |
|
|
Goliath, BAB +4, Climb 9, Diplomacy 4, Handle Animal 4, Jump 9, Endurance, Run | This class represents those goliaths assigned as inter-tribal messengers. | None | None |
| Perfect Wight |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Way too much in the way of super magical abilities for what is supposed to be an extension of the rogue class. |
| Pious Templar |
|
|
BAB +5, Knowledge (religon) 4, True Believer, Weapon Focus (deity's favoured weapon) |
This class represents cadres of elite temple guards blessed with divine grace to ward the holy temple grounds and to guard its priests and important personages. Entre requires proven devotion to a religion and to a particular temple and ordination by the high priest of that temple (of at least 9th level). |
All | Levels in this class may only be gained while in the service of the temple. |
| Planar Champion |
|
|
BAB +6, Knowledge (planes) 4, Weapon Specialization, must have visited two planes during his travels |
This class represents elite formations of many temples in Therra who, in the course of their wars against the Deceiver, often found it necessary to either face outsiders in battle or to sometimes take the fight to other planes. Most temples have Planar Champions, and they all have distinct rituals and ceremonies for imbuiing these champions with their planar powers. These are a combination of intense training and divine grace. Entre into this class requires the devotion to and approval of a temple that supports Planar Champions. The training period to begin the class can take anywhere from several months to over a year. |
Humans, Elves, Half Elves, Dwarves | None |
| Planeshifter |
|
|
Concentration 10, Knowledge (planes) 4, Spellcraft 10, Craft Wondrous Item, able to cast 5th level arcane spells, must have visited another plane | This class represents the focus of arcane study and progression into magicks dealing with the planes. Entre into the class merely requires research into the planes. | Humans | None |
| Platinum Knight |
|
|
Any Good alignment, BAB +5, Dragonfriend, Diplomacy 4, Knowledge (arcana) 4, Speak Language (Draconic) |
While the class Vassal of Bahamut seems closely related to this class, and it is, the two serve different functions. Whereas Bahamut's Vassals pledge their direct service to Bahamut and do indeed become his vassals, the Platinum Knight pledges his service to actively fighting evil dragons and protecting good dragons. In some ways, it is proper to think of the Platinum Knights as the errant branch of Bahamut's knighthood. Most of the members of this class are paladins who have a particular reason to specialize in the fight against evil dragons, whether a personal reason or simply a preference. Entre into this class does not require an oath of servitude to Bahamut, but it does require that a suitably respected and aged metallic dragon invoke the spirit of Bahamut and that the candidate pledge to take up arms in the protection of good dragons and the destruction of evil dragons. Should Bahamut approve, then the candidate will feel the grace of the Platinum Dragon wash through him and he will become a member. |
Humans, Elves, Half Elves | None |
| Prime Underdark Guide |
|
|
Not Allowed on Therra | Not Allowed on Therra | N/A | There is no rational reason why a guide with no previous magical skill suddenly becomes a spellcaster. |
| Primeval |
|
|
Any Non-Lawful alignment, BAB +8, Handle Animal 5, Knowledge (nature) 5, Survival 5, Endurance, Self-Sufficient, Toughness | This class is essentially the druid of the neanderthal race. As such, it is only open to neanderthals. | None | None |
| Prophet of Erathaol |
|
|
Lawful Good alignment, Knowledge (arcana) 5, Spellcraft 10, Sacred Vow, Servant of the Heavens, Spell Focus (divination), Vow of Chastity, able to cast 4th level arcane or divine spells |
Erathaol was an ancient prophetess who channeled celeastial beings, whom she felt were closer to the dreams of the gods and thereby better able to guide the Free Folk in their wars against the Deceiver. She taught her ways to others, and the group now forms an elite cadre of prophets who channel the spirits of good beings to make pronouncements for the good of mortals. The Prophets only accept a few pure mortals into their ranks, and to these they teach the methods of inner configuration required to house the spirits of the celestials. Such training takes many months. |
All | None |
| Psibond Agent |
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|
Gather Information 8, Sense Motive 4, any three languages, power point reserve of at least 1, sneak attack +1D6 | This class is a group of agents of formed by Canaris the Bard to spy for the Kingdom of Slumber. Entre requires being recruited and passing tests set forth by the agents. Once accepted, it takes several months to master the initial psibond training. | Humans | None |
| Psion Uncarnate |
|
|
Knowledge (psionics) 8, Psicraft 8, Psionic Body, able to manifest 3rd level powers, proper training | This is a strange sect that worships an as yet unknown entity called the Golden Mind. Entry into the class requires contacting sect members and convincing them to teach you the way of the dissolution of the flesh. | Humans | Requires membership in the sect to advance and learn the inner secrets of the cult. |
| Purifier of the Hallowed Doctrine | PrC | HoH | Any Good alignment or True Neutral, Knowledge (arcana) 4, Knowledge (religion) 8, Pure Soul, ability to turn undead. |
This organization is essentially the occidental mirror of various Morakki organizations designed to prevent the corruption of Pilong from spilling into pure lands. The Purifiers man the line of fortresses along the southern Far Coast and lead paladins, priests, and mages in patrolling the border with Pilong. Not as fanatic as their Morakki counterparts, the Purifiers are not against tainted creatures per se, but only against the native horrors of the Shadowlands. Entre requires years of devoted service to the fortresses of the Far Coast border with the Shadowlands and finally initiation into the Purifiers, where the various rituals are taught. |
Humans | Requires membership in good standing in order to advance. |
| Purple Dragon Knights |
|
|
Lawful Good or Neutral Good or Lawful Neutral or Neutral alignment, BAB +4, Diplomacy 1 or Intimidate 1, Listen 2, Ride 2, Spot 2, Mounted Combat, Leadership, membership in the Order of the Dragon of Wyr |
The Purple Dragon Knights are so called because they serve the one of the gold dragons of the kingdom of Wyr and because they serve the Queen of Wyr, whose colour is purple. This class represents the highest pinnacles of service in the order, and PCs must have served long and well in the Order of the Dragon before attaining this class. |
Humans | Levels may be gained in this class only through service to the Order of the Dragon in Wyr. |
| Pyrokineticist |
|
|
Any Chaotic alignment, Concentration 8, Craft (alchemy) 1, Knowledge (psionics) 2, power reserve of at least 1 power point | Unlike the writeup in the Psionics Handbook, a member of this class is not a raving arsonic maniac dedicated to seeing the entire world in flames. Instead, membership in the class merely represents the focusing of mental training to the manipulation of fire. | Humans | None |
| Radiant Servant of Ularinn |
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|
Neutral Good, Base Will Save +5, Heal 5, Knowledge (religion) 9, Extra Turning, able to cast 1st level divine spell, access to Sun domain, Ularinn as a patron deity |
This sect represents the kindly, healing aspect of the sun. The order is more concerned with goodness than with law, an exception to much of the rest of the religion, and is often closely aligned with Vastallan nunneries. Entry into this class requires invitation into the order after proven dedication to its tenets. |
Humans, Halflings, Elves, Half Elves | None |
| Rage Mage |
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|
Any Non-Lawful alignment, BAB +4, Combat Casting, able to cast 2nd level arcane spells, rage or frenzy ability | These strange persons are unknown outside of the Ice People culture. Within that culture, they represent the magic inherent in the howling winds and bitter storms of Lothar, the God of Cold. Only a PC hailing from the Ice People lands may gain this class, and only if he is immersed in that culture at the time. | Humans | Once gained, this class may be advanced outside of the Ice People native lands. |
| Rainbow Servant |
|
|
Any Non-Evil and Non-Chaotic alignment, Knowledge (arcana) 4, able to cast 3rd level divine spells, must worship at the temples of the couatls. | This class is not available in Jerranq. | Humans | None |
| Ravager |
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|
CE or NE alignment, BAB +5, Intimidate 3, Knowledge (religion) 3, Survival 4, Improved Sunder, Power Attack, must survive initiation rituals |
Ravagers are servants of the mad Maug Demogorgon, and they meet and form in secret cabals and sects and then spread their misery throughout the countryside. Entry into the class requires acceptance from a cabal (usually lead by a priest or devotee of Demogorgon). |
Humans | None |
| Reaping Mauler |
|
|
BAB +5, Escape Artist 5, Tumble 5, Clever Wrestling, Improved Unarmed Strike, defeat 3 opponents larger than you with bare hands | These are simply wrestling experts, and this class can be gained by focusing on wrestling. It is especially found in barbarian societies, where wrestling is a sport or a means of settling differences, and in nations employing arena fights and gladiator spectacles. | Humans, Dwarves | None |
| Red Avenger |
|
|
BAB +5, Improved Unarmed Strike, Stunning Fist, Listen 8, Tumble 8 |
This class is a sect of monks located in Amabong. The school is dedicated ostensibly to fighting the creatures that emerge from Pilong and many of these enter Pilong to take the battle to the Shadow creatures therein. Entre requires being accepted by the School of Ki in Amabong and undergoing years of training. |
Humans | None |
| Red Wizard |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There are no Red Wizards in Therra because there is no land of Thay in Therra and no land comparable to Thay. |
| Rimefire Witch |
|
|
Concentration 6, Knowledge (history) 6, Knwoledge (religion) 9, Spellcraft 6, Iron Will, Mark of Hleid, able to cast 1st level divine spells, must travel to and bond with a rimefire eidolon |
The rimefire witches are the mystic wise women of the Ice People. Respected and feared, they wield much power in the Ice People tribes. Entre requires that an Ice Person female be trained, usually from early childhood, into the ways of the witches. |
Humans | None |
| Risen Martyr |
|
|
Any Good alignment, Base For Save +2, Base Ref Save +2, Base Will Save +2, Any one skill 9, Speak Language (Celestial), Nimbus of Light, any one other exalted feat | This class is not available to PCs without the express intervention of the DM. Entre into this class is usually reserved for the most holy and pure souls who have an important mission left to accomplish. It is said that only when Mergurr weeps is a soul allowed to return in such a fashion. | All | None |
| Ronin |
|
|
Any Non-Lawful alignment, BAB +6, Exotic Weapon Proficiency (katana), must have been a samurai who fled or was exiled from the service of his lord | This class is reserved solely for ex-samurai who abandon their lord or are kicked out of the service of their lord. | Humans | None |
| Royal Explorer |
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|
Decipher Script 5, Survival 5, Knowledge (geography) 4, Profession (cartographer) 8, Alertness, Endurance | This class represents a professional explorer and cartographer, usually in the service of the Temple of Cotrunal or some royal court. Entre is merely a matter of choice of professions, though the character should be actively engaged in exploration. | Humans | Levels in this class may only be gained by active exploration |
| Ruathar |
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|
BAB +6 or any skill 9 or ability to cast 3rd level spells, perform a valuable service for an elven community | This class represents a special blessing ceremony undertaken by clerics of Galasiria to reward elf friends. | Humans | Levels in this class may only be taken by performing further services for the benefit of elven kind. |
| Ruby Knight Vindicator |
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|
Hide 4, Intimidate 4, Knowledge (religion) 8, must know at least one Devoted Spirit maneuver, must know at least one Devoted Spirit stance, ability to turn or rebuke undead, patron deity Mergurr | The ruby knights are an order of assassins in Xydlont. The Empire is known to have more than a few esoteric orders of assassins, but the ruby knights are tied to priests who worship the God of Death. Entre requires proven service to the Temple of Death and an initiation ceremony, usually involving a test to assassinate a temple enemy. | Humans | None |
| Runecaster |
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|
Ability to cast 3rd level divine spells, Spellcraft 8, Craft (appropriate rune-related subtype) 8, Inscribe Rune | This class is exclusive to Dwarves in Therra, and any Dwarf that qualifies may gain this class after being taught the basics of Rune Lore by another Runecaster. | Dwarves | None |
| Runesmith |
|
|
Dwarf, Concentration 5, Craft (stoneworking) 8, Armour Proficiency (heavy), Scribe Scroll | This prestige class represents the only acceptable form of wizardry practicable in the dwarven community. Entry into the class requires years of tutelage under an elder runesmith. | Dwarves | In Therra, the requirement to cast 1st level arcane spells is dropped. Instead, a runesmith gains spells as a 1st level wizard at 1st level and then progresses in spellcasting ability from that point. |
| Sacred Exorcist |
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|
Any Good alignment, Knowledge (planes) 10, Knowledge (religion) 7, ability to cast dismissal or dispel evil, requires sanction of the Church | These are the elites of the Sect of Purging within the Church of Vastalla. Entre requires exemplary service to the Goddess of Healing over the course of years. | Humans, Halflings, Half Elves | None |
| Sacred Fist |
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|
BAB +4, Knowledge (religion) 8, Combat Casting, Combat Reflexes, Improved Unarmed Strike, Stunning Fist, able to cast 1st level divine spells | Some religions in Western Jerranq have adopted a loose mimicry of some of the martial techniques of the Morakki. Most of these traditions are very slight within the context of each religion and date back to the Mandarini Occupation. The Church of Aghorrit has adherents of this technique, as do the Churches of Meredros, Ularinn, Lothar, Hindarr-quag, and Mustiglior | Humans, Elves, Half Elves | None |
| Sacred Purifier |
|
|
Any Good alignmeny, base Will save +5, Knowledge (religion) 8, Extra Turning, able to cast 2nd level divine spells, able to turn undead |
This class simply represents extra specialized training of a priest or paladin to turn or destroy undead. Many churches support such training. Entre into the class requires several months of training at an appropriate temple. |
Humans | None |
| Sacred Warrior of Bahamut |
|
|
Dragon, Lawful Good or Neutral Good alignment, BAB +15, Endure Blows, Power Attack, able to cast divine spells, access to the Protection Domain, DR 5/magic | This class is not normally attainable by PCs. It represents the most dedicated and elite warriors in the armies of Bahamut. Entre requires promotion into the ranks of the unit. | None | None |
| Sanctified Mind |
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|
Any Non-Evil alignment, BAB +4, Knowledge (dungeoneering) 2, Knowledge (pisonics) 2, Sense Motive 2, Iron Will, proficiency with all martial weapons, must have power point reserve of at least 1 power point |
This sect of psionics has developed from the reports of the Heroes of the Gem of the strange and deadly mind flayers and aboleths. While neither race has, so far, posed any sort of threat to the surface world, members of the sect believe that the mind flayers learned much of the surface from Khenni the Thief and now covet it. They prepare and train against that eventuality, constantly exercising and training. A few of their kind have even attempted to enter the underdark in order to learn more about their eventual foes. Entre into this sect requires an almost insane paranoia that such aberrations are plotting to strike the surface. |
Humans, Dwarves | None |
| Sanctified One |
|
|
BAB +5, Knowledge (religion) 6, must complete a sanctification ritual performed by a priest or other authority of the chosen deity's church |
Several churches in Therra have sanctified ones. These are merely those who have proven their devotion to the church and in exchange for their devotion and continued service, are graced with special training and blessings of their deity. Entre requires proven devotion and service and a sanctification ritual that takes at least 1 week and requires various tests and trials to complete. |
Any |
The churches in Therra and their corresponding deities in the Complete Champion book are as follows: Ehlonna = Galasria or Dhalis |
| Sand Shaper |
|
|
Any Neutral alignment, Knowledge (nature) 4, Survival 4, Touchstone (special location on another continent), arcane caster level 5 | This class is not present on Jerranq. It is present on another continent in Therra. | None | None |
| Sapphire Hierarch |
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|
Lawful alignment, ability to shape three soulmelds, ability to cast 2nd level divine spells, Knowledge (arcana) 4, Knowledge (religion) 4, Essential Pool 3, access to the Celestial domain. | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. The domain requirement was changed to better fit into the world of Therra. | None | None |
| Savant Aboleth |
|
|
Aboleth, Ability Focus (enslave), Ability Focus (slime), Craft Aboleth Glyph, Quickslime, ability to cast 3rd level arcane spells | This class represents the leadership of aboleth society. | None | None |
| Scaled Horror |
|
|
Aquatic or reptilian subtype, BAB +5, Hide 5, Move Silently 5, Swim 5 or +8 racial bonus on Swim checks |
The name of this class is a misnomer representing the label humans put on the less savvy members of this class. In actuality, this class is nothing more than an elite Ranger class for aquatic oriented creatures. Of a certain, the divine spells of the class emanate from Hotor, God of the Seas. Entre into this class requires no special requirements. |
None | To advance n this class the character must spend much time in water. |
| Scar Enforcer |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no tradition of half elves in Therra hating humans and elves. |
| Scarlet Corsair |
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|
Any non-Lawful alignment, BAB +5, Bluff 8, Intimidate 8, Profession (sailor) 4, sneak attack +1D6, must have established a reputation as a fearsome pirate | This class simply represents a "high profile" pirate who lives off of his reputation and fame. Entre into the class simply requires that the character have built a reputation as a pirate. | Humans | Levels in this class can only be attained by engaging in piratical activities or adventuring on the high seas in a ship |
| Scion of Dantalion |
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|
Half-elf or half-orc or human, Knowledge (nobility and royalty) 2, ability to bind Dantalion | This class represents a binder of Dantalion who shares his desires and ambitions enough to pledge greater service to that vestige. | Humans | None |
| Scion of Tem-Et-Nu |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no such god in Therra. |
| Scorpion Heritor |
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|
BAB +3, Hide 8, Knowledge (nature) 4, Survival 4, Scorpion's Resolve, must have survived the venemous sting of a monstrous scorpion |
This class represents a single tribe of East Waste dwellers who revere scorpions. Some of the elite of this tribe undergo painful and dangerous rituals and are infused with the abilities of scorpions. Entre into this class requires membership in the tribe and years of proving oneself to them. |
Humans | None |
| Sea Mother Whip |
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|
Kuo-toan, Lawful Evil or Neutral Evil or Chaotic Evil or Neutral alignment, Knowledge (religion) 5, able to cast 3rd level divine spells, patrion deity is Blibdoolpoolp | This class is not attainable by most PCs. It requires years of service as a cleric/rogue of Blibdoolpoolp and initiation as a Whip by the clergy of the Goddess of the Kuo-Toans. | None | None |
| Sea Witch |
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|
Any Chaotic alignment, speak Aquan, ability to cast arcane spells which must include control water or control weather or favourable wind as well as summon monster III (or any higher level summon monster spell) | Sea witches are a coven of bitter, anti-social mages who serve the dark side of the god Hotor. Entre into the class requires training by a sea witch, usually undertaking dangerous tasks and tests as well. | Humans | None |
| Seeker of the Misty Isle |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Therran elves do not have a tradition of a lost paradise. |
| Seeker of the Song |
|
|
Knowledge (arcana) 13, Perform (any) 13, Skill Focus (perform [any]), bardic music ability, must be exposed to and taught how to harness the primal music |
The primal music is the glorious song of creation, sung by the gods to create the universe. Ringkol adapted a portion of this song in his invention of music, but some worthies are able to go beyond the mundane and even arcane magical powers of music and tap directly into the primal music itself. Entre into this class requires hearing and understanding the primal music. It is an exceptionally rare and mysterious process, often the culmination of a lifetime of seeking by a powerful bard. |
Humans, Elves, Half-Elves | None |
| Sentinel of Bharrai |
|
|
Any Good alignment, Knowledge (arcana) 8, Knowledge (nature) 8, Spellcraft 8, Sacred Vow, Vow of Obedience |
Unlike the druid Talisid (see Lion of Talisid), this class formed after the War of the Gem, as various sects and orders of druidhood splintered from the old ways and began to reintegrate into the new world. One sect, full of kindly druids who accepted the errors of the original druidic thinking but still valued the task of caretaking the lands, formed the Order of Bharrai, after their first leader, who was a powerful druid during the War. Characters wishing to join this class must be accepted into the order by the Bharrians after various tests and a record of druidic service that mixes dedication to the land with dedication to goodness. |
Humans, Elves, Half Elves, Gnomes, Halflings | None |
| Serpent Slayer |
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|
BAB +6, Concentration 4, Knowledge (nature) 2, Spot 4, Combat Casting, Dodge, Mobility, able to cast arcane or divine spells | Serpent slayers are not known in Jerranq. | None | None |
| Shadow Adept |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no Shadow Weave in Therra. |
| Shadowbane Inquisitor |
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|
Lawful Good alignment, BAB +5, Gather Information 4, Knaowledge (religon) 2, Sense Motive 8, Power Attack, detect evil class feature or ability to cast detect evil as a divine spell, turn undead class feature, sneak attack class feature |
These fanatics are members of the Order of Illumination, a group of Vilgumese paladins and clerics of Meredros who, in the throes of the Civil War and the War of the Gem that wracked their nation, abandoned Meredros' strict tenets but retained their hatred of evil and their desire to do good. They instead believed that evil can only be fought with every tool available... strength, righteousness, and stealth. The Order his now headquartered in Vilgum and strives to keep evil from infiltrating into that land from the Death Marches and Lost Kingdom. Acceptance in the Order and class requires a proven history of service to Law and Goodness and the willingness to do whatever is necessary to remove evil from the land. Those accepted are initiated in a magical ritual and tests that take a month to complete. |
Humans | Advancement in the class requires continuing membership in the group. |
| Shadowbane Stalker |
|
|
Lawful Good alignment, Gather Information 8, Search 4, Sense Motive 4, detect evil class feature or ability to cast detect evil as a divine spell, sneak attack +1D6 |
While the Shadowbane Inquisitor represents, essentially, a paladin adopting some rogue aspects to further his cause, this class represents, essentially, a rogue adopting some paladin ascpets to further his cause. All comments applying to the Shadowbane Inquisitor apply to this class. |
Humans | Advancement in the class requires continuing membership in the group. |
| Shadowblade |
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|
BAB +5, Bluff 5, Hide 5, Move Silently 5, Blind-Fight, must have been exposed to the Plane of Shadow | This class represents a martial branch of the Cult of Helenniar, similar in some ways to shadowdancers. Entre requires devoted service to the religion of Night and invitation and initiation by the cult. The exposure to shadow requirements has been tightened for Therra to requiring a visit to the Plane of Shadow and enactment of a ritual thereupon. | Humans | None |
| Shadowcrafter |
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|
Greater Spell Focus (illusion), Spell Focus (illusion), Disguise 4, able to cast any 3rd level or higher spell with the illusion (shadow) descriptor | This class merely represents the focus of a mage into the realm of shadowy illusionry and may be taken at any time once qualified for. | Humans, Elves, Half Elves, Gnomes | None |
| Shadowcraft Mage |
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|
Gnome, Bluff 4, Hide 4, Spell Focus (illusion), able to cast at least 3 illusion spells including at least 1 shadow spell of 4th level of higher | Similar to the Shadowcrafter, this class is further specific to and refined for gnomes | Gnomes | None |
| Shadowdancer |
|
|
Move Silently 8, Hide 10, Perform (dance) 5, Combat Reflexes, Dodge, Mobility | This class is an exclusive cult of Heleniarr, the Goddess of Night. Prospective members of the class must prove their devotion to the Goddess by dint of service and performance of quests and then must undergo a ritual that involves travelling to the Plane of Shadow. Not all candidates survive. | Humans, Elves, Half Elves | None |
| Shadowmind |
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|
BAB +3, Hide 5, Move Silently 5, Sleight of Hand 3, manifester level 3, able to manifest concealing amorpha | This class is not available on Jerranq. It is available in other lands. | None | None |
| Shadow Scout |
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|
Any Non-Evil alignment, BAB +4, Hide 9, Move Silently 9, Spot 5, Run, Track | These are basically elite rangers of the Morakki lands. In order to gain the class, the PC must be trained by another Shadow Scout for a period of several months. | All | None |
| Shadow Sentinel |
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|
Illumian, BAB +5, Weapon Focus (any slashing weapon), must pass combat examination from sentinel leaders | This class represents an elite cadre of Illumians who receive an umbral blade and learn how to focus the powers of the blade. Entre requires convincing the leaders of the sentinels, which often involves a long period of training and undertaking quests. | None | None |
| Shadowsmith |
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|
BAB +5, Craft (armoursmithing, blacksmithing, or weaponsmithing) 5, Knowledge (arcana) 3, Knowledge (planes) 3, must have been exposed to the Plane of Shadow | This class represents a martial crafting branch of the Cult of Helenniar, similar in some ways to shadowdancers. Entre requires devoted service to the religion of Night and invitation and initiation by the cult. The exposure to shadow requirements has been tightened for Therra to requiring a visit to the Plane of Shadow and enactment of a ritual thereupon. | Humans | None |
| Shadowspy |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There are no domain feats in Therra. Furthermore, Ularinn is not a "good" deity per se, and so this class does not fit entirely into the deity's portfolio, though other good PrC to Ularinn are allowed. |
| Shadowstriker |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There are no domain feats in Therra. Furthermore, Ularinn is not a "good" deity per se, and so this class does not fit entirely into the deity's portfolio, though other good PrC to Ularinn are allowed. |
| Shadow Sun Ninja |
|
|
Any Good alignment, BAB +3, Hide 8, Improved Unarmed Strike, must know one 2nd level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level | A strange order that embraces the typically Morakki philosophical dichotomy between good and evil, shadow sun ninjas are often employed as spies and infiltrators by goodly folk who do not wish to rely on traditional ninja houses. Entre into the class requires invitation into the order after a proven record of good actions, and a significant period of training in order to master the razor thin line between light and darkness. | Humans | None |
| Shadow Thief of Amn |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | There is no such overwhelming thief guild in Therra. |
| Shiba Protector |
|
|
Human, BAB +5, Knowledge (religon) 4, Alertness, Expertise, Iron Will | The Shiba school is rival to the Daidoji School and represents another source of bodyguards for Morakki nobles. Access to this class requires completing the training regimen of the school. | Humans | None |
| Shining Blade of Heironeous |
|
|
Not Allowed in Therra | Not Allowed in Therra | N/A | Meredros does not have electrical affinities. |
| Shintao Monk |
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Lawful Good alignment, Base Will Save +4, Knowledge (religion) 8, still mind class ability | This class represents the teachings of an elite set of monks cloistered in various monasteries around Xydlont. It takes years to train at these monasteries to gain this class. | Humans | None |
| Silverstar |
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Chaotic Good alignment, BAB +4, Profession (astrologer) 2, Sense Motive 2, Blind-Fight, Dodge, Mobility, Spring Attack, ability to cast 2nd level divine spells, access to the Moon domain, Vinstarria as a patron deity |
A sect of the Cult of the Moon, these Vinstarria worshippers advocate freedom and the beneficent overthrow or undermining of oppressive authority. This was first spraked in their struggle against the Deceiver, but it has now been so ingrained that, even with the Deceiver's departure, the cult has retained its aims and has refocused them against mortal tyrants. Entre into the sect requires proven dedication to Vinstarria and liberation of the oppressed. The character is then administered a secret initiation ritual that takes place under a full moon. |
Humans, Elves, Half Elves | None |
| Singer of Concerdance |
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Not Allowed in Therra | Not Allowed in Therra. | N/A | There is no Io in Therra. |
| Singh Rager |
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Any Lawful alignment, BAB +7, Iron Will, Ki Shout | Singh Ragers are native to Amabong, where they train in the Lion City of Singh. A PC desirous of gaining this class must be accepted by the Singhs and taught the mystic rage over a period of months or even years. | Humans | None |
| Siren |
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Bluff 6, Intimidate 6, Perform (sing or orattory) 8, must possess an innate sonic mind-affecting ability | This class is not open to most PCs. It represents an emphasis on modifying and heitening a sonic attack to produce new effects. | None | None |
| Skullclan Hunter | PrC | MHB | Any Good alignment, Knowledge (religion) 8, able to turn undead, sneak attack +2D6 | A PC needs to have a background or in-game reason for taking this PrC. As suggested, the reason should usually be a traumatic experience caused by undead. | All | None |
| Skylord |
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Any Good alignment, Elf or Half Elf, BAB +7, Handle Animal 10, Ride 10, Mounted Combat, Mounted Archery or Ride-by Attack, on exalted feat, must spend 1 week living and meditating atop a mountain or high hill |
Before Bahamut came to Jerranq with his metallic dragons to struggle for control of the air with the minions of the Deceiver, an elite band of elves tried to ward the air from evil. These were the skylords, elven warriors bonded with and mounted on celestial giant eagles, celestial giant owls, and celestial pegasi. Even after the War, especially in the Blanthil Forest region, skylords continued to patrol the skies above elven forests and other goodly lands against the depredations of evil beings. To join this class, a character must have served with an elven army unit for time enough to prove himself and must then undergo months of training in the ways and tactics of group. In addition, the Skylords revere Hindarr-quag and iften make sacrifices to him or tithe to his temples. |
Elves, Half Elves | None |
| Skypledged |
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Raptoran, ability to cast summon monster IV or summon nature's ally IV, flight extraordinary ability | This class represents raptorans who pledge themselves fully to the element of Air. It is not found on Jerranq. | None | None |
| Slaad Brooder |
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Slaad, any Chaotic alignment, Concentration 10, Great Fortitude, Improved Multiattack | Only red slaadi may take this class, which represents specialization in the implantation of eggs. | None | None |
| Slayer of Domiel |
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Lawful Good alignment, Hide 8, Move Silently 8, Sanctify Martial Strike, Servant of the Heavens, sneak attack +3D6, evasion class ability |
This organization was founded by Jerregobe the Wise and the Council of the Swan during the clandestine period preceding the War of the Gem. Jerregobe and his fellow Council members were, at that time, waging an underground war against the rising agents of the Deceiver, and as such the Council found it necessary to have, essentially, assassins for the cause of good on their side. Thus were formed the Slayers of Domiel, an organization that caused shudders of fear amongst the one-time agents of the Deceiver. The group is named after its first member, the one-time evil assassin Domiel who converted to the cause of good and turned against the Deceiver. Domiel worshipped Hastaforr but took oaths to Meredros and in exchange was granted powers to replace his assassin abilities. Domiel then began to train others and formed the Slayers. Today, the Slayers are dedicated to killing evil persons or beings, usually in seats of power. Entre into the group is difficult at best. No one joins the Slayers...they are invited and must undergo a great battery of rituals and testings and solemn oaths to Meredros. |
All | None |
| Slime Lord |
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Any Evil alignment, BAB +4, Disguise 6, Willing Deformity, parton deity Juiblex |
While the Ooze Masters represent the elite priesthood of Juiblex, the Slime Lords represent the fanatical and insane foot soldiers of the religion. Entre into the class requires horrific rituals of self mutilation and sadistic torture and admission by an Ooze Master. |
Humans | None |
| Soulbow |
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Autohypnosis 8, Point Blank Shot, throw mind blade class feature | This class represents the adaption and specialization of a soulknife into archery. It is available to any soulknife who meets the requirements. | Elves, Half Elves | None |
| Soulcaster |
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Knowledge (arcaa) 8, Incarnum Spellshaping, ability to cast 2nd level arcane spells, ability to shape three soulmelds, ability to bind a soulmeld to a chakra. | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Soul Eater |
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Any living non-humanoid (monstrous humanoid is acceptable), any Evil alignment, BAB +5, Knowledge (arcana) 2, Alertness, Weapon Focus (natural weapon) | This class is not usually attainable by PCs. The class is gained when a dying monster is visited by an evil entity and granted this class to remain alive. It is thought Orcus is responsible for this visitation, or one of his prime minions. In other cases, forbidden rituals are learned and enacted to gain this class. | None | None |
| Soulguard |
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Lawful Good alignment, Intimidate 4, Knowledge (religion) 9, Knowledge (planes) 4, speak Infernal, Iron Will, ability to cast 1st level divine spells | This class represents sects of clerics and paladins that seek to root out the subtle machinations of fiends, especially those who seek to subvert mortals through deception and guile. Churches that support such sects include Meredros primarily, but also Ularinn and Weshta-Grum have such knowledge. Entre requires training in this lore by the appropriate church, which takes several months. | Humans, Dwarves | None |
| Spelldancer |
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Concentration 4, Perform (dance) 6, Tumble 4, Combat Casting, Dodge, Endurance, Mobility, able to cast 3rd level spells |
These mages and priests have learned to intertwine dance with their magicks. This is an ancient art taught primarily by bards to other bards, though occasionally priests of Ringkol learn the art. In addition, many primitive priests and wizards learn to weave dancing into their magicks. Entre into this class requires being taught the dances and techniques for weaving dances with magic. This requires the tutelage of another Spelldancer and takes several months to master. |
Humans, Elves, Half Elves, Gnomes, Halflings | None |
| Spellfire Channeler |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Spellfire does not exist in Therra |
| Spellfire Hierophant |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Spellfire does not exist in Therra |
| Spellguard of Silverymoon |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Silverymoon does not exist in Therra |
| Spellsinger |
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Elf or Half Elf, Knowledge (arcana) 8, Perform (singing) 8, Improved Counterspell, Skill Focus (perform), ability to cast 1st level arcane spells without preperation | This class represents an alternate bardic tradition amongst elves that emphasizes the melding of inherent elvish magic with song. | Elves, Half Elves | None |
| Spellsword |
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BAB +4, Knowledge (arcana) 6, Proficiency with all simple and martial weapons and all armour, able to cast 2nd level arcane spells, must have defeated a foe through force of arms alone without recourse to spellcasting | Any PC who meets the requirement can gain this class, which simply represents the melding of warrior and mage functions at the expense of both. In this case, unlike the Eldritch Knight class, this mendling is channeled into or through a chosen weapon. | Humans, Elves, Half Elves | None |
| Spellwarp Sniper |
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Concentration 8, Spellcraft 8, Point Blank Shot, ability to cast 3rd level spells, sneak attack or sudden strike +1D6 | This class represents the application of rogue-like techniques to ray spells and the manipulation of magical energies into rays. It is open to anyone with only some minimal training. | Humans, Half-Elves | None |
| Spinemeld Warrior |
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Skarn, any Lawful alignment, BAB +5, Essentia Pool 1 | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Spymaster |
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Bluff 8, Diplomacy 4, Disguise 8, Forgery 4, Gather Information 4, Sense Motive 4, Skill Focus (bluff) |
This class represents spies of governments who have undergone rigourous conditioning of physical, mental, and magical nature. They are taught to alter their state of mind to foil magical detection, and are also given potions that alter their aura and mental state as well. Entre requires admission to such a training program. |
Humans | Levels in this class may only be gained through spying. |
| Squire of Legend |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Therra does not have a tradition of hero worship that actually imparts supernatural abilities. In addition, the specific heroes of this class are not present in Therra. |
| Stalker of Kharash |
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Neutral Good alignment, Hide 8, Move Silently 8, Alertness, Favoured of the Companion, Track |
Kharash was a ranger worshipper of Firlott who turned the hunting aspect of that god over to the hunting, stalking, and decimation of the forces of the Deceiver before and during the War of the Gem. Firlott blessed him, and other gods also turned their dreams to him, and he gained their grace. Kharash taught his newfound ways to other rangers, so that they could fight the worst of the minions of the Deceiver, and during the War they tracked and slew many evil beings. With the war over, the Stalkers moved north to continue to root out the minions of evil. Some of them headed further north and served in Blanthil and the Kingdom of Slumber. Entre into the Stalkers requires sponsorship by another Stalker and approval of Firlott and the gods by way of a ritual of purification. |
Humans, Elves, Half Elves | None |
| Stoneblessed |
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Giant or humanoid or monstrous humanoid, Appraise 2, Craft (stoneworking) 5, must be adopted by a dwarf or gnome or goliath clan and have dwelt with them for years | This class merely represents a being adopting the culture and ways of a given clan. | Humans, Halflings | None |
| Stonedeath Assassin |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No reason a goblin assassin should gain amazing mystical abilities |
| Stonelord |
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Dwarf, BAB +5, Craft (stoneworking) 6, Speak Language (Terran), Endurance, must undergo an arduous and expensive ritual | This class may be gained by any Dwarf who is willing to undergo the ritual. It is considered by dwarven society an acceptable means to gain magic powers. | Dwarves | None |
| Stonespeaker Guardian |
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Feral Gargun or Goliath, Knowledge (nature) 6, Survival 8, Endurance, Stone Form, wild shape ability | This class represents the melding of wild shape and stone form into a synergistic whole. | None | None |
| Stormcaster |
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Any Non-Lawful alignment, Knowledge (arcana) 4, Knowledge (nature) 4, must have the ability to cast gust of wind and either lightning bolt or call lightning | A stormcaster is a non-cleric who dedicates himself to the service of Hindarr-Quag. As such, entre into the class requires initiation into the mysteries of the religion by a high priest. | Humans | None |
| Storm Disciple |
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BAB +5, Knowledge (religion) 8, any Chaotic alignment, Energy mantle or Natural World mantle | This class is not available in Jerranq. It is available on Zzenduum. | None | None |
| Stormlord |
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Base Fort Save +4, Endurance, Great Fortitude, Weapon Focus (any spear or javelin), ability to cast 3rd level divine spells, Hindarr-quag as a patron deity, must have been hit by lightning and survived |
Unlike the Faerun description, Stormlords in Therra, while often tempermental and prone to lashing out, are not brigands and violent lunatics. They are, instead, the warrior/clergy of their temple, charged with demonstrating always the great majesty, power, and might of Hindarr-quag and his storms. Entre into this sect of the Cult of Storms requires a history of personal service to the religion and then initiation by a current Stormlord. |
Humans | None |
| Stormsinger |
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Concentration 8, Knowledge (arcana) 8, Knowledge (geography) 4, Knowledge (nature) 4, Perform (sing) 8, Spellcraft 4, Magical Aptitude, Storm Magic, must have bardic music class ability | This class represents bards devoted to the service of Lothar. Most often found amongst the Thaneeri and Ice People tribes, they must be inducted by a high ranking priest of Lothar in a ritual that bonds the bard to the service of Lothar. | Humans | None |
| Stormtalon |
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Raptoran, BAB +5, flight extraordinary ability | This class represents an elite group of raptoran warriors. It is not found on Jerranq. | None | None |
| Streetfighter |
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BAB +5, Bluff 5, Intimidate 5, Knowledge (local) 5, Combat Expertise, Improved Feint | This class represents a street tough who has survived and prospered on the mean streets of a city and has learned the ins and outs of doing so. It requires literally years spent living on the streets of a large city or metropolis. | Humans | Advancement in the class requires significant time spent in a city. |
| Strifeleader |
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Disguise 7, Bluff 4, Intimidate 4, Speak Language (Abyssal or Infernal), Iron Will, Spell Focus (illusion), Weapon Focus (warhammer), ability to cast 3rd level divine spells, Deceiver as a patron deity, must have single-handedly slain someone with the Spell Focus (illusion) feat or a cleric with the Illusion domain |
While the Deceiver was defeated, he was not destroyed. Rather, like any of the other gods, he was taken into Slumber; and like any other god he may be worshipped. Strifeleaders are an offshoot of the Cult of the Deceiver, for although the Deceiver's religion does not grant access to the Illusion domain, his once glory was founded upon the most grand of deceptions, and the Strifeleaders take his example to heart. Entre into this class requires proven dedication to the Cult of the Deceiver and the ability to slay one skilled in the art of deception. Preferrably, this is an adherent of Flupnir, for the Cult hates Tricksters above all others. |
Humans | None |
| Sublime Chord |
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Knowledge (arcana) 13, Listen 13, Perform (any) 10, Profession (astrologer) 6, Spellcraft 6, able to cast level 3 arcane spells, bardic music ability |
Sublime Chords represent those who inculcate music and muscial order into the practice of arcane magic. Many of these are called song mages. This art is a taught one, with only a few colleges located in Jerranq, the best known of which is on the Isle of Onlor. Entre into the class requires study for a matter of a year or more at a college of song magic. |
Humans, Elves, Half-Elves | None |
| Suel Arcanamach |
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BAB +6, Concentration 4, Jump 4, Spellcraft 5, Tumble 5, Combat Casting, Iron Will, speak Ancient Sazhan, proficient with four martial or exotic weapons, must study with a willing instructor or study the Grimoire Arcanamacha | This class is not available on Jerranq. It is present in Therra in other lands. | Humans | None |
| Survivor |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The entire concept of this class makes no sense. |
| Swanmay |
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Female, any Good alignment, Knowledge (nature) 8, Speak Language (Sylvan), Survival 8, Sacred Vow, Vow of Purity, able to cast speak with animals, wild empathy class feature, must perform a great service for another swanmay whether knowingly or not |
This small and very secretive order is dedicated to protecting the most beautiful and sacred areas of nature from the ravages of evil. This order has been rumoured to exist for centuries if not millenia, and have at times been met with emnity by the pre-Gem druidical orders for their proactive favouritism against the forces of the Deceiver. With the War of the Gem past, the group still recruits occasional members from rangers are druids who show a good heart and a genuine love of nature and a willingness to combine the two. Entre into the order requires that a Swanmay notice the character and test him by way of observation and a great task. Almost always, the choice of a character to become a Swanmay is initiated by a current Swanmay and not by the character. |
Humans, Elves, Half Elves, Halflings | None |
| Swift Wing |
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BAB +3, Speak Draconic, ability to cast 3rd level divine spells, ability to turn undead |
Unlike the official class, this class represents a specific order of priests who worship Bahamut. While the platinum dragon is not himself a deity, he gains his powers from various deities and funnels them through his own divine aspect. Entre into this class requires years of devoted service to a deity of goodness, usually Lawful Good and most often Meredros. The priest does not leave the service of his god, but rather adds veneration of Bahamut and goodly dragons as well. Acceptance into the class involves a ritual initiation performed by a higher ranking Swift Wing and an aspect of Bahamut. The order of Swift Wings is very rare, only known where goodly dragons have made their presence felt, such as Wyr or Iligor. |
Humans, Elves, Half Elves | None |
| Sword Dancer |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The goddess Eilistraee does not exist in Therra. |
| Sword of Righteousness |
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Any Good alignment, BAB +6, Favoured of the Companions or Knight of Stars or Servant of the Heavens, one other exalted feat | Unlike most exalted prestige classes, these are not an actual order or sub cult of a religion. Rather, any warrior who devotes himself to goodness and serves its cause may eventually reach a stage of purity whereby he may gain the benefits of this class. | All | None |
| Sybil |
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Neutral alignment, Concentration 10, Knowledge (arcana) 8, Sense Motive 8, Empower Spell-Like Ability, must have an innate spell-like divination ability |
This class is not available to most PCs. It represents an inward direction of innate powers that unlocks some of the fabric of space and time and allows prophetic sight. Entre into this class requires years of isolation and introspection. |
None | None |
| Tactical Soldier | PrC | MHB | BAB +5, Sense Motive 2, Cleave, Combat Reflexes | To gain this class the PC must have merely served for a short time in an organized and civilized armed force. | All | None |
| Tainted Scholar |
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Concentration 8, Knowledge (aracana) 4, ability to cast 1st level arcane spells, moderate or greater depravity. |
Somewhat like a maho-tsukai or blood magus, the tainted scholar is usually an occidental Jerranqi who becomes interested in the taint of the Shadowlands and intends to use that taint to access deeper mystical powers. Only a few such individuals do this, usually after exposure to taint, which then calls to them like a siren or some addictive drug. Entre requires access to training by another tainted scholar, which is very unlikely, or concerted research into the lore by means of obscure and forbidden texts. |
Humans | The other planar contacts provided by this class are actually spirits of the land of Pilong, as well as the Akutenshi and their fiendish allies. |
| Talon of Tiamat |
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Any Evil alignment, BAB +4, Dragonthrall, Bluff 4, Intimidate 4, Knowledge (arcana) 4, Speak Language (Draconic) |
Tiamat created this order to combat the growing influence of the traitorous metallic dragons. As Bahamut learned to accept mortals into his service for the benefit of both mortalkind and goodly dragons, Tiamat was forced to react by organizing the lowly mortals to her cause. Entre into this class requires invocation of painful and sometimes lethal rituals by an evil dragon versed in this lore. The ritual lasts a mere three nights, but evil dragons are loathe to hand over Tiamat's power to mere mortals, and so it requires much proof of ability and willingness to serve before a candidate will be admitted. |
Humans, Half-orcs | None |
| Tattooed Monk |
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Any Lawful alignment, BAB +3, Knowledge (religion) 8, Endurance, Improved Grapple, Improved Unarmed Strike | This type of monkery is practiced in Amabong and Northwestern Xydlont. Any PC wishing to gain this class must be accepted to the proper monasteries in this region and undertake months of training. | Humans | None |
| Techsmith |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no tradition of technical innovation in Therra |
| Tempest |
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BAB +6, Dodge, Mobility, Spring Attack, Two- Weapon Fighting, Improved Two-Weapon Fighting | This class represents the martial focus of two-bladed fighting. | All | None |
| Temple Raider of Olidammara |
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Any Chaotic alignment, BAB +5, Disable Device 4, Open Locks 4, Search 8, Knowledge (religion) 1, must worship Hastaforr and be invited to join the ranks of the Temple Raiders by at least three current members of the class | This class is called "Temple Raider of Hastaforr" in Therra. It is a an elite force that specializes in raiding other temples, though this sometimes spills over into non-religious strongholds. While many clergy of Hastaforr are already multi-classed Cleric/Rogues, the Temple Raiders are generally rogues who are granted some divine abilities. | Humans, Halflings, Half Elves | None |
| Tenebrous Apostate |
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Any non-Good alignment, Knowledge (relgion) 5, Knowledge (planes) 8, ability to bind Tenebrous, ability to turn or rebuke undead, must worship Tenebrous as a god | Anyone who binds Tenebrous as a vestige and wishes to serve this evil being can inculcate himself into worship of the being by way of this class. | Humans | A cleric may worship Tenebrous and gain spells and access to the domains of Chaos, Death, Evil, and Trickery. There is no consensus as to where Tenebrous gets his power to grant spells, though some suspect Orcus. |
| Thaumaturgist |
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Spell Focus (conjuration), able to cast lesser planar ally | Any cleric may become a member of this class by merely electing to specialize in dealing with outsiders. | Any | None |
| Thayan Knight |
|
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Not Allowed in Therra | Not Allowed in Therra | N/A | There are no Red Wizards in Therra. |
| Thief-Acrobat |
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Balance 8, Climb 8, Jump 8, Tumble 8, must have the evasion class ability, must be in good standing with the local thieves' guild | This class represents a specialized training regimen taught by many thieves' guilds. Entre requires completion of this training course. | Humans, Elves, Half Elves, Halflings | None |
| Thrallherd |
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Diplomacy 4, Knowledge (psionics) 8, Inquisitor, manifester level 5 and able to manifest mindlink. | This class represents someone who desires to use his psionic powers to dominate and use others. It requires no special training. | Humans | None |
| Thrall of Demogorgon |
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Chaotic Evil alignment, BAB +4, Knowledge (arcana) 2, Knowledge (religion) 2, Knowledge (any other) 2, Willing Deformity, Thrall to Demon, must be able to cast 1st level spells of make sneak attacks, intiation ritual involving the sacrifice of an intelligent being in uhallowed ground in the presence of a demon | To join this class, the character must make contact with a Thrall who is also a priest of Demogorgon and perform the intiation ritual. | Humans | None |
| Thrall of Graz'zt |
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Any Evil alignment, Knowledge (arcana) 5, Bluff 2, Diplomacy 2, Thrall to Demon, Violate Spell, must be able to cast 3rd level spells with the evil descriptor, intiation ritual involving the sacrifice of an intelligent being in an area of magical darkness under the influence of a desecrate or unhallow spell | To join this class, the character must make contact with a Thrall who is also a priest of Graz'zt and perform the intiation ritual. | Humans | None |
| Thrall of Juiblex |
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Any Evil alignment, Base Fort Save +6, Escape Artist 5, Thrall to Demon, Willing Deformity, must have been polymorphed or experienced some sort of shapechanging experience, intiation ritual involving the sacrifice of an intelligent being by being dissolved in acid in the presence of three slimes or oozes or jellies | To join this class, the character must make contact with a Thrall who is also a priest of Juiblex and perform the intiation ritual. | Humans | None |
| Thrall of Orcus |
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Any Evil alignment, BAB +4, Knowledge (arcana) 2, Knowledge (religion) 2, Lichloved, Thrall to Demon, must be able to cast a spell of the necromancy school, intiation ritual involving the sacrifice of an intelligent being in an area of complete darkness atop an altar made of at least 30 skulls | To join this class, the character must make contact with a Thrall who is also a priest of Orcus and perform the intiation ritual. | Humans | None |
| Tomb Warden |
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|
Undead, any Non-Chaotic alignment, BAB +3, base Will save +5, Toughness, must dedicate itself to the protection of a tomb or graveyard or resting place of the dead | Any undead created specifically to guard a resting place of the dead can become a tomb warden. Some undead simply gain this class over time after spending many years guarding a tomb. Others are imbued with this power as a ritual by their creators. | None | Levels in this class may only be gained while actively guarding a tomb. |
| Topaz Guardian |
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|
Any Good alignment, BAB +5, +3 base Will save or divine grace class feature, Knowledge (dungeoneering) 4, Sense Motive 4, Spot 2, Quick Recovery, must be sponsored by existing member and approved by a Sunwarden of the Order |
This is a special Order of knights of the Church of Meredros dedicated to fighting aberrations. They were originally created to combat the beholders sometimes used by the Deceiver. Entre requires dedicated proof of service to Meredros, a desire to fight aberrations, sponsorship by a Guardian, and tests and approval by a Sunwarden of the Order. |
Humans | None |
| Totem Rager |
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|
BAB +5, Intimidate 5, Survival 9, Cobalt Rage, ability to mind soulmelds to totem chakra, rage class feature | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Trapsmith |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No reason why a trap maker should suddenly learn arcane spells or gain SR. |
| Tribal Protector |
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|
Same alignment as majority of the character's tribe, any humanoid or monstrous humanoid except dwarf, elf, gnome, halfling, half elf or human, BAB +5, Power Attack, Cleave, Great Cleave, Survival 4 | This class is not usually available to most PCs. It represents a powerful warrior or hero of a savage tribe of humanoids. | Half-orcs | Levels in this class may only be gained while actively protecting a tribe. |
| Troubadour of Stars |
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Chaotic Good alignment, Perform 6, Knight of Stars, able to spontaneously cast 4th level arcane spells |
This class is open to bards only, as it is a group of bards of goodly bent who grew dissatisfied at merely chronicling the deeds of the brave warriors fighting against the Deceiver and decided to take up the fight in their own special way. The original group was noticed and blessed by a powerful eladrin servant of Ringkol, and was blessed with new songs of power to aid in the fight against the Deceiver. Now the group continues to take a proactive stance against evil everywhere. Entre into the group requires that a bard be taught the "Celestial Song" by another Troubadour. Learning the song takes only a few days, but mastering it enough to attain the class requires weeks at best. |
All | None |
| True Necromancer |
|
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Any Non-Good alignment, Knowledge (arcana) 8, Knowledge (religion) 8, Spell Focus (necromancy), able to cast summon undead II as a divine spell and command undead as an arcane spell, able to rebuke undead, access to the Undeath domain | Unlike the Pale Master, who wishes to imbue himself with the power of unlife, the Necromancer wishes to have command and mastery over life and death. These are almost exclusively devotees of the Maug Orcus or priests of the Deceiver. | Humans | None |
| Ultimate Magus |
|
|
Knowledge (arcana) 4, Spellcraft 8, any metamagic feat, able to spontaneously cast 1st level arcane spells, able to prepare and cast 2nd level arcane spells from a spellbook | There are no special entry requirements into this class, as it simply represents an intertwining of two arcane paths. Almost all of these Ultimate Magi are half elves, seeking to blend the arcane traditions of both sides of their heritage. | Half-elves | None |
| Umbral Disciple |
|
|
Concentration 4, Hide 8, Knowledge (arcana) 2, Listen 8, Essentia Pool 1 | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Uncanny Trickster |
|
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Any four skills 8 ranks each, any four skill tricks | This class just represents a person who practices and masters skill tricks. | Any | None |
| Unholy Ravager of Tiamat |
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Dragon, Lawful Evil or Neutral Evil alignment, BAB +15, Maximize Breath, Recover Breath, Tempest Breath, able to cast divine spells, access to the Destruction domain | This class is not normally attainable by PCs. These are the elite warriors and sycophantic worshippers of Tiamat. Entre into the class is reserved to those favoure dby and promoted by Tiamat and her generals. | None | None |
| Union Sentinel |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no city of Union in Therra. |
| Unseen Seer |
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Hide 8, Search 8, Sense Motive 4, Spellcraft 4, Spot 8, ability to cast 1st level arcane spells including at least two divination spells |
Members of this class belong to an organization known as The Seekers of Truth, which is a sort of militant sect of the Temple of Cotrunal that has some vague ties to the Temple of Meredros as well. The organization only accepts Rogues who have shown themselves only willing to use their skills for discovery of knowledge, not for personal gain. As such, Scouts tend to join more often than Rogues. Entre requires a proven dedication to revealing truths and discovering secrets and bringing them to the "light of knowledge" at the Cotrunal Temple. The induction ceremony is not difficult and takes only a week. |
Humans | Advancement requires continued training by The Seekers of Truth, and advancement to 2nd level, 5th level, and 8th level require at least a week of study and training at a Cotrunal Temple by a higher level Seeker of Truth. |
| Urban Savant |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no need for a class specializing in urban knowledge when any class can simply take the proper skills. |
| Urban Soul |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no deity of cities in Therra. |
| Ur-Priest |
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Any Evil alignment, Base Fort Save +3, Base Will ave +3, Bluff 6, Knowledge (arcana) 5, Knowledge (religion) 8, Knowledge (planes) 5, Spellcraft 8, Iron Will, Spell Focus (evil), must have no ability to cast divine spells or forsake the ability forever more, must be trained by another Ur-Priest | These divine parasites intrude into the dreams of the gods and steal their divine powers. Training to become an Ur-Priest requires many months usually to master the techniques to tap into the dreams of the divine. | Humans, Half-orcs | None |
| Vassal of Bahamut |
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Lawful Good alignment, BAB +7, Craft (armoursmithing) 5, Diplomacy 5, Sacred Vow, Vow of Obedience, candidate must singlehandedly slay a juvenile or older red dragon |
When Bahamut revealed himself at the Grand Council of War prior to the March on Mordasht, he showed the Free Folk that they too had beings of power on the scale of the Maugs fighting for them as well. During the March, Bahamut observed extreme bravery and prowess exercised by the mortal races, and he deemed the best of them worthy to receive some of his grace and powers when the March ended and the gods returned to Slumber. For while most of the metallic dragons returned south from Jerranq, Bahamut knew that more than a few evil dragons had survived the War and were in hiding, sleeping and regaining their strength. Thus did Bahamut bless those few exceptional humans willing to serve him and fight for goodness and against evil dragonkind. This class is less a formal order than a cult of Bahamut worship. There is no clergy to Bahamut (though there are acolytes), as he is not a god and, unlike Maugs, does not wish to be worshipped as one. However, he does visit those who become his vassals mystically and does provide them with some divine power and magic to further his aims. Entre into the class requires tireless service for goodness and order and an immense reverence for metallic dragonkind. If a red dragon of appropriate age is slain and the name of Bahamut invoked by a character who meets the other requirements, the Platinum Dragon sometimes responds, entering the body of the dragon slayer and speaking with him, testing him, and offering him powers in exchange for lifelong service to Bahamut. |
All | Characters with this class are indentured to Bahamut and must at all times obey the orders of the Platinum Dragon. |
| Verdant Lord |
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Any Non-Evil alignment, Profession(herbalist) 8, Survival 8, Plant Control, Plant Defiance, able to cast speak with plants |
This order of druids is dedicated to the spread of forests over the entire continent of Jerranq. The order is militant against woodcutting, and itself will only use wood from dead trees or fallen branches. Entre requires being invited into the order and sponsored by a current member. |
Humans, Elves, Half Elves, Halflings | None |
| Vermin Keeper |
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Handle Animal 8, Knowledge (nature) 8, Iron Will, wild shape ability | This class represents the specialization of druidic lore to insects and other vermin. As such, it may be taken by any druid who has evinced an interest in such creatures. | Humans, Elves, Half-Elves | None |
| Vermin Lord |
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Any Evil alignment, Hide 3, Knowledge (nature) 2, Move Silently 3, Verminfriend, must be able to cast the giant vermin spell, must be ordained by an intelligent evil creature with a physical resemblance to vermin in a ritual ultimately dedicated to Anthraxus | Clerics and druids of evil bent can become Vermin Lords, usually by learning the ordination ritual and then calling upon an appropriate creature to recite it. This summons the spirit of Anthraxus into the being and allows the transfer of power to the candidate, usually with a bite or sting from the ordinating being. Of course, the candidate must survive the bite or sting and must survive the tempation of the ordinating being to attack the now possibly weakned candidate. | Humans | None |
| Vigilante |
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Not Allowed in Therra | Not Allowed in Therra | N/A | Being pissed off at crime is no reason to suddenly become a sorcerer. |
| Virtuouso |
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Perform (any) 10, Intimidate 4, Diplomacy 4, arcane caster level 1 | Most members of this class are bards who seek to heighten some of their powers. However, any elf or wizard can also, with effort, begin to weave magic into their melodies. In the case of the latter two, a proven desire to perform and dedication to music must be displayed for some time before entre into this class. | Humans, Elves, Half Elves, Halflings, Gnomes | None |
| Visionary Seeker |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The history and cosmology of Therra does not support this class. |
| Void Disciple |
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Any Neutral alignment, Spellcraft 10, Heighten Spell, Spell Penetration, able to cast 3rd level divine or arcane spells | These are practioners of a strange and mystic philosophy that is popular in Xydlont and , to some extent, Amabong and Gerilong. To enter this class requires training in meditation and contemplation by a Void Master. Such training can take several months. | Any | None |
| Walker in the Waste |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no deity of thirst or deserts in Therra. |
| War Chanter |
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Any Non-Lawful, BAB +4, Perform (sing or oratory) 6, Combat Expertise, Weapon Focus, able to use the inspire courage bardic music ability | While allowed of any bard who wishes to focus on the battlefield aspects of his profession, this class is especially popular amongst the bards of the Thaneeri (along with the Warrior Skald class). | Humans. Elves, Half Elves | None |
| Warchief |
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BAB +3, must have led a tribe in battle | To gain this class a PC must be the leader of a primitive group of humanoids, and he can only increase levels in the class by continuing to do so. Societies that qualify for this include Ice People, Mindari, and Heynosht Islanders. | Humans, Half-Orcs | This class is generally not available outside of a primitive campaign setting. |
| War Hulk | PrC | MHB | BAB +5, Cleave, size Large or larger | None | None | This class is not generally available to PCs. It is mostly gained by large humanoid NPCs. |
| War Mind |
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Any non-Chaotic alignment, BAB +3, Knowledge (history) 2, Knowledge (psionics) 8, power point reserve of at least 1 power point, must have proper training |
Members of this class follow the Codex of Talari, a priest of Aghorrit who served with Korvar in the early years of the Kingdom of Slumber. He took Canari's draught and then sought to use his insights to meld with the art of war, creating, as he envisioned, a "new warfare". Entry requires lengthy instruction into the insights of Talari, usually by a school in Korvar's Canton. |
Humans | None |
| Warpriest |
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BAB +5, Diplomacy 8, Sense Motive 5, Combat Casting, ability to cast a spell from one of Destruction or Protection or Strength or War domains, ability to turn or rebuke undead |
These are the most fanatic priests of Aghorrit, the ones who revel in war as a holy thing in and of itself (though depending upon alignment, it could be righteous war or the simple joy of bloodshed on an organized mass scale). Entre requires intense devotion and service to Aghorrit. |
Humans, Dwarves | None |
| Warmaster |
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BAB +7, Diplomacy 5, any Non-Chaotic and Non-Evil alignment, Leadership, Martial Weapon Proficiency, Weapon Specialization | This class represents elite trainees of the Temple of Aghorrit who then serve as generals for the armies of nations of Therra. Entre into the class requires good standing with the Temple of Aghorrit and a reputation for honour, loyalty to country and king, and valour in battle along with the ability to lead men. | Humans | Levels in this class may be gained only by leading men into battle for one's country. |
| Warrior of Darkness |
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Any Evil alignment, BAB +5, Craft (alchemy) 5, Knowledge (arcana) 3, Speak Language (Abyssal or Infernal), Spellcraft 1, Iron Will, must endure a week of painful and scarring black magic rituals performed in solitude after spending months to study and research the secrets thereof | Access to this class is gained by way of learning black rituals that allow for transformation into this class. Surprisingly, some temples of Aghorrit with evil bents have and encourage this ritual. | Humans, Half-orcs | None |
| Warrior Skald |
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Concentration 6, Perform (oratory) 9, Power Attack, Cleave | Like the War Chanter, this class is favoured by Thaneeri bards. Unlike the War Chanter, this class is exclusive to the Thaneeri, and to gain this class a character must be immersed in Thaneeri society. | Humans | Once this class is gained, levels in it may be increased outside of Thaneeri culture. |
| Warshaper | PrC | CW | BAB +4, must be able to change shape | This class merely represents the specialization of certain already possessed abilities, for PCs usually by sorcerers, wizards, or druids. | Humans, Elves, Half Elves, Gnomes, Halflings | None |
| Warsling Sniper |
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Halfling, BAB +5, Craft (weaponsmith) 3, Hide 4, Spot 6, Exotic Weapon Proficiency (halfling warsling), Exotic Weapon Proficiency (skiprock), Point Blank Shot, Precise Shot | This class is open to any halfling who wishes to excel in the use of the sling. | Halflings | None |
| War Weaver |
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Craft (weaving) 6, Knowledge (arcana) 6, Enlarge Spell, ability to cast 3rd level arcane spells | This class represents a special application of arcane magic and a unique way to wield it. Entre requires specialized training by an established war weaver over the course of several months. | Humans, Elves, Half Elves, Halflings | None |
| War Wizard of Cormyr |
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Any Non-Evil and Non-Chaotic alignment, Spellcraft 10, Enlarge Spell, Widen Spell, Martial Weapon Proficiency (any), ability to cast 4th level arcane spells | This class is called "War Wizards of Wyr" in Therra. It represents training in the College of Martial Wizardry in the Kingdom of Wyr, one of the most respected War Colleges in Jerranq. Entre into the class requires acceptance at the college and completion of several years of lessons and practice. | Humans | None |
| Watch Detective |
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Not Allowed in Therra | Not Allowed in Therra | N/A | No rational reason why an experienced member of the Watch should gain magical powers. |
| Wavekeeper |
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Any neutral alignment, BAB +4, Survival 8, Swim 5, able to cast 1st level divine spells, animal companion with the aquatic subtype or swim speed | The Wavekeepers are an order of druidism dedicated to the oceans. Any druid who qualifies may undergo the rituals to dedicate himself to the order, assuming an elder member of the order accepts him. | Humans, Elves, Half Elves | None |
| Waverider |
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BAB +5, Ride 6, Mounted Archery, Mounted Combat, Knowledge (nature) 6 | This class is not available to most PCs. It represents the equivalent of a cavalier in aquatic society. However, solitary waveriders are also known. Entre simply requires that the character have spent most of his time riding aquatic mounts. | None | Levels in this class can only be gained if most of the character's time is spent under water riding aquatic mounts |
| Waveservant |
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BAB +5, Intimidate 5, Survival 3, Knowledge (nature) 4, Speak Language (Aquan), Swim 4, Endurance, Weapon Focus (trident), ability to cast 2nd level divine spells, access to the Ocean domain, Hotor as a patron deity, must make peaceful contact with a creature of the water subtype with at least 6 HD and must have communicated with it using a language or magic |
Waveservants represent the most dedicated of the priests of Hotor, so devoted that they are prepared to undergo an eventual transformation that strips them of their inherent humanity. Entre into the class requires proven devotion to Hotor and undergoing a ritual whose secret is revealed to the supplicant by way of a sea creature or watery creature that must be conversed with. |
Humans | None |
| Wayfarer Guide |
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Knowledge (arcana) 10, Knowledge (geography) 10, ability to cast teleport | The Wayfarer Guides are a group of mages and priests of Indolle who provide magical transportation services to those whom they deem worthy, for a price. Entre into this class requires acceptance as a member of the group, good standing with the Temple of Indolle, and several months of training in the specialized art of enhanced teleportation. | Humans, Elves, Half Elves | Levels in this class can only be gained while actively serving the group |
| Weapon Master |
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BAB +5, Intimidate 4, proficiency with chosen weapon, possession of masterowrk version of chosen weapon (unless unarmed), Dodge, Mobility, Combat Reflexes, Combat Expertise, Weapon Focus (chosen weapon), Whirlwind Attack, Dex 13+ | This Morakki discipline represents the supreme mastery of a chosen weapon by intense training and focusing of ki and meditation. | Humans | None |
| Wearer of Purple |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no Cult of the Dragon in Therra. |
| Whisperknife |
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Halfling, BAB +4, Balance 3, Climb 3, Hide 6, Jump 3, Move Silently 6, Tumble 3, Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse, sneak attack +1D6 |
This class represents a group of halflings known as avengers and enforcers. They are the closest thing to halfling assassins, though they are often more interested in humiliation than killing. The Whisperknives are a guild of sorts, not really sanctioned by the halflings of Onlor, but sometimes called upon to act against the bigger races. Entre requires invitation by the guild and testing. |
Halflings | Advancement requires continuing membership in the guild. |
| Wild Mage |
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Any Chaotic alignment, Knowledge (planes) 4, Spellcraft 8, Use Magic Device 4, Magical Aptitude, any metamagic feat, arcane caster level 1 |
This class represents the study and mastery of wild magic, the strange and powerful magic first brought from the Morakki lands and used to defeat the Deceiver's armies. It was later used by Biph to grow into Maughood and battle Demogorgon. Entre requires study of wild magic and practice with its concepts, but is open to any who qualify and devote the effort. |
Humans, Elves, Half-Elves | This class is more common in Morakki lands. |
| Wild Plains Outrider |
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Ride 9, Mounted Combat, Track, animal companion large enough to serve as a mount or a paladin's special mount |
This class is a rather generic one, encompassing druids who choose to excel in mounted combat, rangers who do the same, and the rare paladin who specifically plies the plains of Northern Jaggarth or the War Plains themselves. Entre simply requires spending time mounted on the plains adventuring. |
Humans | Advancement in this class requires considerable time be spent adventuring while mounted and in situations where the class abilities can be used ot fullest effect. |
| Wildrunner |
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Elf or Half Elf, any Good or Chaotic alignment, Hide 5, Knowledge (nature) 5, Move Silently 5, Survival 8, Endurance |
Sometimes elves go "feral", giving into their "nature" nature and foregoing elven civilization. They give into the mystical connection all elves possess with their sylvan environment. Wild elves are the most likely to become wildrunners, with wood elved close behind. Entre into the class simply requires an elf inculcate himself in the wild. This usually requires a reclusive existence. |
Elves, Half Elves | Advancement in this class requires considerable time be spent in natural surroundings. |
| Wild Soul |
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Any non-Lawful alignment, Knowlegde (arcana) 8, Knowledge (nature) 4, must be able to cast 2nd level arcane spells and peacefully spend at least a day amongst the fey |
This class represents the adoption into and training of fey magical ways. As such, entre into the class is by invitation only, as a fey must plead for the candidate to be taught the seelie or unseelie ways by the masters of those courts. Such invitation are rare, and often require prolonged devotion to the fey and a proven respect and love of their ways. This usually takes years, even centuries for some. In addition, those who do enter this class are almost always elves or other non-fey tied closely to sylvan settings, such as centaurs. Humans and gnomes are almost never accorded this honour. Once accepted, the candidate is placed into an enchanted slumber and his spirit whisked away to the plane of the fey, where they are tested and trained. When the candidate awakens, sometimes years later, he is a Wild Soul. |
Elves | The blessings of the seelie or unseelie courts may be withdrawn at will, and so while current levels cannot be taken away, advancement can be halted by the fey. |
| Windrider |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no reason why a person specializing in winged mounts should gain spells. |
| Windwalker |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The Therran Goddess of Air does not fit into this conception. Neither does the Therran God of Travel. |
| Winterhaunt of Lothar |
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Chaotic Neutral or Chaotic Evil or Neutral Evil alignment, Concentration 8, Knowledge (arcana) 5, Knowledge (religon) 8, Chosen of Lothar, Craft Wondrous Item, Piercing Cold, able to cast 1st level divine spells, patron deity Lothar, must create an icehart |
These fell clerics of Lothar are the most radical and militant of the bunch. They seek to spread Lothar's winter over all of the lands, especially over the Kingdom of Slumber. Entre requires years of devotion to Lothar and a proven desire to cover warm lands in frost. |
Humans | None |
| Witchborn Binder |
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Meldshaper level 6th, Alertness, Track, Knowledge (religion) 4, Search 4, Sense Motive 2, Survival 2, Use Rope 2, may not possess any arcane spellcasting class levels | This class is not available to most PCs. The details of incarnum are unknown to Jerranqi. | None | None |
| Witch Hunter |
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Any Non-Evil alignment, BAB +5, Knowledge (arcana) 10, Track, able to cast magic circle against evil | Entre into this class requires training by another Witch Hunter for months or years. This class is native to Morakki lands. | All | None |
| Witch Slayer |
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BAB +5, Knowledge (religion) 4, Sense Motive 4, must have fought a binder or possessed creature |
Since binders are very rare and not very notorious in Jerranq, this class is more directed at other forms of possession, such as demonic possession, ghostly possession, etc. However, the general disdain of all forms of possession, and the belief that such possession is evil and corrupting, naturally extends to binders and their vestiges. The class is represented by a variety of coteries. These are groups of like-minded people usually attached to some larger organization that specialize in teaching the lore of the witch slayer and to providing resources and direction in combatting possession. Entre requires proof of ambition and loyalty to a coterie, which will then initially train the candidate in basic lore over the course of several months. Many coteries are attached to the Church of Meredros. |
Humans | Advancement requires membership in good standing with a coterie. |
| Wonderworker |
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Any Good alignment, Base Will Save +5, Favoured of the Companions or Knight of Stars or Servant of the Heavens, one other exalted feat, able to cast 3rd level arcane or divine spells or manifest 3rd level psionic powers | Entre to this class is easy, since it represents merely the dedication and specialization of magery or psionics towards the cause of good. | All | None |
| Wyrm Wizard |
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Knowledge (arcana) 9, Spellcraft 9, Speak Draconic, any metamagic feat, ability to prepare and cast 1st level arcane spells | This class represents the application of various aspects of draconic sorcery to wizardly magic. Entre into the class requires that the wyrm wizard have a dragon as a mentor. This dragon must be able to cast a sorcerer spell of at least as high a level as the highest level spell cast by the wyrm wizard. In addition, at least a full year of intensive study is necessary. The price or services required by the dragon to tutor the wizard is up to the DM and dependent upon its alignment. | Humans | If the wyrm wizard's current draconic tutor is slain or is not of a hgh enough level sorcerer to continue to teach the wizard, then another tutor must be found. Further, members of this class must spend at least 1 week per wyrm wizard level (in blocks of at least 1 week at a time) to be able to advance to the next level. |
| Yakuza |
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Any Non-Chaotic and Non-Good alignment, Bluff 10, Gather Information 10, Hide 7, Dodge | This class is native to Vingariku and is generally only found there. Entre requires membership in a Yakuza family. This class represents the elite of these families. | Humans | PCs who leave a Yakuza family cannot advance in levels in this class. |
| Yathchol Webrider |
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Not Allowed in Therra | Not Allowed in Therra | N/A | There is no rational reason why a chitine with no previous magical ability would suddenly gain access to spell-like powers. |
| Yathrinshee |
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Drow, female, Knowledge (arcana) 7, Knowledge (religion) 7, Perform (sing) 3, Lichloved, Spell Focus (necromancy), able to cast animate dead as a divine spell and spectral hand as an arcane spell | The Yathrinshee are a death and undead worshipping sect of Lolth priestesses. They first sprang up in the aftermath of the War of the Gem, when many drow who fought on the surface became exposed to death on a massive scale and sought to embrace it. | None | None |
| Yuan-Ti Cultist |
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Yuan-ti halfblood or abomination, Any Evil alignment, Craft (alchemy) 5, Knowledge (religion) 5, Perform (chant) 1, ability to cast 3rd level divine spells, Merrshaulk as patron deity | This class is not available to most PCs. The details of the yuan-ti are unknown to Jerranqi. | None | None |
| Zerth Cenobite |
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BAB +4, Concentration 9, power point reserve of at least 2, still mind class feature | This class is taught only by the githzerai monks of Limbo. As such, a non-githzerai cenobite is almost unthinkable. | None | None |
| Zhentarim Spy |
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Not Allowed in Therra | Not Allowed in Therra | N/A | The Zhents do not exist in Therra. |