Mamluk and Holy Slayer


Conversions


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I want to incorporate some Al-Qadim elements into an upcoming Legacy of Fire game I'll be running. I spent the day converting the prestige classes written by Dean Poisso in Dragon Magazine #321 and I figured I would share it on here. Any critique is welcome.
Thank you.

MAMLUK

Mamluk Requirements
To qualify to become a mamluk, a character must fulfill all of the following criteria.
Alignment: Any lawful
BAB: +5
Base Fort Save: +4
Skills: Knowledge (history) 4 ranks, Survival 4 ranks
Feats: Great Fortitude, Iron Will

Hit Die: d10

Class Skills: The mamluk class skills (and the key ability for each skill) are Diplomacy (Cha), Heal (Wis) Intimidate (Cha), Knowledge (geography)(Int), Knowledge (history), Knowledge (local), Knowledge (nobility), Perception (Wis), Ride (Dex), Sense Motive (Wis)

Skill Points at Each level: 4 + Int modifier

Class Features
All of the following are class features of the mamluk prestige class.

Weapon and Armor Proficiency: Mamluks gain no proficiency with any weapons or armor.

Hardened (Ex): Mamluks train in the harshest desert environs. At first level, a mamluk gains a +4 bonus on saves to resist the effects of heat. Due to their constant training, they may move at their full speed when wearing medium armor. If the mamluk has armor training from another class, this extends to heavy armor.

Authority: A mamluk gains a bonus equal to +1 per mamluk level on all profession (soldier) checks and Charisma checks made agains mamluks of lower ranks (including cavaliers and samurai flavored as mamluks). This bonus is one-half her mamluk level against other soldiers of lower ranks (such as city guards or mercenaries). Either character level or in game ranking are used, which is higher.

Endurance (Ex): At 2nd level, a mamluk gains Endurance as a bonus feat. If he already has this feat, he instead gains Diehard. If he has both, he gets Fight On or Fast Healer even he his doesn’t meet the requirements

Rally (Ex): At 2nd level, a mamluk learns to fight beside his allies with ferocious tenacity. When fighting within 10 feet of an ally, he gains a +1 morale bonus on his attack rolls, damage rolls, and saving throws against mind-affecting effects. This bonus increases to +2 at 5th level and +3 at 8th level.

Tactician (Ex): At 3rd level, a mamluk receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the mamluk can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the mamluk possesses. Allies do not need to meet the prerequisites of these bonus feats. The mamluk can use this ability once per day at 3rd level, plus one additional time per day at 8th level. This stacks with tactician from another source.

Iron Focus (Ex): Mamluk training cultivates fanatical loyalty. A mamluk of 4th level or higher gains a +4 morale bonus on all saves against fear effects.

Toughness (Ex) At 4th level, a mamluk gains Toughness as a bonus feat.

Heroic Recovery (Ex): At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day at 9th level. This stacks with the Unbreakable fighters ability of the same name.

Zealot (Ex): The mamluk’s intense training grants him powerful resistances to certain effects. At 6th level, a mamluk gains a +2 bonus on all saves against mind-effecting, sleep, paralysis, stunning, and death effects.

War-hardened (Ex): When a mamluk reaches 7th level, his single-minded drive allows him to complete the most difficult training imaginable. At this point he can move his normal speed in heavy armor. If he already has this ability from another class, his armor check penalty is reduced by 1 in any armor.

Diehard (Ex): At 7th level, a mamluk gains Diehard as a bonus feat. If he already has Diehard, he gets Fight On or Fast Healer even if he doesn’t meet the requirements.

Heroic Defiance (Ex): At 8th level, an unbreakable gains the Heroic Defiance feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. This stacks with the Unbreakable fighter ability of the same name.

Desert Survivor (Ex) The intense survival training of the mamluks allows them to ignore the desert’s harshest effects. Beginning at 9th level, a mamluk is immune to the nonlethal damage dealt by hot environments. In addition, whenever the mamluk makes a Fortitude save for which he gains the bonus granted from the Endurance feat, he does not automatically fail on a roll of natural 1 (he might still fail the save if his bonus isn’t enough to meet or exceed the DC).

Fanaticism (Su): Due to the fanatical mind of a 10th level mamluk, he is able to shrug off some wounds. Because of this, he gains damage reduction 2/-.

MAMLUK ADVANCEMENT
Level BAB Fort Ref Will Special
1st +1 +1 +0 +0 Hardened, Authority
2nd +2 +1 +1 +1 Rally, Endurance
3rd +3 +2 +1 +1 Tactician
4th +4 +2 +1 +1 Iron Focus, Toughness
5th +5 +3 +2 +2 Heroic Recovery, Rally +2
6th +6 +3 +2 +2 Zealot
7th +7 +5 +2 +2 Diehard, War hardened
8th +8 +4 +3 +3 Heroic Defiance
9th +9 +5 +3 +3 Desert Survival, Rally +3
10th +10 +5 +3 +3 Fanaticism


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HOLY SLAYER

HOLY SLAYER REQUIREMENTS
To qualify to become a holy slayer, a character must fulfill all of the following criteria
Alignment: Any lawful
Base Attack Bonus: +4
Skills: Disguise 2 ranks, Intimidate 5 ranks, Knowledge (religion) 2 ranks, Stealth 5 ranks
Feats: Weapon Focus (weapon of choice for the slayer brotherhood or her deity's favored weapon; it must be a one-handed weapon).

Hit Die: d8

HOLY SLAYER CLASS SKILLS
The holy slayer class skills (and the ability for each skill are) Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Perception (Wis), Sense Motive (Wis),Sleight of Hand (Dex), Stealth (Dex)

Skill points at Each level: 4 + Int modifier

HOLY SLAYER ADVANCEMENT
Level BAB Fort Ref Will Special
1st +0 +0 +0 +1 Poison Use, skill bonus, Sneak Attack +1d6
2nd +1 +1 +1 +1 Weapon Specialization, rogue talent
3rd +2 +1 +1 +2 Faithful resolve, Sneak Attack +2d6
4th +3 +1 +1 +2 Smite infidel 1/day
5th +3 +2 +2 +3 Sneak Attack +3d6, advanced talent
6th +4 +2 +2 +3 Unshakable pillar
7th +5 +2 +2 +4 Sneak Attack +4d6, Smite infidel 2/day
8th +6 +3 +3 +4 Advanced talent
9th +6 +3 +3 +5 Sneak Attack +5d6
10th +7 +3 +3 +5 Guided doom, Smite infidel 3/day

Class Features
All of the following are class features of the holy slayer prestige class.

Weapon and Armor proficiency: Holy Slayers are proficient with all simple and martial weapons, with the favored weapon of her deity. They gain no proficiency in armor.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.

Poison Use: a holy slayer’s are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.

Skill Bonus: A holy slayer receives an insight bonus on all Bluff, Disguise, and Intimidate checks equal to her holy slayer level.

Weapon Specialization: At 2nd level, a holy slayer gains Weapon Specialization with the signature weapon of her order or favored weapon of her deity as a bonus feat, if she does not already have it. If she does have it, she may gain the Improved Critical feat with this weapon.

Rogue Talent: At 2nd level, a holy slayer gains a rogue talent. This works as the rogue’s rogue talent ability.

Faithful Resolve (Su): At 3rd level, a holy slayer gains a +4 bonus on all saves against fear effects.

Smite Infidel (Su): Beginning at 4th level, a holy slayer may make smite attacks against a person or group designated by her order’s leader. In order to use this ability, the holy slayer must personally visit her leader, who then assigns her the individual or group she may smite. She may request a specific individual or group, such as all gnolls, all followers of a certain enemy, or all citizens of a given country. The holy slayer may then smite that group until she is assigned a new group.
The holy slayer may smite once per day at 4th level, twice per day at 7th level, and at 10th level she may smite three times per day. This works exactly like a paladins smite evil ability, except it works at the holy slayer’s character level. It may be used in addition to a smite ability from another class, but does not stack.

Advanced Talent: At 5th level and 8th level, a holy slayer can choose an advanced rogue talent in place of a rogue talent.

Unshakable Pillar: Beginning at 7th level, a holy slayer’s soul is so grounded in her faith that she becomes immune to fear effects. If she is already immune to fear due to another class ability, such as a paladin’s Aura of Courage, she instead gains an immunity to charm spells and spell like abilities.

Guided Doom (Ex): By 10th level, the holy slayer has learned to allow Fate to guide her hand, causing devastating blows with her sneak attacks. An opponent damaged by one of her sneak attacks also takes 2 points of Constitution damage.


eakratz wrote:

HOLY SLAYER

Thanks for this. I've been looking for different assassin prestige classes. I like the idea of giving them rogue talents!

Liberty's Edge

Pathfinder Battles Case Subscriber

I was always a big fan of the Al Qadim setting. As an alternative to prestige classes, have you considered making these or any of the other old character kits into archetypes? If I had the time and any use for it at the moment, I'd probably do up a Sha'ir archetype for summoners. Katapesh seems already perfectly set up for a genie-summoning caster.


I thought about it but by the time I did my players in Legacy of Fire already chose character classes and since I was doing the conversions specifically for this game I decided to not bother. I did, however come up with some flavor options.

Ninja – call it assassin, hashashin, or Holy Slayer.
Samurai: call yourself a Mamluk (and pick a master); same mount concerns as Cavalier. The Sword Saint archetype would solve this problem. Possible masters: The Pactmasters, Pathfinder Society, Fort Longjaw, Sarenrae’s Lambert Citadel, Church of Abadar,
Hazic Kel-Kalaar, a mercenary company, city guard, or any other organization you might think of.
Sorcerer: This is a heavily genie influenced game.
Summoner: Great possibilities to be flavored with a genie theme.
Witch: May be reflavored as a Sha’ir. The familiar would be a “gen” but otherwise behave as a normal witch’s familiar. The 3.5 version of the sha’ir class can be read here to use as flavor and inspiration. You may switch the casting stat to Charisma.


I absolutely suck at converting or creating classes, but I'd love to see the Ghul Lord and Spellslayer revamped for Pathfinder!!!

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