Scarred lands PrC Equivilents


Conversions


What Archtypes roughly correspond to various Scarred lands prestige classes?

For example A golden Knight is the rough equivalent to the Hospitilar paladin archtype.

Any other Ideas on rough equivalents?


Noboddy?


Scarred Lands had a lot of prestige classes, and most of them were, to put it very mildly, unimpressive. You're strongly recommended to use archetypes (or create archetypes) if you'd like to use some of their funky abilities during conversions.

Regards,
Ruemere


Yeah that's the idea, Just trying to find equivalents for right now without converting to much.


3 people marked this as a favorite.

I did the four orders of Corean.

Order of Mithiril:
Order of Mithril

The elite Order of Mithril Knights is a step above paladinhood when it comes to Corean's holy warriors. Selected from among the most skilled and experienced paladins, the knights form the military leadership of Corean's temple, paralleling the clerical leadership and supplementing it when necessary. Both factions administer to the needs of the faithful and defend the faith as necessary, but the knights are considered the first line of defense against titanspawn and other threats.

Smite Evil (Su): This functions as the paladin ability, but the mithril knight does not deal 2 points of damage per level on the first successful attack against evil dragons. Instead he deal 2 points of damage per level on the first successful attack made against evil undead, evil outsiders and evil titanspawn.

Divine Bond A mithril knight must take the mount bond at 5th level.

Turn Outsiders (Su): When a mithril knight reaches 9th level, positive energy he channels harms evil outsiders in addition to undead. This replaces the mercy normally gained at that level.

Mithril Sword At 11th level, the mithril knight is bestowed with a mithril longsword. This sword can also function as the mithril knight's holy symbol. At 11th level, the sword functions as a +3 holy sword. At 13th level, the sword functions as a +3 holy sword of flaming burst and provides spell resistance 11+class level against spells and spell-like abilities cast by evil creatures when wielded. At 15th level, the sword functions as a +4 holy sword of flaming burst and can be used with a standard action to dispel magic in a 5 ft. burst centered on the mithril knight. At 17th level, the sword functions as a +4 axiomatic holy sword of flaming burst and can be called to the paladin's hand as a standard action, so long as the paladin and sword are on the same plane. (Abilities that block teleportation block this ability) At 19th level, the sword functions as a +5 axiomatic, holy sword of flaming burst and once per day can be used to resolve an attack made against the target of smite evil as a touch attack.
This replaces aura of justice, aura of faith and aura of righteousness.

Turn Evil (Su): When a mithril knight reaches 15th level, positive energy he channels harms evil creatures in addition to undead. This replaces the mercy normally gained at that level.

Order of Silver:
Order of Silver

Scholar-warriors who use their knowledge to fight evils from beyond Scarn, the Silver Knights are a strange and mysterious lot. The Order of Silver seeks to battle those entities that come from other planes that threaten the godly races-they recognize that not all the threats to the people of the gods come from the titans.

Class Skills Silver Knights add Knowledge (planes) to their class list.

Detect Evil: This functions as the paladin ability, but the silver knight treats lingering auras according to the following chart rather than the standard one.
[code]Original
Strength Duration
Faint 1d6 x 10 minutes
Moderate 1d6 hours
Strong 1d6 days
Overwhelming 1d6 months[/code]

Silver Sword A silver knight does not take a penalty to damage when fighting with weapons forged of alchemical silver. A silver knight gains this ability at 1st level.

Smite Evil (Su): This functions as the paladin ability, but the silver knight does not deal 2 points of damage per level on the first successful attack against evil dragons and evil undead. She does deal 2 points of damage per level on all smite attacks made against evil outsiders.

Blade Blessing At 3rd level, a silver knight treats her weapons as good aligned and silver for the purpose of overcoming damage reduction. At 6th level, she treats her weapons as cold iron, at 12th level she treats her weapons as lawful aligned. This ability replaces the mercies gained at those levels.

Holy Strike At 8th level, a silver knight doubles the threat range of her weapon against outsiders. Against outsiders who are immune to critical hits, she threatens critical hits with the normal threat range of her weapon. This ability does not stack with other abilities that increase critical threat range. External abilities that reduce critical hits such as fortification armor still function normally against the silver knight. This ability replaces aura of resolve.

Turn Outsiders (Su): When a silver knight reaches 9th level, positive energy she channels harms evil outsiders in addition to undead. This replaces the mercy normally gained at that level.

Consecration of Silver With a one hour ritual and access to a forge, the silver knight can bestow the bane ability on her weapon at 11th level. She must choose evil outsiders, chaotic outsiders or elemental outsiders as the creature type. The silver knight can only have one weapon so consecrated, and the ability only functions for her. This replaces aura of justice.

Banish Extraplanar Creatures At 14th level, extraplanar creatures with less HD than the silver knight are banished if they fail their saves against her channeled energy. This replaces aura of faith.

Spells The silver knight adds the following spells to her paladin spell list.
1st - alarm, detect magic, mount, obscure object, summon monster I.
2nd - locate object, nondetection, see invisibility, summon monster III.
3rd - dimensional anchor, lesser planar binding, summon monster V.
4th - dismissal, planar binding, summon monster VII.

Order of Gold:
Order of Gold

Paladins of the Order of Gold act as missionaries and wandering healers in Corean's name. The Gold Knights usually serve to aid folk who are in need of their healing and protection.

Lay on Hands This functions as the paladin ability but the gold knight heals 1d8 points of damage per two levels rather than 1d6. Additionally, she gains her first use of this ability at 1st level rather than 2nd, and can use this ability a number of times per day equal to her paladin level plus her Charisma modifier.

Skilled Healer A gold knight adds one half of her class level to Heal checks. She gains this ability at 2nd level.

Smite Evil (Su): This functions as the paladin ability, but the gold knight only deals half of her paladin level to damage. Additionally, she gains her first use of this ability at 2nd level rather than 1st. Future uses of the ability are unchanged.

Spontaneous Casting A gold knight can channel stored spell energy into healing spells that she did not prepare ahead of time. The gold knight can “lose” any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Empowered Cures At 8th level, all cure spells cast by a gold knight are empowered. This ability replaces aura of resolve.

Maximized Cures: At 14th level, all cure spells cast by a gold knight are maximized in addition to being empowered. This ability replaces aura of faith.

Mass Cures: At 17th level, all cure spells cast by a gold knight function as 'mass' versions of the same. This ability replaces aura of righteousness.

Holy Champion This functions as the normal paladin ability except there is no banishment effect on her smite evil. Instead, whenever she channels positive energy or uses lay on hands to heal a creature, she heals 10 points of damage per two paladin levels.

Spells The gold knight adds the following spells to her paladin spell list.
1st - death watch, shield other.
2nd - cure moderate wounds
3rd - cure critical wounds
4th - heal

Order of Iron:
Order of Iron

The Iron Knights of Corean are elite masters of forge and siege warfare. Resplendent in their finely crafted armor, the Iron Knights contribute to the efforts of righteous warfare both on the battlefield and off.

Class Skills An iron knight gains Knowledge (engineering) as a class skill.

Divine Grace (Su) This functions as the paladin ability but the iron knight can only use his Charisma modifier in place of the normal ability modifier to the save in question.

Iron Craftsman (Ex) An iron knight adds one half of his class level to all Craft (armor), Craft (blacksmith) and Craft (weapon) checks.

Siege Master (Ex) An iron knight adds one half of his class level to Craft (siege engine) and Profession (siege engineer) checks. He gains this ability at 2nd level.

Lay on Hands (Su) This functions as the paladin ability but the iron knight heals 1d6 points of damage per three class levels. Additionally, he can use this ability a number of times per day equal to one third his paladin level plus his Charisma modifier. An iron knight gains this ability at 3rd level.

Bonus Feats At 3rd level and every 3rd level after, an Iron Knight gains a bonus feat. These feats must be taken from the following list: Cooperative Crafting*, Siege Commander**, Siege Engineer**, Siege Gunner**, Skill Focus (Craft), Weapon Focus (siege engine), Weapon Specialization (siege engine). At 6th level, the following feats are added to the list: Craft Magic Arms and Armor, Improved Critical (siege engine), Master Craftsman, Master Siege Engineer**. At 9th level, the following feats are added to the list: Greater Weapon Focus (siege engine), Greater Weapon Specialization (siege engine)
An iron knight does not need to meet skill rank or BaB prerequisites for a bonus feat, but he does need to meet feat based prerequisites. An iron knight's bonus feats replace his mercies.

Armor Training (Ex) At 3rd level, an iron knight gains armor training. This functions identically to the fighter ability of the same name and increases at the same rate.

Balancing the Steel (Ex) At 3rd level, an iron knight can sharpen a normal weapon, granting it a temporary masterwork status that lasts for one day per class level. This process requires 10 minutes and permanently reduces the weapon's hp by 1. At 7th level, his technique improves, bestowing a non-magical +1 enhancement bonus on the weapon. At 11th level and every 4th level after, the enhancement bonus increases by +1. This ability replaces aura of righteousness.

Weapon Training (Ex): At 5th level, an iron knight gains weapon training in siege engines. This functions identically to the fighter ability of the same name and increases at the same rate. An iron knight does not add new weapon groups as the ability improves.

Spell Forging (Su): At 8th level, an iron knight can forge 1st level spells that affect weapons or armor into the weapon or armor. This is a full round action that requires access to a consecrated forge and extends the duration of the spell to one day. At 11th level, the iron knight can forge 2nd level spells, at 14th level he can forge 3rd level spells and at 17th level he can forge 4th level spells in this manner. This ability replaces aura of resolve.

Vessel of Faith (Su): At 11th level, an iron knight can forge 1st level spells that affect his weapons, armor or his person into weapons or armor. This is treated similarly to spell storing, and the iron knight is the only one who can activate the spells. A suit of armor or shield can hold a total number of spell levels equal to its armor or shield bonus. A light weapon can hold one spell level, a one-handed weapon can hold two spell levels and a two handed weapon can hold three spell levels. At 13th level, the iron knight can forge 2nd level spells, at 15th level he can forge 3rd level spells and at 17th level he can forge 4th level spells in this manner. This ability replaces aura of justice.

Spells The iron knight adds the following spells to his paladin spell list.
1st - consecrate (forge only), crafter's fortune
2nd - bear's endurance
3rd - magic vestment
4th - divine power


WOAH awesome conversions Kain You rock:) MInd if i Cross post these on the pizza?

Me likey :D


I have no idea what the pizza is. Tell me and my permission is granted. :)


Black Dragoon:
Black Dragoon (Antipaladin archetype)

These elite cavalry soldiers serve as the Archduke’s personal guard and his favored cadre of terror. Rare is the unit whose morale does not shatter when faced with a sky lit by the fiery death of a dragoon assault as the ground is shaken by the thunderous tremor of the dragoons’ charge. More than once a general opposing the Calastian armies has found himself fighting without troops who simply fled at the mention of the Black Dragoons.

Alignment Lawful Evil

Class Skills The black dragoon's class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Bonus Feat At 2nd level and every 4th level after (6th, 10th), the black dragoon gains a bonus combat feat. This replaces touch of corruption.

Sneak Attack At 3rd level and every 3rd level after (6th, 9th, etc), the black dragoon gains sneak attack +1d6. This replaces the cruelties gained at those levels.

Poison Immunity (Su) A black dragoon is immune to poison at 3rd level. This replaces plague bringer.

Channel Negative Energy When a black dragoon reaches 4th level, he gains the ability to channel positive energy as a cleric equal to his paladin level –3. He can use this ability a number of times per day equal to 3 + his Charisma modifier. This replaces the standard antipaladin's channel negative energy ability.

Fiendish Boon (Su) The black dragoon's fiendish boon works identical to the paladin mount ability. The mount can be a skeletal, fast zombie or normal warhorse. At 11th level, the mount gains the fiendish template. If a skeletal mount, it can instead gain the burning or deathless skeleton template. The black dragoon and his gear is not harmed by a burning mount's fiery aura.


These look awesome, but a few things....Shouldn't the Mithril Knight gain Leadership as a Bonus Feat? It was a requirement to get into the Prestige Class, and they did get Bonuses to it. I'd say replace another Mercy for the Bonus Feat.

I have also noted the Black Dragoon Channels Positive Energy, even though it is listed as Channel Negative Energy, is this correct or a typo? Also, perhaps a Bonus Feat to Command Undead maybe?

I don't suppose you have the Vigilant Ranger Archetype floating around out there anywhere, do you? Although, this one might work better as a Prestige Class.

All in all, excellent work!


THe Pizza is another Gaming sitc. Been doing scarred lands stuff in both places.

http://www.thepiazza.org.uk/bb/index.php


Bladesinger wrote:

These look awesome, but a few things....Shouldn't the Mithril Knight gain Leadership as a Bonus Feat? It was a requirement to get into the Prestige Class, and they did get Bonuses to it. I'd say replace another Mercy for the Bonus Feat.

I have also noted the Black Dragoon Channels Positive Energy, even though it is listed as Channel Negative Energy, is this correct or a typo? Also, perhaps a Bonus Feat to Command Undead maybe?

I don't suppose you have the Vigilant Ranger Archetype floating around out there anywhere, do you? Although, this one might work better as a Prestige Class.

All in all, excellent work!

I didn't give the Mithril Knight either of their bonus feats (Leadership and Craft Magic Arms and Armor) simply because they were sort of tossed in there, and the class was already stacked. Given that Leadership in particular can cause issues and is contentious for DMs, I felt better leaving it out, any mithril knight that needs them should probably be able to get a hold of those feats without a lot of trouble.

The Black Dragoon should be channeling negative energy, that is an overlooked copy/paste error.

Vigilant is the next one I'm working on.

Barbarian of Vangal powers:
Barbarian Rage Powers
Presented below are options for barbarians dedicated to Vangal. Vangal's favored weapon is the battleaxe, and he is Chaotic Evil. Good archetypes for barbarians dedicated to Vangal are the mounted fury, the titan mauler and the wild rager. His Horsemen in particular are often drawn from the ranks of mounted fury barbarians.

Vangal's Blessing (Su) If the barbarian scores two critical hits with his deity's favored weapon in a single round, the opponent must make a Fort save (DC 10 + 1/2 class level + Str modifier) or immediately die. A barbarian must be at least 12th level before selecting this rage power. This power can only be used one per rage.

Shout of Wrath (Su) When using his terrifying howl ability, the barbarian's shaken foes must also make a Fortitude save (DC 10 + 1/2 class level + Str modifier) or be deafened for 1 minute and stunned for 1 round. A barbarian must be at least 16th level before selecting this rage power.


Vigilant:
Vigilant (Ranger archetype)

Vigilants form elite military units trained and put into service by the nation of Vesh. Recruits who survive the harsh training and deadly initiation tests requires to become a vigilant are assigned to one of the elite corps of these warriors, called a Vigil. Named for the broad geographic area they patrol, Vigils not only protect their assigned domain from hostile raids and invasion, but they seek out their opponents where they live and pursue all manner of missions to thwart the enemies of Vesh.

Extreme Toughness At 1st level, the vigilant gains a +1 bonus to his Constitution modifier for the purposes of determining his hit points. At 4th level, and every 3rd level after (7th, 10th), this bonus increases by +1. This replaces wild empathy.

Endurance A vigilant gains this feat at 2nd level. This replaces the combat feat normally gained at this level.

Ferocity A vigilant gains the ferocity special quality at 3rd level. If the vigilant already possessed ferocity, he gains Diehard as a bonus feat instead. This replaces the Endurance feat normally gained at this level.

Hardened At 6th level, the vigilant adds his Constitution modifier as a bonus on all saving throws. This replaces the combat feat normally gained at this level.

Tireless (Ex): At 9th level, a vigilant is immune to fatigue. In addition, he gains a bonus equal to his vigilant level on Constitution checks made to avoid nonlethal damage from a forced march. A vigilant can hustle for two hours between sleep cycles before taking 1 point of nonlethal damage, and takes additional nonlethal damage every two hours of continued hustle rather than every one. This ability replaces evasion.

Superior Ferocity At 14th level, a vigilant can take actions while dying but he is no longer staggered while doing so. The vigilant automatically stabilizes when below 0 hit points and does not suffer damage for actions taken. This ability replaces the combat feat normally gained at this level.

Indomitable (Ex): At 16th level, a vigilant is immune to exhaustion. In addition, he does not need to make Fortitude saves against massive damage. This replaces improved evasion.

Invincible (Ex) At 20th level, a vigilant gains DR 5/-, and resistance 5 to acid, cold, electricity, fire and sonic. He recovers 1 hp per minute as long as he is in a favored terrain. Once per day, he can reroll any saving throw and take the better of two results. This ability replaces master hunter.


Great work! i was just gonna go through the PR classes and say which one was closest.

Sovereign Court

Here is one I just did for my upcoming Return of the Slarecian Lords game RotRL conversion set off the blood bayou

format got messed up during copy paste

Dawn Spear Adept:

Dawn Spear Adept Monk Archetype

Alignment, Skill and weapon proficiencies: Replace Intimidate with Heal. Replace Temple sword proficiency with Longspear proficiency. A Dawn Spear Adept must be Lawful good.

Touch of Serenity (SU)
At 1st level, the Dawn Spear Adept gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies.

Touch of Serenity (Combat)
With a single touch you can reduce the threat of even the most savage of foes.

Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the Prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

This ability replaces stunning fist
Spear Flurry of Blows (Ex)
Starting at 1st level, a Dawn Spear Adept can make a flurry of blows as a full-attack action, but only when using a Longspear. She may not make a flurry of blows with his unarmed attacks or any other weapons. A Dawn Spear Adept may perform a flurry of blows on undead, constructs and evil outsiders for normal damage against any other opponents. A Dawn Spear Adept may only perform a flurry of blows for nonlethal damage. The redeemer values all life and expects her chosen order to do so as well.
A Dawn Spear Adept flurry of blows otherwise functions as normal for a monk of her level.
Dawn Spear Technique (Ex)
At 1st level Dawn Spear Adept gains Dawn Spear Technique as a bonus feat, even if she does not meet the prerequisites. Also a Dawn Spear Adept may use their Longspear in conjunction with any feat or effect normally requiring an unarmed strike.

DAWN SPEAR TECHNIQUE [MARTIAL ARTS]
Innovated by the Dawn Spear, an order of monks dedicated to the Angel of Mercy, Madriel, the Dawn Spear teaches its members how to use the spear to peacefully end conflict. The meditative techniques taught by this style are honed through practicing the healing arts.

Prerequisites: Martial Weapons Proficiency (longspear), Heal 3 ranks.
Benefit: A practitioner of the Dawn Spear style can inflict nonlethal damage with the longspear without suffering the normal –4 attack penalty. Such nonlethal attacks inflict +1 nonlethal damage. You get a +2 bonus on all Heal skill checks. If you have 10 or more ranks the bonus increases to +4.
This ability replaces the 1st level Bonus Feat
Dance the Dawn (Ex)
The Dawn Spear Adepts have discovered that they must often defend themselves from opponents who are determined to end their lives. These adversaries are usually not content with being held at bay by the adept’s spear and will often charge forward into close combat. To adjust to this, the adepts have developed a fighting style that allows them to defend themselves equally at reach and up close while striking with the Madriel’s chosen weapon in multiple ways.

At 3rd level, the Dawn Spear Adept learns to Dance the Dawn: As long as she is wearing no armor, the adept may use her longspear against adjacent foes and continue to make use of the weapon’s reach, effectively threatening those areas adjacent to her position and eliminating the weapon’s drawback. The Dawn Spear Adept may also use the tip of the spear or haft of the weapon to apply slashing or bludgeoning damage as desired. Neither of these abilities extend to other weapons to any other weapons the Dawn Spear Adept loses this ability when wearing armor

This ability replaces Still Mind

Lay on Hands (Su)

Beginning at 4th level, a Dawn Spear Adept can heal wounds (her own or those of others) by touch. This functions as the Palain’s Lay on Hands ability except the DAWN SPEAR ADEPT uses Wis instead of CHA and the Dawn Spear Adept may not chose to use the positive energy to damage undead. If the sun is not visible the Dawn Spear Adept’s effective Paladin level ½ the Dawn Spear Adept’s level otherwise it is equal to the Dawn Spear Adept’s level. The Dawn Spear Adept may select one mercy from the 3rd level Paladin list at this time, an additional mercy may be selected at levels 10 and 16.
Special: A Dawn Spear Adept may select Extra Lay on Hands and Extra Mercy as Monk bonus feats.
This ability replaces the 4th level unarmed damage increase, Ki Pool and all advancements to Ki Pool.
Leathered Skin (Ex)

Dawn Spear Adepts spend as much time as possible in the sunlight, and all training and meditation take place under the sun’s warmth. By 4th level, adepts are filled with the energies released from Madriel’s Citadel and develop a tanned, leathered skin that reduces the severity of injuries they suffer.

Beginning at 4th level, The first two points of damage that the Dawn Spear Adept suffers from each separate attack in a round changes to nonlethal damage. This ability affects damage as it is applied. The amount thus transformed increases by one point for every two levels the advances until a Max of 10 points at 20th level is achieved.

This ability replaces Slow Fall and all advancements to it

Glimpse the Morning Light (Ex)

Dawn Spear Adepts take great care of their spears, polishing the heads to a mirror-like shine. The reflective blades are then used to distract and confuse the adept’s opponents

At 5th level, the Dawn Spear Adept gains the Solar Scarab Technique martial arts feat even if she does not meet the prerequisites for it.

SOLAR SCARAB TECHNIQUE [MARTIAL ARTS]
This innovative style was conceived of by those who encountered the solar scarabs of the desert (see Creature Collection Revised). Originally practiced by binding the gleaming shells of the scarabs to bracers, the Solar Scarab style is now used with either polished, coin-sized pieces of metal attached to bracers, or with polished metal weapons.

Prerequisites: Dexterity 13.
Benefit: The practitioner may use one of his attacks to deliver a quick, blinding strike to a single opponent. The martial artist makes a ranged attack roll, the total of which is opposed by the enemy’s Reflex save. If the practitioner wins, the enemy is dazzled for one round per point that the attacker scored over the defender's saving throw roll. If the opponent has a successful Reflex save, that
target is immune to this attack for the rest of the encounter.
Special: This technique cannot be used if the sun or other bright light source is not available.

This ability replaces High Jump.
Touch of Gentle Sunlight (Su)
At 5th level the Dawn Spear Adept learns to infuse her blade with part of Madriel’s power ephemeral and gentle, but strong nonetheless. Anytime a Dawn Spear Adept strikes to inflict nonlethal damage
with her longspear, she need only make a melee touch attack.

This ability replaces Wholeness of Body.

Sun Spear Maneuver (Ex)

At 8th level, the adept has become a master of using her spear to incapacitate opponents without inflicting bodily harm. She can render opponents helpless or unconscious by striking them in areas of the body where rejuvenating and healing energies reside. When striking with her spear to inflict nonlethal damage, the Dawn Spear Adept may add an extra +1d6 to her weapon’s nonlethal damage.
The sun spear maneuver inflicts +2d6 nonlethal damage at 12th level and +3d6 nonlethal damage at 16th level.

This ability replaces the unarmed strike damage increase at 8th, 12th and 16th levels.

Aolib’s Grace (Sp)
By 12th level, Dawn Spear Adepts have reached a spiritual connectedness that few others experience. Adepts learn to disengage from combat by harnessing the spiritual power inside of themselves, to momentarily step out of the Material Plane and through the gates of Aolib, Madriel’s planer domain. As mortal creatures, the adepts cannot remain there for more than a few moments before they must return to the mortal world. When they reappear on the material plane, they may re-emerge anywhere within 60 feet of their original position. To their opponents, it seems that the adept simply winked
out of existence and reappeared nearby. In game terms, by spending two lay on hands uses the Dawn Spear Adept may use dimension door as a spell-like ability. She must be standing in sunlight when she activates this ability, however, and she always returns to a place where the sun strikes, even if it is only a narrow beam of light filtering through a thick forest canopy. Because of the healing power
of Aolib, each time this power is used, the Dawn Spear Adept also heals her level in hit points, one point of ability damage or one negative level (adept’s choice). This power only functions on the Dawn Spear Adept.

This ability replaces Abundant Step.

Ultimate Mercy (Sp)
At 15th level, the Dawn Spear Adept gains Ultimate Mercy as a bonus feat, even if she does not meet the prerequisites.

Ultimate Mercy
By using lay on hands, you can bring the dead back to life.
Prerequisites: Cha 19, Greater Mercy, lay on hands, mercy class feature.
Benefit: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
This ability replaces Quivering Palm

Aolib’s Sanctuary (Sp)
By 19th level, Dawn Spear Adepts have learned to share their spiritual connectedness others. Adepts learn to transport themselves and others through the gates of Aolib, Mardriel’s planer domain
In game terms, by spending four lay on hands uses the Dawn Spear Adept may use Plane Shift as a spell-like ability to transport herself and others to Aolib. She must be standing in sunlight when she activates this ability. She may return to the prime material plane without spending any lay on hands uses however she always returns to a place where the sun strikes, even if it is only a narrow beam of light filtering through a thick forest canopy. The Dawn Spear Adept may now also bring others along using Aolib’s Grace.

This ability replaces Empty Body.
Child of the Heavens
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/Evil, which allows him to ignore the first 10 points of damage from any attack made by a nonevil weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
This replaces Perfect Self.

Dark Archive

Ooh, I always loved the Orders of Silver and Gold, particularly. Very cool to see them adapted into Archetypes!

I was surprised that the Scarred Lands made me want to play multiple different types of Paladin and Monk, two classes that had previously held little interest to me. Given the publishers, the strong use of stuff like shadow magic, necromancy and blood magic didn't surprise me, but the love they gave to the Paladin, in particular, was quite a pleasant surprise.

One of the more innovative PrCs, the Incarnate (wild shape into past life reincarnations), probably flies too hard against the new polymorph/shapechange/wild shape paradigm to easily adapt, which is kind of a pity. Instead, it would probably break down into more discrete options, like using the ability to consult past lives to gain temporary ranks in a skill, or use of a feat, and end up looking more like a Factotum than a 'Reincarnationist.'

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