Tahl'shias (5e Subclass)
Seldarine Knight (Tahl'shias)
A Seldarine Knight can come from one of two traditions: Tahl'shias (two-weapon style) and Ver'yn (single weapon style). Both approach combat with distinctly different styles but are equally competent spell casters. The Tahl'shias focus on a particular form of combat mastery that utilizes a two-weapon fighting style.
Making a Seldarine Knight (Tahl'shias)
First and foremost, the tahl'shias perceives the use of swords as an art form. Finesse is valued over sheer brute strength. As the tahl'shias gains proficiency in this style, they are able to increase their number of attacks per round, decrease the penalties normally associated with using two weapons, as well as utilize a two-weapon stance that adds to their protection in combat.
Due to the tahl'shias total commitment to this type of blade artistry, the class does face some fairly tough restrictions. The class cannot use heavy armor without sacrificing their special combat forms (no proficiency in the use of heavy armor). Shields of any kind (other than a spell or magical effect) likewise cannot be used without forfeiting their skills (no proficiency in shields). And finally, a tahl'shias can only use the following weapons: dagger, longsword, rapier, scimitar, short sword, and short bow. Furthermore, a tahl'shias chooses a particular weapon to be there "blade companion" throughout their studies (at first level, a tahl'shias must choose either dagger, longsword, rapier, scimitar or short sword as their weapon for focus and specialization).
Abilities: Tahl'shias are masters of melee but focus more on finesse than brute strength, making Dexterity a very important attribute especially considering their limitation on armament. Intelligence is an extremely important stat because it plays a significant role in their role as a caster of arcane spells. Constitution is always valuable. Because the Seldarine Knights are seen as emissaries of the Elven pantheon, many Tal'shias also focus on Charisma to an extent.
Races: The preponderance of all Seldarine Knights are Elves and, to a lesser extent, Half-Elves. Due to some intermingling over the years, a few fey-related races have also dedicated their lives to the art of the blades, but this is very rare.
Alignment: As with the Seldarine itself, alignments range only from Chaotic Good to Chaotic Neutral. Although the chaotic axis may seem counter-intuitive to this class, it is their freedom of expression and unique styles that produce the best Tahl'shias. A Seldarine Knight must at all times worship/revere one of the Seldarine gods
Starting Gold: 5d6×10 gp (175 gp).
Starting Age: Moderate
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | ||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Ambidexterity, Dodge, Weapon Focus | 0 | — | — | — | — | |||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | Two Weapon Fighting | 0 | — | — | — | — | |||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | Armored Caster, Weapon Finesse | 0 | 0 | — | — | — | |||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Two Weapon Defense | 1 | 0 | — | — | — | |||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | Two Weapon Rend | 1 | 0 | 0 | — | — | |||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | Crescent Moon | 1 | 1 | 0 | — | — | |||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | Weapon Specialization | 2 | 1 | 0 | 0 | — | |||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | Improved Two Weapon Fighting | 2 | 1 | 1 | 0 | — | |||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | Greater Weapon Focus | 2 | 2 | 1 | 0 | 0 | |||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | Improved Disarm | 3 | 2 | 1 | 1 | 0 | |||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +3 | Improved Two Weapon Defense | 3 | 2 | 2 | 1 | 0 | |||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +4 | Snatch Weapon | 3 | 3 | 2 | 1 | 1 | |||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +4 | 4 | 3 | 2 | 2 | 1 | ||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +4 | Greater Two Weapon Fighting | 4 | 3 | 3 | 2 | 1 | |||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +5 | 4 | 4 | 3 | 2 | 2 | ||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Greater Two Weapon Defense | 5 | 4 | 3 | 2 | 2 | |||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Quickdraw | 5 | 4 | 4 | 3 | 2 | |||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Greater Weapon Specialization | 5 | 5 | 4 | 3 | 3 | |||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +6 | 6 | 5 | 4 | 4 | 3 | ||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Perfect Two Weapon Fighting | 6 | 5 | 5 | 4 | 3 | |||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Seldarine Knight (Tahl'shias).
Weapon and Armor Proficiency: A Tahl'shias is automatically proficient with the dagger, longsword, rapier, scimitar, short sword, and short bow as well as light and medium armor.
Spells: A Seldarine Knight (Tahl'shias) is an arcane caster. The spells utilized by this class are very limited and generally augment either their own combat prowess or those of their colleagues. Intelligence determines the tahl'shias' spell DC, bonus spells and how high a spell they can cast (in order to cast a particular spell, the tahl'shias intelligence score must be at least 10 + the spell's level).
Like other spellcasters, a tahl'shias can cast only a certain number of spells of each spell level per day. His base daily spell allotment is give on Table: The Seldarine Knight (Tahl'shias) Spells Known. In addition, he receives bonus spells per day if he has a high Intelligence score.
Unlike a wizard or a cleric, a tahl'shias need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.
The Seldarine Knight (Tahl'shias) choose their spells from the following list:
0—arcane mark, daze, detect magic, light, mage hand, read magic, resistance
1st—color spray, comprehend languages, erase, expeditious retreat, feather fall, identify, mage armor, magic weapon, obscuring mist, protection from evil, ray of enfeeblement, shield, true strike
2nd—arcane lock, bear's endurance, blur, bull's strength, cat's grace, eagle's splendor, fox's cunning, glitterdust, invisibility, knock, levitate, protection from arrows, protection from energy, resist energy, see invisibility, shatter, web, owl's wisdom
3rd—blink, displacement, dispel magic, fly, haste, hold person, keen edge, magic circle against evil, nondetection, slow, stinking cloud, water breathing, wind wall, vampiric touch
4th—arcane eye, dimension door, fire shield, greater invisibility, lesser globe of invulnerability, locate creature, rainbow pattern, remove curse, shout, solid fog, stoneskin, wall of fire, wall of ice
Armored Caster (LVL3) (Ex): Tahl'shias do not suffer from the normal arcane spell failure and armor check penalties normally associated with arcane spell casters as long as they are wearing light or medium armor and do not use a shield.
Ambidexterity (LVL1): You ignore all penalties for using an off hand. You are neither left-handed nor right-handed. This feat helps offset the penalty for fighting with two weapons. See the Two-Weapon Fighting feat, page 86, and Table 8- 2: Two-Weapon Fighting Penalties, page 125.
Crescent Moon (LVL6): You have mastered the style of fighting with sword and dagger. You know how to twist an opponent's weapons from its grasp with a single graceful motion while using your two weapons together. If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action.
Dodge (LVL1): You are adept at dodging blows. During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Improved Disarm (LVL10): You know how to disarm opponents in melee combat. You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Quickdraw (LVL17): You can draw weapons with startling speed. You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Snatch Weapon (LVL12): You can disarm an opponent, then pluck the weapon from midair. If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you can immediately make a single attack with it, though you suffer the usual penalties for a second attack with an off-hand weapon.
Two Weapon Defense (LVL4): Your two-weapon fighting style bolsters your defense as well as your offense. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. At level (11), the tahl'shias gains Improved Two Weapon Defense: You gain a signifi cant defensive advantage while fighting with two weapons. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Armor Class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4. At level (16), the Tahl'shias learns Greater Two Weapon Defense: When fighting with two weapons, your defenses are extraordinarily strong. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6.
Two Weapon Fighting (LVL2): You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. The Tahl'shias gains Improved Two Weapon Fighting at level (8): You are an expert in fighting two-handed. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a - 5 penalty. The Tahl'shias gains Greater Two Weapon Fighting at level (14): You are a master at fighting two-handed. You get a third attack with your off-hand weapon, albeit at a -10 penalty. At (20)th level, the Tahl'shias reaches the pinnacle of his weapon mastery with Perfect Two Weapon Fighting: You can attack with your off-hand weapon as frequently as with your primary weapon. You can make as many attacks with your offhand weapon as with your primary weapon, using the same base attack bonus. For example, a character with this feat and a base attack bonus of +18/+13/+8/+3 could make four attacks per round with his primary weapon and four attacks per round with his off-hand weapon using this base attack bonus. You still take the normal penalties for fighting with two weapons.
Two Weapon Rend (LVL5): You wield two weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage. If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Weapon Finesse (LVL3: You are especially skilled at using weapons that can BENEFIT: as much from Dexterity as from Strength. With any approved weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus(LVL1): Proficiency with selected weapon, base attack bonus +1 (weapon proficiency limited to the weapons listed above). The Tahl'shias gains Greater Weapon Focus at level (9): Choose one type of weapon for which you have already selected Weapon Focus. You gain a +1 bonus on all attack rolls you make using the selected weapon at level 1. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
Weapon Specialization(LVL7): Choose one type of weapon, such as scimitar, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. You gain a +2 bonus on all damage rolls you make using the selected weapon. At level 18, the Tahl'shias gains Greater Weapon Specialization: Choose one type of weapon for which you have already selected Weapon Specialization. You deal extra damage when using this weapon. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Ex-Seldarine Knights (Tahl'shias)
If a Seldarine Knight falls out of favor with any of the Seldarine Host, they may no longer gain the benefits of the special abilities assigned to this class.
Epic Seldarine Knight (Tahl'shias)
Level | Special | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | Epic Weapon Focus: Add a +2 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the bonuses from Weapon Focus and Greater Weapon Focus. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
23rd | Epic Dodge: Once per round, when struck by an attack from an opponent you have designated as the target of your Dodge feat, you automatically avoid all damage from the attack. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
25th | Epic Dodge: Once per round, when struck by an attack from an opponent you have designated as the target of your Dodge feat, you automatically avoid all damage from the attack. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
27th | Damage Reduction: You can shrug off some damage from attacks. You gain damage reduction 3/(slashing & Piercing). This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
30th | Devastating Critical: Choose one type of melee weapon (those limited by class restriction). With that weapon, you are capable of killing any creature with a single strike. When using the weapon you have selected, whenever you score a critical hit the target must make a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Starting PackageWeapons: . Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: . Bonus Feats: . Gear: . Gold: . Campaign InformationPlaying aReligion: . Other Classes: . Combat: . Advancement: . in the World
Notables: . Organizations: . NPC Reactions: . LoreCharacters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
in the GameAdaptation: . Sample Encounter: . EL : .
Back to Main Page → 3.5e Homebrew → Classes → Base Classes |