Erinys (3.5e Prestige Class)

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Erinys[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

Becoming a Erinys[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Alignment: Lawful neutral or lawful evil.
Base Attack Bonus: +6.
Feats: Law Devotion.
Skills: Knowledge (religion) 6 ranks, Sense Motive 4 ranks.
Patron: Any deity of law, justice, retribution or death.
Domains: Death or Law or Purification or Repose or Retribution or Wrath.
Special: Channel divinity class feature and Spiritual wings class feature.

Female only.

Table: The Erinys

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +2 +2 Focused domain, Relentless chase
2nd +2 +3 +3 +3 Trial of Justice +1 level of existing divine spellcasting class
3rd +3 +3 +3 +3 Aura of dreadful order +1 level of existing divine spellcasting class
4th +4 +4 +4 +4 Channel justice
5th +5 +4 +4 +4 Wings of Nemesis +1 level of existing divine spellcasting class
6th +6 +5 +5 +5 Weapon of vengeance +1 level of existing divine spellcasting class
7th +7 +5 +5 +5 Shield of law +1 level of existing divine spellcasting class
8th +8 +6 +6 +6 Channel justice
9th +9 +6 +6 +6 Damage reduction +1 level of existing divine spellcasting class
10th +10 +7 +7 +7 Essence of Justice +1 level of existing divine spellcasting class

Class Skills (2 + Int modifier per level)

Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Rope (Dex).
Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the erinys.

Weapons and Armors proficiency: An erinys gains no proficiency with weapons or armors.

Spellcasting: At each level, except the 4th and 8th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Focused domain (Su): Your domain power improves. Your domain determines the exact improvement:

-Death and Repose domain: you may use your death touch three times per day and your erinys and favored soul levels stack to determine the d6s you may roll.

-Law and Purification: your increased caster level for law or abjuration spells is +2.

-Retribution: you may use strike of vengeance three times per day.

-Wrath: You may exchange 1 point of Wisdom for 1 point of Strength, instead of 2 for 1, and your erinys and favored soul levels stack to determine your cleric level for this power. You may interrupt this power whenever you want and regain its effect up until you daily limit.

Relentless chase (Ex): You may follow tracks as if you had the Track or Urban Tracking feat. You may use Search checks to follow tracks instead of Survival or Gather Information checks and you may use your Wisdom modifier instead of your Intelligence modifier as a bonus on all Gather information and Search checks. You may follow tracks in natural areas as well as urban ones (this feature supersedes the Urban tracking feat as well as Track) using Gather Information, Search or Survival checks, as appropriate.

If you already have one of the two feats you gain a +4 to skill check to follow tracks and you may take another feat.

Trial of justice (Su): Starting at 2nd level you may use the power from Law Devotion one time more per half your class level. In addition, you gain your Charisma modifier as bonus damage with weapons or spells against the specific target or targets you are hunting.

Aura of dreadful order (Su): At 3rd level you gain a menacing aura of lawfulness. Enemies of the erinys within 10 feet (3 meters) suffer a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Chaotic creatures in combat with the erinys take double the penalty, even if beyond 10 feet (3 meters). This enhanced penalty applies even to your designed target.

When chaotic creatures or your target are present, and you know where they are, at least approximately, you gain the effect of the spell protection from chaos until the encounter it's over. The spell's effects apply against your designed target as well.

Channel justice (Su): Starting at 4th level you may channel righteous fury through your body and soul to empower yourself. This class feature stacks with the favored soul's Channel divinity class feature and works the same. You gain the next level of Channel justice at 8th level.

Wings of Nemesis (Ex): At 5th level you gain a fly speed of 60 feet (18 meters) with good maneuverability. You may dismiss and return the wings as a free action. Otherwise it's always in use. This substitutes Spiritual wings.

You also gain the Flyby Attack feat for free. If you already have, it your maneuverability increases by one step.

Weapon of vengeance (Su): From 6th level your weapons and natural weapons gain the axiomatic special quality for free. They lose it if they drop the weapon. This effect applies even to non-chaotic enemies that the erinys has been tasked to punish. If the target is chaotic the weapon inflicts +4d6 instead of +2d6 of damage. This bonus stacks with the bane special quality or similar effects.

Shield of law (Sp): At 7th level you may use the spell shield of law as a spell-like ability once per day. Caster level is your caster level or your class level, if higher. The effect of shield of law applies even against your prescribed target.

Damage reduction (Su): At 9th level you gain damage reduction 10/chaos.

Essence of Justice: At 20th you become a magical creature. You gain the outsider type with the lawful subtype (though beneficial magical effects still affect you, as if you were a humanoid or what you were before). You gain darkvision 60 feet-18 meters-(if you didn't already had it), but no other benefits from the outsider type, unless here described. Additionally, you gain a +6 to saves against chaotic effects (spells, similar magical effects or other abilities from any source) or used by chaotic creatures or by your target and you add your Charisma modifier as a sacred (or profane) bonus to your AC against chaotic creatures or your designed target's attacks (this bonus stacks with other sacred bonuses from your spells, feats or class features). Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.


Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Variants[edit]

These are erinys variants for the paladin and ranger class:

Ex-Erinyes[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a Erinys[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Erinyes in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

Erinys Lore[edit]

Characters with ranks in <-the appropriate skills-> can research erinys to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Erinyes in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: You may drop the female only requirement and open this class to male characters too. In this case they should be called Alastor.

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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