Throdenite
Campaign class — see Classes for the full list.
Throdenite Saving Throws and Attack Bonus
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1 | 13+ | 14+ | 15+ | 16+ | 17+ | +0 |
| 2-3 | 12+ | 13+ | 14+ | 15+ | 16+ | +1 |
| 4 | 11+ | 12+ | 13+ | 14+ | 15+ | +2 |
| 5-6 | 10+ | 11+ | 12+ | 13+ | 14+ | +3 |
| 7 | 9+ | 10+ | 11+ | 12+ | 13+ | +4 |
| 8-9 | 8+ | 9+ | 10+ | 11+ | 12+ | +5 |
| 10 | 7+ | 8+ | 9+ | 10+ | 11+ | +6 |
| 11-12 | 6+ | 7+ | 8+ | 9+ | 10+ | +7 |
| 13 | 5+ | 6+ | 7+ | 8+ | 9+ | +8 |
| 14 | 4+ | 5+ | 6+ | 7+ | 8+ | +9 |
| Prime Requisite: | CON, DEX, WIL and CHA |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Named for Throden, who mentored the Sairan founding hero Kothar, the ‘Students of Throden’ are an order of warrior-monks Their secrets are inscrutable to outsiders, but legends and rumors abound. They are shadow-cleavers and seers of the unseen. They know the riddles of the stars and the secrets of the scorpion strike. To their enemies, they bring crackling doom and fiery terror.
Throdenite Level Progression
| XP | Title | Level | Hit Dice | Damage Bonus |
|---|---|---|---|---|
| 0 | Aspirant | 1 | 1d6 | +1 |
| 2,000 | Novice | 2 | 2d6 | +1 |
| 4,000 | Initiate | 3 | 3d6 | +2 |
| 8,000 | Disciple | 4 | 4d6 | +2 |
| 16,000 | Immaculate | 5 | 5d6 | +2 |
| 32,000 | Preceptor | 6 | 6d6 | +3 |
| 65,000 | Master | 7 | 7d6 | +3 |
| 130,000 | Superior Master | 8 | 8d6 | +3 |
| 250,000 | Enlightened Master | 9 | 9d6 | +4 |
| 370,000 | Enlightened Master, 10th level | 10 | 9d6+2 | +4 |
| 490,000 | Enlightened Master, 11th level | 11 | 9d6+4 | +4 |
| 610,000 | Enlightened Master, 12th level | 12 | 9d6+6 | +5 |
| 730,000 | Enlightened Master, 13th level | 13 | 9d6+8 | +5 |
| 850,000 | Hierophant | 14 | 9d6+8 | +5 |
Combat Characteristics
While their weapons and armor training is limited compared to the fighter, Throdenites are nevertheless quite skilled combatants.
Combat Proficiencies: Throdenites can wield a broad selection of weapons, including the flail, longbow, pole arm, spear, dagger, sword, short sword, dart, staff, and whip. They are trained only to use very light armor. They are proficient with the dual weapon fighting style and the two-handed fighting style, but not with the weapon and shield style.
Combat Progression: Throdenites advance in attack throws and saving throws by two points every three levels of experience (as fighters). They increase their base damage from successful missile and melee weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe up to once per round per class level.
Starting Class Powers
Graceful Fighting: The Throdenite fights in an agile and acrobatic style that resembles a choreographed dance. If the character is wearing light armor, very light armor, or no armor, and carrying 5 stones or less encumbrance, he gains a +1 bonus to Armor Class. The AC bonus increases to + 2 at 7th level, and to +3 at 13th level. Graceful fighting can be stacked with Swashbuckling proficiency to increase the AC bonus, but the bonus from Swashbuckling is capped at +1 unless the character is unarmored.
Manual of Arms: The Throdenite is experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of Sair. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) in formed and loose units. He can begin play as a member of a legion, mercenary’s guild, or other military organization (Judge’s discretion). (This class power is equivalent to one rank of the Manual of Arms proficiency.)
Meditative Focus: Once per day per class level, the Throdenite may enter a state of hyperawareness. For 1 turn (10 minutes), he gains a +1 bonus to AC, attacks, saving throws and initiative rolls. Entering this meditative focus does not require an action and may be performed prior to rolling initiative (provided he is not surprised) or on the character’s initiative in combat.
Path of Kothar I: At 1st level (and again at each subsequent level) the character has mastered one step on the path of Kothar, representing his mastery of one technique attributed to the great hero. Some options have a minimum level requirement. See below for a full list of the steps.
Additional Class Powers
Path of Kothar II – XIV (2nd to 14th): With each level of experience, the Throdenite may select one additional step on the path of Kothar to master. Some options have a minimum level requirement. The character may be required to spend a week training with a master of this step (or more time if he cannot find a suitable master) in order to fully realize the power.
Monastery: When a student of Throden reaches 9th level (Enlightened Master), he can establish a monastery, attracting up to 5d6 x10 0th level soldiers and 1d6 Throdenites of 1st-3rd level. These followers will serve with complete loyalty (+4 morale). While in the character’s service, they must be provided food and lodging but need not be paid wages. The monastery is otherwise similar to the cleric’s fortified church as detailed in the Campaign chapter of the ACKS rulebook.
The Paths Of Kothar
The steps on the Path of Kothar are listed here, in the order that the legendary hero is said to have achieved them:
Riddle the Stars and Moons: A Throdenite has been trained to read omens in the position of the stars and moons. Once every 8 hours, he can cast augury (as the spell).
Intimidate the Dead: The Throdenite gains the ability to rebuke undead as a cleric of ½ his level (rounded up).
Scorpion Strike: (Minimum level 7th) A Throdenite who masters this step may focus his ki into a venomous touch. Once per month, as a standard action, the Throdenite must touch the target (requiring an attack throw), and the opponent must then save versus Death or instantly die.
Shadow Cleave: (Minimum level 5th). The student has learned the secret arts of cleaving through shadows to maim targets from a distance without warning. Once per day, the Throdenite may dismember an opponent. Use of this ability must be declared before rolling initiative and is disrupted if the Throdenite’s concentration is disrupted before they act.
Kor-An-Bar Chronicler: A Throdenite who masters this step has a reputation not only for personal heroism, but for chronicling the deeds of their fellows. As such, any henchmen or mercenaries hired by the character gain a +1 to their morale scores while he is present to witness and record their deeds.
Crackling Doom: (Minimum level 5th) The student who learns this ability may channel his ki directly into a weapon he controls (or into his own body if he has the Unarmed Fighting proficiency). For the next 3 turns, the weapon inflicts an additional 1d6 extraordinary electrical damage. Use of this ability must be declared before rolling initiative and is disrupted if the Throdenite is damaged or fails a saving throw before he acts.
See the Unseen: The character can therefore see innately or magically invisible creatures within 60’. Invisible characters are aware that the character can see them and may take a particular interest in him as a result.
Indomitable: The student who has mastered this step becomes fiercely resilient against harm. When rolling on the Mortal Wounds table, the character rolls twice and takes the better result. Additionally, they subtract their class level from the number of days of bed rest required.
Vengeance Sworn: The Throdenite may swear vengeance against one specific individual monster or NPC by its name or unique physical characteristic (e.g., the six-fingered man). The foe must have HD at least equal to the Throdenite’s level. The student gains a +2 bonus to attack throws and saving throws when confronting his sworn foe. If the Throdenite has access to a pool of fate points (see Savior of Eberron below), he may spend a fate point to deal double damage to their sworn enemy, or to reduce by half the damage dealt to them by their sworn enemy. If the sworn foe is ever defeated, or the student surpasses his sworn foe in level/HD, these benefits end. In such an event, the character may swear vengeance against another foe.
Fiery Terror: The Throdenite knows secret ways of inducing terror to achieve his goals. With a few moments (one round) of glares, shouts, or pronouncements of doom, the Throdenite can inspire dread, causing up to 30 of the character’s opponents within a 50’ radius to become shaken. A shaken creature suffers a -1 penalty to attack throws, armor class, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The penalty lasts for 10 minutes (1 turn). The character can only attempt to inspire dread once per day per class level. Opponents receive a Paralysis saving throw to resist the effect. When used on the battlefield this ability can affect one enemy unit in an adjacent hex.
Champion of Numilvara: This step on the path of Kothar may be chosen multiple times. Each time, the character chooses one of the following proficiencies and gains its benefits: Divine Grace, Divine Health, Laying on Hands, or Sensing Humanity.
Fiendish Hexer: (Minimum level 7th) The Throdenite who has mastered this step can bestow curse as a supernatural ability once per week. Because his Fiendish Hex is a supernatural ability and not a spell, he does not need to declare he is casting it before initiative, nor does taking damage or failing a saving throw prior to his initiative segment prevent him from using it.
Keeper’s Ruin: (Minimum level 4th) The Throdenite who masters this ability defies death itself, gaining a +1 bonus to all saving throws. If reduced to 0 hp or less, the character may remain conscious and fight on for up to 4 rounds, incurring a penalty on the eventual Mortal Wounds roll based on the number of additional rounds fought. For a single round, the roll is at -2. For two rounds, the roll is at -5. After a 3rd round, the roll is at -10. At the end of the 4th round, the character simply dies at the end of his initiative (if the state of the body is in doubt, the character may roll at -20 on the appropriate Mortal Wounds table).
Savior of Eberron: While all Throdenites aspire to be heroes, those on this path have seized a great destiny. When choosing this step on the path, the character gains two fate points. A fate point may be spent to reroll an attack throw, saving throw, or damage roll, in addition to a variety of other effects. See Fate Points for more information.
Class Proficiencies
Proficiency Progression: At 1st level, Throdenites gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.
Student of Throden Proficiency List: Acrobatics, Arcane Dabbling, Armor Training, Berserkergang, Blind Fighting, Climbing, Combat Trickery (force back, incapacitate, knock down, overrun, wrestle), Command, Contortionism, Eavesdropping, Endurance, Fighting Style Specialization, Illusion Resistance, Lip Reading, Passing Without Trace, Performance, Precise Shooting, Running, Skirmishing, Swashbuckling, Unarmed Fighting, Wakefulness, Weapon Finesse, Weapon Focus
Throdenite Templates
| 3d6 | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Riddlemonger | Contortionism Perform (riddles) Riddle the Stars and Moons | Staff, 5 war rings, wide-brimmed hat, simple wool tunic and pants, animal hide armor, leather belt, high sandals, backpack, 1 week’s iron rations, waterskin, 19gp (enc 3 3/6 st) |
| 5 – 6 | Chronicler | Wakefulness Craft (scribing) Kor-An-Bar Chronicler | Bamboo longbow, quiver with 20 arrows, pair of khanda, 5 war rings, stained padded armor, saffron red robe with head wrapping, leather belt, high sandals, backpack, waterskin, 1 week’s iron rations, 8gp (enc 4 st) |
| 7 – 8 | Avenger | Berserkergang Intimidation Vengeance Sworn | Elephant trunk blade, 5 war rings, thick padded armor, wide-brimmed hat, saffron yellow robe, leather belt, high sandals, backpack, 1 week’s iron rations, waterskin, 39gp (3 3/6 st) |
| 9 – 10 | Ironheart | Swashbuckling Manual of Arms 2 Indomitable | Double-ended flail, pair of khanda, 5 war rings, padded armor with embroidered crest, wide-brimmed hat, blue robe, leather belt, high sandals, backpack, waterskin, 1 week’s iron rations, 51gp (enc 3 st) |
| 11 – 12 | Spiritualist | [[Blind Fighting | Blind-Fighting]] Theology Seer of the Unseen |
| 13 – 14 | Hexblade | Arcane Dabbling Knowledge (occult) Fiery Terror | Coiling blade, pair of double-bladed daggers, pair of tiger’s claws, grey robe with hood, grey padded armor, embossed leather belt, high boots, backpack, large sack, waterskin, 2 weeks’ iron rations, 1 dose of giant centipede poison, 42gp (enc 4 2/6 st) |
| 15 – 16 | Savior | Command Diplomacy Savior of Eberron | Spear, pair of tulwars, clean padded armor, wide-brimmed hat, white robe, leather belt, high sandals, backpack, waterskin, 1 week’s iron rations, tinderbox, 6 torches, flask of military oil, 121gp (enc 5 st) |
| 17 – 18 | Champion | Armor Training Riding Champion of Numilvara | Bamboo longbow, quiver with 20 arrows, elephant trunk blade, pair of khanda, 5 war rings, ochre silk robe, fine leather armor, silk sash, high boots, backpack, waterskin, light riding horse, riding saddle and tack, saddlebags, 1 week’s iron rations, 2gp (enc 4 st with rations on horse) |
Notes: These templates use weapons drawn from Indian and Chinese martial arts.
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A war ring (or “chakram”) is a sharpened metal hoop 4.5” in diameter. Treat as a dart.
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An elephant trunk blade (or “xiang bi dao”) is a halberd with a chopping head resembling an elephant trunk. Treat as a pole arm.
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A coiling blade (or “chuttuval”) is an edged 4’ to 5’ band of thin steel, flexible enough to be coiled in a tight roll. Treat as a whip.
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A double bladed dagger (or “haladie”) is a dagger with a 6” to 9”blade attached to each end of the handle. Treat as a short sword.
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A set of tiger’s claws (or “bagh nakh”) are five curved blades affixed to a glove or handgrip. Treat as a cestus.
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A tulwar is a short, curved blade similar to a scimitar. Treat as a short sword.
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A double-ended flail (or “cumberjung”) is a wooden handle with a wooden striking head reinforced with a sharp metal ring at each end, attached with stout cord. Treat as a flail.
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A khanda is a double-edged broadsword with a blunt tip and handguard. Treat as a sword.
The Throdenite’s first Path of Kothar ability is selected in bold. The player of a Champion may choose which proficiency to gain from their Champion of Numilvara path.