Excerpt from
Unapproachable East
By Richard Baker, Matt Forbeck, and Sean K Reynolds

Two: Prestige Classes

The Unapproachable East is home to secret societies, elite orders, and forgotten paths to power, both good and ill. Consequently there are a number of prestige classes available to characters of the East.

Of the prestige classes described in the Dungeon Master's Guide, the assassin is far and away the most common in the Unapproachable East. The folk of Thay and Thesk both possess long traditions of assassination and are home to guilds or sects of professional murderers. Blackguards are relatively common in Thay but thankfully scarce in other lands, and usually serve as autharchs or guard-captains to powerful Red Wizards. Shadowdancers are common in Thesk, especially among the Shadowmasters of Telflamm. The elves of the Lethyr Forest boast a number of arcane archers in their ranks, but dwarven defenders are rare in the East -- there simply are not any large dwarven settlements in the vicinity. Finally, loremasters are highly regarded in Aglarond but not widely known elsewhere. While some Red Wizards take up the loremaster's arts in order to seek for hidden knowledge that might aid them in their various wiles and enterprises, few Thayans have the patience for slowly distilling the secrets of true power from musty old tomes when quicker (if more dangerous) paths to knowledge exist.

Most of the classes presented in the Forgotten Realms Campaign Setting are very common in the East. As one would expect, hathrans are prevalent in Rashemen; most female Rashemi spellcasters choose the Ethran feat early in their careers and take levels in hathran as soon as possible. Similarly, most arcane spellcasters in Thay aspire to the Red Wizard prestige class and steer their advancement in that direction.

Arcane devotees and archmages are both found in some numbers among the Aglarondans and Thayans. Many Red Wizards are drawn to the unique powers of the archmage and combine those talents with their own formidable powers, while a smaller number choose to affiliate themselves with the faith of Kossuth as devotees. Shadow adepts are scarce, but most likely to be found among Red Wizards specializing in illusion or necromancy. Some Rashemi clerics, particularly males, take up the path of the runecaster -- as do a few of the secretive star elves. Harper scouts and Purple Dragon knights are virtually unheard-of in the Unapproachable East, as these orders simply do not have much to do with eastern lands.

The rest of this chapter presents a number of prestige classes unique to the East, including the Aglarondan griffonrider, the Black Flame zealot, the durthan, the master of the Yuirwood, the Nar demonbinder, the Nentyar hunter, the Raumathari battlemage, the runescarred berserker, the Shou disciple, the Talontar blightlord, the Telflammar shadowlord, and the Thayan slaver.

Nar Demonbinder

Master of the black art of demon summoning, the Nar demonbinder keeps alive the sinister traditions of the old Empire of Narfell. More than a thousand years ago the sorcerous land of Narfell grew mighty on the strength of its unholy mages and cruel priest-lords. Although Narfell's trafficking with demons contributed to its eventual downfall, secrets of the old Nar lore still draw unscrupulous spellcasters who plunder the buried vaults of the long-vanished land in search of knowledge -- and power.

Nar demonbinders are most often clerics, sorcerers, or wizards. Bards and druids do not have access to the spells necessary to call up and command fiendish creatures, and the prestige class demands a fair amount of spellcasting skill simply to qualify.

Hit Die: d6.

Requirements

To qualify to become a Nar demonbinder, a character must fulfill all the following criteria.

Spellcasting: Ability to cast 4th-level arcane or divine spells, knowledge of at least one summon monster spell.
Alignment: Any nongood.
Feats: Iron Will, Greater Spell Focus (conjuration)
Skills: Intimidate 5 ranks, Knowledge (the planes) 10 ranks, Sense Motive 2 ranks.
Languages: Abyssal.

Class Skills

The Nar demonbinder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana, the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Table 2-6: The Nar Demonbinder

Class
Level
Base
Attack
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
4th 5th 6th 7th 8th
1st +0 +0 +0 +2 Fiendish familiar, inimical casting 2 1 -- -- --
2nd +1 +0 +0 +3 Iron sign 2 2 -- -- --
3rd +1 +1 +1 +3 Master summoner 3 2 1 -- --
4th +2 +1 +1 +4 Brazen sign 3 3 2 -- --
5th +2 +1 +1 +4 Infernal certitude 3 3 2 1 --
6th +3 +2 +2 +5 Silver sign 4 3 3 2 --

Class Features

The following are class features of the Nar demonbinder.

Weapon and Armor Proficiency: The Nar demonbinder gains no weapon or armor proficiencies.

Spellcasting: At each demonbinder level, the character gains spells per day according to Table 2-6. He must choose his spells from the Nar demonbinder spell list, below. The demonbinder's caster level is equal to his demonbinder level plus his levels in one other spellcasting class of his choice. To cast a spell, the demonbinder must have a Charisma score of at least 10 + the spell's level. Demonbinder bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the demonbinder's Charisma modifier.

Nar demonbinders cast their demonbinder spells as sorcerers, and learn spells from the demonbinder spell list as shown below:

Class
Level
Demonbinder Spells Known
4th 5th 6th 7th 8th
1st 3 1 -- -- --
2nd 4 2 -- -- --
3rd 4 2 1 -- --
4th 4 3 2 -- --
5th 4 3 2 1 --
6th 4 4 3 2 --
7th 4 4 3 2 1

Fiendish Familiar: A Nar demonbinder can call a fiendish familiar. Doing so takes a day and uses up magical materials that cost 100 gp. The demonbinder may choose either an imp or a quasit as a familiar, just as if he knew the Improved Familiar feat and were an arcane spellcaster of the appropriate level. The fiendish familiar is magically linked to its master just like a normal familiar. The imp or quasit uses the basic statistics for a creature of its kind as given in the Monster Manual, with the following exceptions:

Hit Points: One-half of the master's total or the familiar's normal total, whichever is higher.

Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.

Special Attacks: The familiar has all the special attacks of its kind.

Special Qualities: The familiar has all the special qualities of its kind.

Saving Throws: The familiar uses the master's base save bonuses if they're better than its own.

Skills: As normal for a creature of its kind.

Familiar Special Abilities: Use Table 3-19: Familiar Abilities in the Player's Handbook to determine additional abilities as you would for a normal familiar. The character may add any levels of sorcerer or wizard to his demonbinder class level for purposes of determining his familiar's special abilities.

Inimical Casting (Ex): The demonbinder knows how to employ spells that deflect the attacks of outsiders, regardless of alignment. When a Nar demonbinder casts one of the spells listed below, he may choose a different effect.

Magic circle against good can be cast as magic circle against evil, magic circle against chaos, or magic circle against law.

Dispel good may be cast as dispel chaos, dispel evil, or dispel law.

Blasphemy may be cast as holy word, word of chaos, or word of law.

Unholy aura may be cast as holy aura, cloak of chaos, or shield of law.

Master Summoner (Ex): The Nar demonbinder gains a +4 bonus on opposed Charisma checks to trap or compel creatures called through any planar binding spell.

Iron Sign: The demonbinder learns how to fashion a special token known as an iron sign. It requires 3 days and 1,000 gp in magical materials to create the sign. The token is the size of a large amulet. When finished, the demonbinder can use an iron sign in one of two ways:

Calling Diagram: The iron sign functions as a calling diagram (see Conjuration, under Schools of Magic in Chapter 10 of the Player's Handbook) that combines a magic circle with dimensional anchor. The demonbinder need only set the token on a suitable surface, and no Spellcraft check is necessary to scribe the diagram. A creature held by the iron sign must remain within 5 feet of the token and otherwise behaves as if it were completely enclosed in a suitably sized calling diagram.

The iron sign can hold a called creature in its diagram for up to 1 day per caster level of the character who crafted it. Unlike a normal calling diagram, the iron sign cannot be disturbed unless something physically removes the token from the spot where it was placed (naturally, the called creature cannot disturb the token either directly or indirectly).

Demon Trap: As a full-round action, the demonbinder can set the token on a suitable surface and try to compel a free outsider within 30 feet of the token into the diagram (Will save negates, DC 10 + class level + Charisma modifier). The subject is entitled to spell resistance. If the creature fails its saving throw, it is transported to a square of its choice within 5 feet of the iron sign, and trapped just as if the demonbinder had conjured it into a calling diagram.

When a trapped creature gets out of the iron sign diagram (because it was freed by the demonbinder, escaped on its own, or the duration of the iron sign lapsed) the iron sign crumbles into powder and is destroyed.

Brazen Sign: The brazen sign works exactly like the iron sign, except that the called creature cannot use its spell resistance to attempt to break out of the brazen sign or to resist being caught in the demon trap. A brazen sign requires 5 days and the expenditure of materials worth 2,000 gp to craft.

Infernal Certitude (Ex): Due to his long study of demons, devils, and such creatures, the Nar demonbinder gains a +4 bonus to spell penetration checks against any outsider.

Silver Sign: As the brazen sign, except that the DC for the called creature to break out with a Charisma check increases by 5, and none of its attacks or abilities can exit the diagram. A silver sign requires 7 days and the expenditure of 5,000 gp in materials to craft.

Baleful Energy (Ex): When the Nar demonbinder casts a spell that deals damage, one-half of the damage inflicted is derived directly from infernal power and is therefore not subject to being reduced by resistance to the energy type of the damaging spell. In the case of flame strike, the entire damage of the spell is derived from infernal power and is not subject to resistance (although targets are still permitted spell resistance and saving throws).

Nar Demonbinder Spell List

Demonbinders know all spells on the following list.

4th level -- Beltyn's burning blood*, dimensional anchor, dismissal, lesser planar binding, magic circle against good, summon monster IV, wall of fire.

5th level -- dispel good, flame strike, plane shift, spell resistance, summon monster V.

6th level -- banishment, fiendform*, greater dispel magic, planar binding, summon monster VI.

7th level -- blasphemy, fire storm, summon monster VII.

8th level -- flensing (FRCS), greater planar binding, unholy aura, summon monster VIII.

* New spell described in Chapter 4.


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