Post by wildhare on Aug 1, 2009 10:29:07 GMT -5
For those of you who prefer a little more political intrigue to your gaming sessions as apposed to good old hack and slash. I present to you the Ladies of Ishir character class.
As always this is just a suggestion, something to get the old rpg juices flowing. feel free to make any changes you see fit if you wish to incorporate it in any of your campaigns.
Happy Role-playing...
The Ladies of Ishir
Every kingdom no matter how civilized or fair-minded they may seem, has in their employ a cadre of spies and assassins to help insure the survival of the nation. Some are just better at hiding them then others. In Sommerlund this role is performed by a group of women known as the Ladies of Ishir.
Every year in Sommerlund, during the feast of Fehmarn little children are to be presented to their local lords. There the young children are put through a series of test to see what kind of role they will someday fill in the ongoing battle against the Darklands.
If they show any signs of magic they are whisked away too Toran and apprenticed to the Magicians guild. Those who are found to demonstrate any spark of Kai ability are shuffled off to the Kai monastery to learn their mysterious ways.
As for the children who show no such special aptitudes, if they be males the local lords take them in to be trained as warriors. There they are taught the ways of pikes, bows or swords whatever they show an affinity for. These young men will one day comprise the shock troops in the lord’s levy in case a muster against the Darklands is called.
The young girls that show promise are taken in as ladies in waiting to the lord’s wife or daughters. In this function they are taught their letters and numbers and some semblance of courtly grace and style before being returned to their homes.
Those however that show a keen mind and quick wit as well as a comely figure are quickly pulled aside where they receive some further special training. The manipulation of poisons, the deadly dance of daggers and the art of seduction to name but a few.
It is a slow process, for the crown cannot afford any embarrassments or any mistakes or rush a candidate along too quickly as the punishment for espionage in any country is death.
When these young women are ready to serve they are inducted into the Ladies of Ishir. Where they become members of a coven and receive a codename appropriate to their Barony. They are then paired up with diplomats and envoys where they take up their roles as servants or housemaids all the while attempting to fulfill their primary objective of espionage.
Adventures: Ladies of Ishir are servants of the crown and have very little say in what missions they are sent on. It could be to spy on a local lord believed to be in league with Naar or she could be sent away to far and exotic lands as part of a diplomatic envoy. Wherever she may be her mandate is clear, to spy on and eliminate the enemies of Sommerlund.
Characteristics: Ladies of Ishir lead a dangerous life always trying to stay ahead of the game, never knowing whom to trust. Only the best and brightest are chosen, for many young ladies can’t handle the mental strain of being a different person every few months or days. For others this is the real thrill and the only reason they play the game.
Religion: All ladies of Ishir of course revere Ishir the mother moon. She is the source of their magic and it is said to watch over her brave daughters in their ugly yet necessary task against the forces of evil.
Background: Ladies of Ishir are almost always of Sommerlending descent. They may come from many different walks of life, peasant or noble but they all have one thing in common, the willingness to give their lives for their home country. These young women are trained for years in the arts of assassinations and espionage before they are ever informed of the existence of the order.
Other Classes: A lady of Ishir’s livelihood depends on her ability to keep secrets and as such would never willingly betray her coven or vocation to others. While she may sometimes be paired up with Knights of the realm, Brothers of the crystal star or Kai monks these classes would try to protect what they perceive as a defenseless maiden and may more then likely bristle at her if she were to attempt to give them orders. All however, with their codes of honor and valor would be shocked to learn her true mission. She would perceive all others classes not of Sommerlund as pawns to be used and manipulated in her games of intrigue for the greater good of Sommerlund.
Game Rule Information
The lady of Ishir has the following game statistics.
Abilities: A lady of Ishir’s most important attribute would be Charisma. As this will help her succeed in her duties as a spy, be it gathering information, starting rumors, bluffing her way into and out of tricky situations or manipulating the affection of unwitting pawns. A good Dexterity score would also help her out but mostly in the second aspect of her job, that of assassination. Rooftop chases, quick egress and exits from locked rooms or windows. Intelligence would of course help feed her many skills with valuable points.
Endurance Die: D6.
Base Speed: 30 feet.
Starting Wealth: 100 Gold Crowns.
Class Skills
The Lady of Ishir’s starting class skills (and the key ability for each) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Knowledge (any taken as separate skills) (Int), Perception (Wis), Perform (any taken as separate skills) (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Special), Stealth (Dex).
Skill points at 1st level: (6 + Int modifier) x 4
Skill points at each additional level: 6 + Int modifier.
Class Features
All of the following are class features of the Ladies of Ishir.
Weapon and armor proficiency: Ladies of Ishir are proficient in the use of Daggers, Darts, Saps and the Crossbow. They are also proficient in the use of all Light Armors but not in the use of any shields or bucklers. Note that Armor check penalties apply to Acrobatics, Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using shields and armor heavier than leather.
Fort Reflex Will
Level BCS Save Save Save Special
1 +0 +1 +1 +1 Moonlight Maiden +1,Coven, Finesse, Moon Magic
2 +1 +1 +1 +1 Lady of Shadows
3 +2 +2 +2 +2 Lady of Substance
4 +3 +2 +2 +2 Moonlight Maiden +2, Moon Magic
5 +3 +3 +3 +3 Lady of Shadows
6 +4 +3 +3 +3 Lady of Substance
7 +5 +3 +3 +3 Moonlight Maiden +3
8 +6/+1 +4 +4 +4 Lady of Shadows, Moon Magic
9 +6/+1 +4 +4 +4 Lady of Substance
10 +7/+2 +5 +5 +5 Moonlight Maiden +4
11 +8/+3 +5 +5 +5 Lady of Shadows
12 +9/+4 +6 +6 +6 Lady of Substance, Moon Magic
13 +9/+4 +6 +6 +6 Moonlight Maiden +5
14 +10/+5 +6 +6 +6 Lady of Shadows
15 +11/+6/+1 +7 +7 +7 Lady of Substance
16 +12/+7/+2 +7 +7 +7 Moonlight Maiden +6, Moon Magic
17 +12/+7/+2 +8 +8 +8 Lady of Shadows
18 +13/+8/+3 +8 +8 +8 Lady of Substance
19 +14/+9/+4 +9 +9 +9 Moonlight Maiden +7
20 +15/+10/+5 +9 +9 +9 Ishir's Chosen
Moonlight Maiden
This special feature is in fact three separate features all rolled into one.
Firstly a Lady of Ishir receives the sneak attack class feature identical in every way to the Shadaki Buccaneer. She may add an extra d6 of damage equal to the bonus listed after Moonlight Maiden every time her opponent is denied his dexterity to his Armor Class or is flanked. Example, Tulip a 7th level Lady of Ishir successfully strikes her flanked opponent, she deals her normal damage with her dagger but may add an extra 3d6 to her total because her Moonlight Maiden bonus is equal to +3.
Secondly, Ishir wishes to protect her daughters from harm. A Lady of Ishir adds her Moonlight Maiden bonus to her AC. This is a constant defense, active even when she is helpless or asleep. This protection can be temporarily brought down (for 1d4 rounds) through the use of Counterspell or the Eclipse power.
Lastly the Moonlight Maiden bonus may be added to her skill checks when using certain Lady of Substance feats as described below.
Coven
There are five Covens of Ladies of Ishir in Sommerlund; each one located at the five major cities, Holmgard, Toran, Ruanon, Tyso and Anskaven. Each guild is theoretically ruled by the highest-ranking female member of the royal household present. When in truth there is a senior member of the Ladies of Ishir who runs the day-to-day operations. It is very rare for a low ranking Lady to have access too or even meet the Royal head of her coven and she may not be fully aware of the identity of her coven leader as such meetings would take place in dimly lit locales, so obsessed are they with their secrecy.
Holmgard: this city’s Coven gives to their members’ codenames pertaining to flowers. It is currently being managed by a 16th level Lady known as the Sunflower who reports directly to the queen of Sommerlund. Ladies from this Coven receive a 2-point bonus to all their Knowledge-Nobility checks due to their close proximity to foreign dignitaries.
Toran: has adopted the stars for their codenames (see the Sage of Lyris class p. 54 for names) and is run by a 14th level Lady known as Ravennos. Since there is no longer a Baron of Toran this Coven’s figurehead is the headmistress or master of the Brotherhood of the Crystal star. The Ladies from Toran gain a 2-point bonus to all their Knowledge-Arcana checks due to their familiarity with the Brotherhood and their guild members.
Ruanon: is in the hands of Amethyst a 12th level Lady of Ishir who reports directly to Baroness Vanalund. All Ladies from Ruanon are named after precious gems and receive Appraise (Int) as a class skill.
Tyso: is ruled by the Baroness Tor Medar and is run by a 10th level Lady named Falcon. Ladies from Tyso have birds for codenames and they receive a 2-point bonus to all their Knowledge-Nature checks.
Anskaven: has the dubious distinction of naming its operatives after fish. It is currently in the hands of a 10th level Lady named Pike who reports to the Baroness Caldar. All ladies from Anskaven receive Profession-Sailor as a class skill.
Finesse
Ladies of Ishir are taught the subtler arts of combat and as such they may instead add their Dexterity modifiers to their attack roles (but not damage rolls) if they so wish when using one handed melee weapons.
Moon Magic
The Ladies of Ishir are taught a few basic spells to help them along the way. She may choose one from the list below at first level and then masters the casting of one further spell every four levels thereafter i.e. 4th,8th,12th,16th,20th.
If the spell requires an attack roll to succeed a Lady of Ishir’s Base magical combat skill is equal to half her level + her intelligence modifier. She may cast as many spells per day equal to half her level + her Charisma modifier minimum of one spell per day.
Whenever a spell would allow a saving throw to avoid or mitigate its effects the DC is always 10 + half her levels + her Charisma modifier.
Moon Mending:
Similar to the Brotherhood spell of Mend this spell has the following limitations. It can only be cast at night either on herself or others and heals an amount of endurance points depending on the phases of the moon. If no moon is present then 1d10 endurance are restored. When the moon is waning then 2d10 are rolled. A waxing moon cures 3d10, while a full moon representing Ishir in all her glory heals 4d10.
Ill met by moonlight:
This spell is the bestowment of a small curse and unless the target succeeds in a Will save then he suffers a -2 penalty to all actions, i.e. attacks, skill checks etc. for the next 1d6 + the Ladies Charisma modifier rounds.
By the pale moonlight:
This spell can be cast on any target creature or object within line of sight. If the target is aligned with evil, it will glow faintly red to the eyes of the caster only. Also any magical items targeted by the spell will appear blue. A lady of Ishir cannot determine the true nature of a creature or object only that it possesses evil or magical properties.
Moonlit Cage:
Unless the target makes a successful Reflex save he immediately finds himself enmeshed in an ethereal cage of moonbeams. This cage prevents all further movement until, in the following round; he can make a Strength or Escape artist check equal to the spells DC to disentangle himself.
Dark side of the moon:
This spell creates a cloud of darkness 20 ft in diameter. This cloud cannot be dispelled by any normal light source but may be pierced by any magical source of illumination. The lady may cast this spell up to a distance of 60 ft. from herself but it must be in her line of sight.
Moonlight Blast:
A ray of steaming ice, blazing fire, hissing acid, shrieking sonic energy or crackling lightning (Ladies choice) projects from the Ladies outstretched palm. She must succeed at a ranged magical attack with the blast to deal damage to a target. This blast deals 1d6 plus her moonlight maiden ability modifier points of damage. She may strike targets up to 60 feet away which must be in her line of sight.
Lady of Shadows
Sometimes playing the role of a Slovian countess or dimwitted servant doesn’t get her into the places she needs to be or better yet a nightly visit would gain her more information. The Lady of Shadows feats are geared towards just those kinds of moments when things get unpredictable. Every time the Lady of Shadows class feature is gained she may choose one feat from the list below assuming she first meets the listed requirements.
Evasion: (None)
On a successful Reflex saving throw the Lady takes no damage instead of the half damage like normal. On a failed save she still takes full damage from spell or effect. This skill is negated if at any time the Lady is denied her Dexterity bonus to her AC.
Improved Evasion: (Evasion)
An improvement to the Evasion feat in that this time she takes only half damage on a failed reflex save. This feat is still negated with the loss of Dexterity bonus to her AC.
Uncanny Dodge: (None)
The lady retains her Dexterity bonus to Armour Class even when she is flat-footed or struck by an invisible attacker. Only complete immobilisation can negate this ability.
Improved Uncanny Dodge: (Uncanny Dodge)
Ladies of Ishir with Improved Uncanny Dodge cannot be flanked, denying multiple attackers any flanking bonus. Once again only complete immobilisation can negate this ability.
Fleeting Glimpse: (Evasion, Uncanny Dodge)
She may now move at up to her base speed while hiding with no penalty to her Stealth check. She only suffers a –10 penalty to her Stealth check while moving faster than her base speed and the penalty while charging an enemy is only –15.
Hide in plain sight: (Fleeting Glimpse)
This power allows the lady of Ishir to use the Stealth skill even while being observed directly and in plain sight. Lighting conditions do not matter, as this feature practically makes the Ladies invisible for a few fleeting seconds. This grants her an automatic success on the Stealth skill check regardless of any opponents’ Perception scores. Opponents able to see invisible targets will not be fooled, nor will creatures with the scent ability.
Lady of Substance
These being the skills and attributes necessary for the completion of the respectable trade of espionage and the occasional assassination attempt. Whenever the Lady of Substance class feature is gained she may choose one feat from the following list.
Poison’s Kiss:
Through her many years of handling such toxins the Lady of Ishir has developed a slight immunity to all natural poisons. She may add her Moonlight Maiden bonus to all her Save checks made to resist its effects as well as to all her attempts at identifying them.
Charm School:
Trained in all the ways of etiquette and courtly grace from birth a Lady of Ishir with this feat has finally mastered all of its subtle nuances. She may now add her Moonlight Maiden bonus to all her Charisma based checks.
Total Recall:
The acquisition and retention of information is vital to all of a Lady’s missions. The ability to remember troop allocations or map features as well as conversations verbatim could save hundreds of lives. With this skill a Lady can attempt to recall any trivial bit of information she may have seen or overheard. The DC to be set by the Game Master depending on the level of minutia she wishes to remember. A bonus can be given to this check if she states ahead of time that she is taking a mental picture of the room or object for further use.
Seduction:
Although well versed in all mundane methods of seduction and attraction, learning make-up and personal grooming skills at a very young age a Lady of Ishir with this feat has learned to take her game to another level. She may reroll any failed Charisma based check when dealing with any living or undead creature which may desire her company.
All the world’s a stage:
A master of disguise and subterfuge able to take on any persona a Lady of Ishir knows that nothing beats a well established identity. With the selection of this feat she may create one alter ego for every bonus point of her moonlight maiden ability. This persona is so well developed that she need not make any disguise checks when playing this part. Once the choice of this alter ego has been made she may not change it for another unless her cover is completely blown. In which case she needs a minimum of one year minus one month for every bonus of her moonlight maiden tier to establishing a creditable and verifiable alter ego.
A little bird told me:
Nothing beats a good network of spies, these things however take time to set up and organize. If a Lady with this feet spends at least one year minus one month for every bonus point of her moonlight maiden ability living in one location she may forgo any gather information checks. It is assumed that any news she wishes to know can be funneled along to her through her network of spies. The length of time it takes for this information to get back to her is up to the discretion of the game master.
New poisons and herbs:
Moon petal Lily:
Sometimes the game of seduction goes too far or maybe the acquirement of information must pay a dangerous price. This herb, usually served as a tea and consumed the morning after, helps prevent “accidents” which may result from any indiscretions. A glorious gift from Mother Ishir herself, it cost 1 GC for every leaf purchased. Should a drinker attempt to resist its effects the DC to do so is equal to 15 +1 for every leaf used in its brewing.
Earth root:
A powerful laxative, earth root is an ideal tool for keeping unwanted guest away from any meetings, summits or social gatherings where their presence may prove detrimental to a Ladies cause. A Fortitude save, DC of 18 must be made in order to withstand its effects.
As always this is just a suggestion, something to get the old rpg juices flowing. feel free to make any changes you see fit if you wish to incorporate it in any of your campaigns.
Happy Role-playing...
The Ladies of Ishir
Every kingdom no matter how civilized or fair-minded they may seem, has in their employ a cadre of spies and assassins to help insure the survival of the nation. Some are just better at hiding them then others. In Sommerlund this role is performed by a group of women known as the Ladies of Ishir.
Every year in Sommerlund, during the feast of Fehmarn little children are to be presented to their local lords. There the young children are put through a series of test to see what kind of role they will someday fill in the ongoing battle against the Darklands.
If they show any signs of magic they are whisked away too Toran and apprenticed to the Magicians guild. Those who are found to demonstrate any spark of Kai ability are shuffled off to the Kai monastery to learn their mysterious ways.
As for the children who show no such special aptitudes, if they be males the local lords take them in to be trained as warriors. There they are taught the ways of pikes, bows or swords whatever they show an affinity for. These young men will one day comprise the shock troops in the lord’s levy in case a muster against the Darklands is called.
The young girls that show promise are taken in as ladies in waiting to the lord’s wife or daughters. In this function they are taught their letters and numbers and some semblance of courtly grace and style before being returned to their homes.
Those however that show a keen mind and quick wit as well as a comely figure are quickly pulled aside where they receive some further special training. The manipulation of poisons, the deadly dance of daggers and the art of seduction to name but a few.
It is a slow process, for the crown cannot afford any embarrassments or any mistakes or rush a candidate along too quickly as the punishment for espionage in any country is death.
When these young women are ready to serve they are inducted into the Ladies of Ishir. Where they become members of a coven and receive a codename appropriate to their Barony. They are then paired up with diplomats and envoys where they take up their roles as servants or housemaids all the while attempting to fulfill their primary objective of espionage.
Adventures: Ladies of Ishir are servants of the crown and have very little say in what missions they are sent on. It could be to spy on a local lord believed to be in league with Naar or she could be sent away to far and exotic lands as part of a diplomatic envoy. Wherever she may be her mandate is clear, to spy on and eliminate the enemies of Sommerlund.
Characteristics: Ladies of Ishir lead a dangerous life always trying to stay ahead of the game, never knowing whom to trust. Only the best and brightest are chosen, for many young ladies can’t handle the mental strain of being a different person every few months or days. For others this is the real thrill and the only reason they play the game.
Religion: All ladies of Ishir of course revere Ishir the mother moon. She is the source of their magic and it is said to watch over her brave daughters in their ugly yet necessary task against the forces of evil.
Background: Ladies of Ishir are almost always of Sommerlending descent. They may come from many different walks of life, peasant or noble but they all have one thing in common, the willingness to give their lives for their home country. These young women are trained for years in the arts of assassinations and espionage before they are ever informed of the existence of the order.
Other Classes: A lady of Ishir’s livelihood depends on her ability to keep secrets and as such would never willingly betray her coven or vocation to others. While she may sometimes be paired up with Knights of the realm, Brothers of the crystal star or Kai monks these classes would try to protect what they perceive as a defenseless maiden and may more then likely bristle at her if she were to attempt to give them orders. All however, with their codes of honor and valor would be shocked to learn her true mission. She would perceive all others classes not of Sommerlund as pawns to be used and manipulated in her games of intrigue for the greater good of Sommerlund.
Game Rule Information
The lady of Ishir has the following game statistics.
Abilities: A lady of Ishir’s most important attribute would be Charisma. As this will help her succeed in her duties as a spy, be it gathering information, starting rumors, bluffing her way into and out of tricky situations or manipulating the affection of unwitting pawns. A good Dexterity score would also help her out but mostly in the second aspect of her job, that of assassination. Rooftop chases, quick egress and exits from locked rooms or windows. Intelligence would of course help feed her many skills with valuable points.
Endurance Die: D6.
Base Speed: 30 feet.
Starting Wealth: 100 Gold Crowns.
Class Skills
The Lady of Ishir’s starting class skills (and the key ability for each) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Knowledge (any taken as separate skills) (Int), Perception (Wis), Perform (any taken as separate skills) (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Special), Stealth (Dex).
Skill points at 1st level: (6 + Int modifier) x 4
Skill points at each additional level: 6 + Int modifier.
Class Features
All of the following are class features of the Ladies of Ishir.
Weapon and armor proficiency: Ladies of Ishir are proficient in the use of Daggers, Darts, Saps and the Crossbow. They are also proficient in the use of all Light Armors but not in the use of any shields or bucklers. Note that Armor check penalties apply to Acrobatics, Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using shields and armor heavier than leather.
Fort Reflex Will
Level BCS Save Save Save Special
1 +0 +1 +1 +1 Moonlight Maiden +1,Coven, Finesse, Moon Magic
2 +1 +1 +1 +1 Lady of Shadows
3 +2 +2 +2 +2 Lady of Substance
4 +3 +2 +2 +2 Moonlight Maiden +2, Moon Magic
5 +3 +3 +3 +3 Lady of Shadows
6 +4 +3 +3 +3 Lady of Substance
7 +5 +3 +3 +3 Moonlight Maiden +3
8 +6/+1 +4 +4 +4 Lady of Shadows, Moon Magic
9 +6/+1 +4 +4 +4 Lady of Substance
10 +7/+2 +5 +5 +5 Moonlight Maiden +4
11 +8/+3 +5 +5 +5 Lady of Shadows
12 +9/+4 +6 +6 +6 Lady of Substance, Moon Magic
13 +9/+4 +6 +6 +6 Moonlight Maiden +5
14 +10/+5 +6 +6 +6 Lady of Shadows
15 +11/+6/+1 +7 +7 +7 Lady of Substance
16 +12/+7/+2 +7 +7 +7 Moonlight Maiden +6, Moon Magic
17 +12/+7/+2 +8 +8 +8 Lady of Shadows
18 +13/+8/+3 +8 +8 +8 Lady of Substance
19 +14/+9/+4 +9 +9 +9 Moonlight Maiden +7
20 +15/+10/+5 +9 +9 +9 Ishir's Chosen
Moonlight Maiden
This special feature is in fact three separate features all rolled into one.
Firstly a Lady of Ishir receives the sneak attack class feature identical in every way to the Shadaki Buccaneer. She may add an extra d6 of damage equal to the bonus listed after Moonlight Maiden every time her opponent is denied his dexterity to his Armor Class or is flanked. Example, Tulip a 7th level Lady of Ishir successfully strikes her flanked opponent, she deals her normal damage with her dagger but may add an extra 3d6 to her total because her Moonlight Maiden bonus is equal to +3.
Secondly, Ishir wishes to protect her daughters from harm. A Lady of Ishir adds her Moonlight Maiden bonus to her AC. This is a constant defense, active even when she is helpless or asleep. This protection can be temporarily brought down (for 1d4 rounds) through the use of Counterspell or the Eclipse power.
Lastly the Moonlight Maiden bonus may be added to her skill checks when using certain Lady of Substance feats as described below.
Coven
There are five Covens of Ladies of Ishir in Sommerlund; each one located at the five major cities, Holmgard, Toran, Ruanon, Tyso and Anskaven. Each guild is theoretically ruled by the highest-ranking female member of the royal household present. When in truth there is a senior member of the Ladies of Ishir who runs the day-to-day operations. It is very rare for a low ranking Lady to have access too or even meet the Royal head of her coven and she may not be fully aware of the identity of her coven leader as such meetings would take place in dimly lit locales, so obsessed are they with their secrecy.
Holmgard: this city’s Coven gives to their members’ codenames pertaining to flowers. It is currently being managed by a 16th level Lady known as the Sunflower who reports directly to the queen of Sommerlund. Ladies from this Coven receive a 2-point bonus to all their Knowledge-Nobility checks due to their close proximity to foreign dignitaries.
Toran: has adopted the stars for their codenames (see the Sage of Lyris class p. 54 for names) and is run by a 14th level Lady known as Ravennos. Since there is no longer a Baron of Toran this Coven’s figurehead is the headmistress or master of the Brotherhood of the Crystal star. The Ladies from Toran gain a 2-point bonus to all their Knowledge-Arcana checks due to their familiarity with the Brotherhood and their guild members.
Ruanon: is in the hands of Amethyst a 12th level Lady of Ishir who reports directly to Baroness Vanalund. All Ladies from Ruanon are named after precious gems and receive Appraise (Int) as a class skill.
Tyso: is ruled by the Baroness Tor Medar and is run by a 10th level Lady named Falcon. Ladies from Tyso have birds for codenames and they receive a 2-point bonus to all their Knowledge-Nature checks.
Anskaven: has the dubious distinction of naming its operatives after fish. It is currently in the hands of a 10th level Lady named Pike who reports to the Baroness Caldar. All ladies from Anskaven receive Profession-Sailor as a class skill.
Finesse
Ladies of Ishir are taught the subtler arts of combat and as such they may instead add their Dexterity modifiers to their attack roles (but not damage rolls) if they so wish when using one handed melee weapons.
Moon Magic
The Ladies of Ishir are taught a few basic spells to help them along the way. She may choose one from the list below at first level and then masters the casting of one further spell every four levels thereafter i.e. 4th,8th,12th,16th,20th.
If the spell requires an attack roll to succeed a Lady of Ishir’s Base magical combat skill is equal to half her level + her intelligence modifier. She may cast as many spells per day equal to half her level + her Charisma modifier minimum of one spell per day.
Whenever a spell would allow a saving throw to avoid or mitigate its effects the DC is always 10 + half her levels + her Charisma modifier.
Moon Mending:
Similar to the Brotherhood spell of Mend this spell has the following limitations. It can only be cast at night either on herself or others and heals an amount of endurance points depending on the phases of the moon. If no moon is present then 1d10 endurance are restored. When the moon is waning then 2d10 are rolled. A waxing moon cures 3d10, while a full moon representing Ishir in all her glory heals 4d10.
Ill met by moonlight:
This spell is the bestowment of a small curse and unless the target succeeds in a Will save then he suffers a -2 penalty to all actions, i.e. attacks, skill checks etc. for the next 1d6 + the Ladies Charisma modifier rounds.
By the pale moonlight:
This spell can be cast on any target creature or object within line of sight. If the target is aligned with evil, it will glow faintly red to the eyes of the caster only. Also any magical items targeted by the spell will appear blue. A lady of Ishir cannot determine the true nature of a creature or object only that it possesses evil or magical properties.
Moonlit Cage:
Unless the target makes a successful Reflex save he immediately finds himself enmeshed in an ethereal cage of moonbeams. This cage prevents all further movement until, in the following round; he can make a Strength or Escape artist check equal to the spells DC to disentangle himself.
Dark side of the moon:
This spell creates a cloud of darkness 20 ft in diameter. This cloud cannot be dispelled by any normal light source but may be pierced by any magical source of illumination. The lady may cast this spell up to a distance of 60 ft. from herself but it must be in her line of sight.
Moonlight Blast:
A ray of steaming ice, blazing fire, hissing acid, shrieking sonic energy or crackling lightning (Ladies choice) projects from the Ladies outstretched palm. She must succeed at a ranged magical attack with the blast to deal damage to a target. This blast deals 1d6 plus her moonlight maiden ability modifier points of damage. She may strike targets up to 60 feet away which must be in her line of sight.
Lady of Shadows
Sometimes playing the role of a Slovian countess or dimwitted servant doesn’t get her into the places she needs to be or better yet a nightly visit would gain her more information. The Lady of Shadows feats are geared towards just those kinds of moments when things get unpredictable. Every time the Lady of Shadows class feature is gained she may choose one feat from the list below assuming she first meets the listed requirements.
Evasion: (None)
On a successful Reflex saving throw the Lady takes no damage instead of the half damage like normal. On a failed save she still takes full damage from spell or effect. This skill is negated if at any time the Lady is denied her Dexterity bonus to her AC.
Improved Evasion: (Evasion)
An improvement to the Evasion feat in that this time she takes only half damage on a failed reflex save. This feat is still negated with the loss of Dexterity bonus to her AC.
Uncanny Dodge: (None)
The lady retains her Dexterity bonus to Armour Class even when she is flat-footed or struck by an invisible attacker. Only complete immobilisation can negate this ability.
Improved Uncanny Dodge: (Uncanny Dodge)
Ladies of Ishir with Improved Uncanny Dodge cannot be flanked, denying multiple attackers any flanking bonus. Once again only complete immobilisation can negate this ability.
Fleeting Glimpse: (Evasion, Uncanny Dodge)
She may now move at up to her base speed while hiding with no penalty to her Stealth check. She only suffers a –10 penalty to her Stealth check while moving faster than her base speed and the penalty while charging an enemy is only –15.
Hide in plain sight: (Fleeting Glimpse)
This power allows the lady of Ishir to use the Stealth skill even while being observed directly and in plain sight. Lighting conditions do not matter, as this feature practically makes the Ladies invisible for a few fleeting seconds. This grants her an automatic success on the Stealth skill check regardless of any opponents’ Perception scores. Opponents able to see invisible targets will not be fooled, nor will creatures with the scent ability.
Lady of Substance
These being the skills and attributes necessary for the completion of the respectable trade of espionage and the occasional assassination attempt. Whenever the Lady of Substance class feature is gained she may choose one feat from the following list.
Poison’s Kiss:
Through her many years of handling such toxins the Lady of Ishir has developed a slight immunity to all natural poisons. She may add her Moonlight Maiden bonus to all her Save checks made to resist its effects as well as to all her attempts at identifying them.
Charm School:
Trained in all the ways of etiquette and courtly grace from birth a Lady of Ishir with this feat has finally mastered all of its subtle nuances. She may now add her Moonlight Maiden bonus to all her Charisma based checks.
Total Recall:
The acquisition and retention of information is vital to all of a Lady’s missions. The ability to remember troop allocations or map features as well as conversations verbatim could save hundreds of lives. With this skill a Lady can attempt to recall any trivial bit of information she may have seen or overheard. The DC to be set by the Game Master depending on the level of minutia she wishes to remember. A bonus can be given to this check if she states ahead of time that she is taking a mental picture of the room or object for further use.
Seduction:
Although well versed in all mundane methods of seduction and attraction, learning make-up and personal grooming skills at a very young age a Lady of Ishir with this feat has learned to take her game to another level. She may reroll any failed Charisma based check when dealing with any living or undead creature which may desire her company.
All the world’s a stage:
A master of disguise and subterfuge able to take on any persona a Lady of Ishir knows that nothing beats a well established identity. With the selection of this feat she may create one alter ego for every bonus point of her moonlight maiden ability. This persona is so well developed that she need not make any disguise checks when playing this part. Once the choice of this alter ego has been made she may not change it for another unless her cover is completely blown. In which case she needs a minimum of one year minus one month for every bonus of her moonlight maiden tier to establishing a creditable and verifiable alter ego.
A little bird told me:
Nothing beats a good network of spies, these things however take time to set up and organize. If a Lady with this feet spends at least one year minus one month for every bonus point of her moonlight maiden ability living in one location she may forgo any gather information checks. It is assumed that any news she wishes to know can be funneled along to her through her network of spies. The length of time it takes for this information to get back to her is up to the discretion of the game master.
New poisons and herbs:
Moon petal Lily:
Sometimes the game of seduction goes too far or maybe the acquirement of information must pay a dangerous price. This herb, usually served as a tea and consumed the morning after, helps prevent “accidents” which may result from any indiscretions. A glorious gift from Mother Ishir herself, it cost 1 GC for every leaf purchased. Should a drinker attempt to resist its effects the DC to do so is equal to 15 +1 for every leaf used in its brewing.
Earth root:
A powerful laxative, earth root is an ideal tool for keeping unwanted guest away from any meetings, summits or social gatherings where their presence may prove detrimental to a Ladies cause. A Fortitude save, DC of 18 must be made in order to withstand its effects.