Adventures in Thary
Here are the classes also available to adventurers in Thary, though some are more specific to some lands or others so DM approval is always needed before taking one of these additional classes.
Wyldwood knights were originally highly trained warrior fey who served as elite soldiers and protectors for the Knight of the Iron Rose. They trained in heavy armor till it became like a 2nd skin, as well as a mark of station and power. The closed in helm gave these knights anonymity and a certain dread aura as they went about their work for their Unseelie liege. The Knight of the Iron Rose failed in his attempt to impose his will over the fey, but his warriors remained. They became mercenaries, selling their skills to the highest bidder. For a time it was not uncommon to see one, looming as a dark spot behind the throne, even in the court of a Seelie lord or lady. Since this period they have fallen in popularity within the fey courts and are no longer a fashionable decoration.
Over time their secret battle techniques were leaked to other races. Some by rogue members who wandered human lands, some by mercenaries who sold their knowledge, some were taught it by friends of elven kind, and some stole these arts from the fey with iron and blood.
|Level||BAB||Fort||Ref||Will||Special||Maneuvers Known||Maneuvers Readied||Stances|
|1||+1||+0||+2||+2||Agile Armor +1||4||3||1|
|3||+3||+1||+3||+3||Blood Dreams 1/day||6||3||1|
|4||+4||+1||+4||+4||Armor Mastery (Medium)||6||4||1|
|5||+5||+1||+4||+4||Agile Armor +2||7||4||2|
|6||+6||+2||+5||+5||Agile Weapon Mastery||7||4||2|
|8||+8||+2||+6||+6||Armor Mastery (Heavy)||8||4||2|
|9||+9||+3||+6||+6||Agile Armor +3||9||4||3|
|10||+10||+3||+7||+7||Blood Dreams 2/day||9||5||3|
|11||+11||+3||+7||+7||Healing Dreams 1/day||10||5||3|
|13||+13||+4||+8||+8||Agile Armor Mastery||11||5||4|
|15||+15||+5||+9||+9||Healing Dreams 2/day||12||6||4|
|16||+16||+5||+10||+10||Dream of the Moon||12||6||4|
|17||+17||+5||+10||+10||Blood Dreams 3/day||13||6||5|
|19||+19||+6||+11||+11||Healing Dreams 3/day||14||6||5|
|20||+20||+6||+12||+12||Champion of the Fey Court, Blood Surge||14||7||5|
HD type: d8.
Class Skills (4 + Int/level): Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animals, Intimidate, Jump, Knowledge (Nature), Knowledge (Nobility and Royalty), Martial Lore, Ride, Sense Motive, Survival, Swim, Tumble.
Weapon and Armor Proficiencies: A wyldwood knight is proficient in all simple and martial melee weapons, shortbow, longbow, composite shortbow, composite longbow, elven thinblade, and elven courtblade. They are proficient in light, medium, and heavy armor and shields (except tower shields).
Martial Disciplines available: Diamond Mind, Star Dream, White Raven, and either Frozen Zephyr or Shocking Sky. If a maneuver requires a save you may replace the ability score used to determine the save DC with your Charisma. (note they can swap disciplines as normal for a ToB character although which disciplines would be available to them is left to the DM)
Regaining Maneuvers: A wyldwood knight rely on their subconscious mind and the insight of harmony with the fey world around them. When they pause and do not use the powers of the fey they allow their awareness to expand and regain maneuvers as the fey dream speaks to them. If they don’t use a maneuver during a round they regain 1 martial maneuver, if they do not use a maneuver for 2 consecutive rounds they regain all martial maneuvers that they have expended.
Agile Armor (Ex): Add the number to the maximum Dexterity bonus of light armor you wear, also reduce the ACP of any light armor you wear by the listed amount.
Weapon Talent: At 2nd level choose either Weapon Focus or Weapon Finesse, you gain this feat as a bonus feat.
Armor Mastery (Ex): You may treat armor of the listed type as both its normal type and light armor whichever is more beneficial for a specific effect; you also ignore the reduction to speed when wearing armor of this type.
Agile Weapon Mastery (Ex): Add your Dexterity modifier to damage when using weapons that are valid targets for Weapon Finesse.
Blood Dreams (Ex) : When their life is gravely threatened, and their blood flowing freely, a wyldwood knight’s fey dream speaks to him. When at 1/4th or less hp a Wyldwood Knight may regain all their martial maneuvers as a swift action. They may only do so 1/day at Lv 3, gaining an additional use every 7 levels thereafter at Lv 10 and Lv 17.
Healing Dreams (Su): At 11th level a wyldwood knight learns to commune with his fey dream entering a restful meditation in which even mortal wounds close seamlessly. 1/day A Wyldwood Knight may meditate for 1 minute to receive the effects of a Regenerate spell, a Heal spell and a Greater Restoration spell. Their caster level for these effects is equal to their character level.
Vital Dreams: Beginning at Lv 12 when you use your Blood Dreams ability you also regain hit points equal to your character level (considering a +2 Dodge bonus to AC for 1 round).
Dream of the Moon: When you are at one-fourth or less health you may add your Charisma modifier if positive to all Fortitude and Will saves you make.
Blood Surge: Starting at 20th level when you use your Blood Dreams ability you may also activate one boost. This boost is regained along with your other maneuvers.
Champion of the Fey Court (Ex): At 20th level a Wyldwood Knight chooses either to become a champion of the Seelie or the Unseelie court gaining either the Champion of Seelie or Champion of Unseelie ability depending upon his choice. Regardless of your choice you gain DR 5/cold iron and you no
Champion of Seelie (Su): As long as you are in a martial stance you gain Fast Healing 5 and immunity to Strength damage, Dexterity damage, Constitution damage, and all death spells, death effects, energy drain, and any negative energy effects.
Champion of Unseelie (Su): Whenever you initiate a martial strike you may choose to add your charisma modifier in negative energy damage and 1 point of Constitution damage to each attack made as part of the strike.