Mord-Sith
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| Status: | just started at night |
| Editing: | Constructive edits welcome |
Contents |
[edit] Mord- Sith
| “ | Hesitation is a mistake that invites defeat. I would not be Mord- Sith had I not hesitated when I was young. | ” |
| —Cara, Human, Rogue/ Swashbuckler, Sword of Truth Wikia | ||
Go here to learn more about Mord- Sith http://sot.wikia.com/wiki/Mord-Sith
[edit] Becoming a Mord- Sith
The type of Mord- Sith you play depends on your alignment. I would not recommend playing a good Mord- Sith as it would basically make everything she is useless and stupid in an RP sense. If your evil, then you are ruthless, you don't hesitate to injure, wound, or kill to get what you want, you follow your masters order to a T, and the head Mord- Sith as well. Unless you happen to be the head Mord- Sith. If you are Neutral then you should be almost as if evil, but trying to be good. You should never take a life unless they are trying to take yours, when questioning people try to use as little force as possible, and always work towards a good cause.
Your Agiel is the most important part of your Mord- Sith. It separates Mord- Sith from common dexterous fighters. They should be used to help subdue enemies or just beat the crap out of them.
| Alignment: | Any Evil/ Any Neutral |
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| Base Attack Bonus: | +6 |
| Race: | Any humanish people. (i.e. Human, Elf, Half- Elf. . .) Dwarf, Orc, Gnome, and other such creatures are not recommended. |
| Skills: | Must take Knowledge (Pain), Knowledge (Pleasure), and Prof. (Soul Breaking). |
| Feats: | Weapon finesse, Insightful Strike, Weapon Focus (Agiel), Improved Initiative. |
| Spellcasting: | Cannot be a spellcaster |
| Patron: | Whoever your master is. |
| Domains: | Anywhere |
| Special: | Must take Knowledge (Pain), Knowledge (Pleasure), and Prof. (Soul Breaking). |
| Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +1 | +2 | +2 | +2 | Insightful Pain, Spell Deflection +1, Agiel 1d8 | ||||||||||||||||||||||||||||||||||||
| 2nd | +2 | +2 | +3 | +3 | Bonus Feat, Spell Deflection +2, Severe Pain | ||||||||||||||||||||||||||||||||||||
| 3rd | +3 | +3 | +3 | +4 | Spell Deflection +3, Agiel 1d10 | ||||||||||||||||||||||||||||||||||||
| 4th | +4 | +3 | +4 | +4 | Bonus Feat, Spell Deflection +3 | ||||||||||||||||||||||||||||||||||||
| 5th | +5 | +4 | +4 | +5 | Spell Deflection +5, Agiel 1d12 | ||||||||||||||||||||||||||||||||||||
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Class Skills (8 + Int modifier per level) The Mord- Sith class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Pain) (Int), Knowledge (Torture) (Int), Knowledge (Nature) (Int), Sense Motive (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 in the Player’s Handbook for skill descriptions. | |||||||||||||||||||||||||||||||||||||||||
<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->
[edit] Campaign Information
[edit] Playing a mord sith
mord sith are an amazing class that are suppose to be "Bad ass torturers." mostly they are in a castle setting but they have been known to break free of thier bonds and went exploring on thier own. they generally have scars all over thier bodies and marvel in amazement at those who have scars to show that they were in exquisite and pure pain. they respect those that have caused the pain as well. they are fearless. after the training of becoming mord sith they feel as tho they can handle anything and they dont fear magic because of thier ability to control it.
Combat: they usually take care of the magical members first and then protect the magic user in its party until the battle is over.
Resources: they provide valuable torture skills and surviving skills necessarry for thier perpouses they also have a protection quality specific to thier wards and thier commanders. they are supremely loyal to the magic user of the party as well because they see them as valuable healers that need to be protected even at the cost to thier own lives.
[edit] Mord Sith in the World
how mord sith fit in the general world you are in.
| “ | pain is my life, my job, and my passion. | ” |
they fit in as personal body guards for kings or as traveling companions for magic users.
NPC Reactions: they see them and dont think much of them because the vast majority is female and not to threatening. if there is a king that has used thier services then they are feared thruought that reigon
[edit] Mord-Sith Lore
| This section needs a more complete description. For more information please look here |
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| 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->. |
[edit] Mord-Sith in the Game
| This section needs a more complete description. For more information please look here |
they are usually protectors or captors of a spellcaster and if not then they are on the move looking for a spellcaster that they can catch for a potential client or spellcaster.
Adaptation: you can use them as enemies to the party so that thier spellcaster becomes useless and the same can be said for putting them in you party only reversed
Sample Encounter: EVIL PARTIES AGAINST SPELLCASTERS!!
EL whatever:
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