Kamahl Acolyte (3.5e Prestige Class)
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|“||I don't see what's so bad about a double-edged sword. It's a sword, with two edges.||”|
|—When he entered the fight against an arrogant opponent., Kamahl, Human Barbarian|
For those that feel the call of battle, the feel of the anger of the mountains, and the roar of the crowd in the arena. For those that feel the call of the forest, the feel of strength and serenity of the forest, and the pure energy of the wood. For these few people, the Kamahl Acolyte is the class for them.
Becoming a Kamahl Acolyte
A player might pursue this class from a barbarian. Druids are also a good choice, as they quickly gain the spells required. Rangers may also become a Kamahl Acolyte. For a Kamahl Acolyte, strength is very important. Many of their abilities through their career rely on damage dealt. Constitution is also very important for a Kamahl Acolyte, for their armor proficiencies are very limited. Wisdom is also very important, for it dictates spells as well as many key abilities.
|Alignment:||Neutral Good or True Neutral|
|Base Attack Bonus:||+8|
|Skills:||Intimidate 8 ranks, Craft 8 ranks.|
|Feats:||Power Attack, Great Fortitude|
|Spellcasting:||Able to cast 3rd Level Divine spells.|
|Special:||Must defeat at least one purple worm or frost worm in combat, and must have won at least 10 matches in any pit or arena fight, or at least have won an entire tournament. Must also have services of an animal companion, or some natural cohort.|
|1st||+1||+2||+0||+0||Mana Rejuvenation, AC Bonus, Unarmed Strike|
|2nd||+2||+3||+0||+0||DR 1/-, Divine Rage||+1 Level Existing Divine Spellcasting|
|3rd||+3||+3||+1||+1||Natural Armor +1, Instantaneous Rage|
|4th||+4||+4||+1||+1||DR 2/-, Improved Sunder||+1 Level Existing Divine Spellcasting|
|5th||+5||+4||+1||+1||Mana Infusion, Improved Bullrush|
|6th||+6/+1||+5||+2||+2||DR 3/-, Natural Armor +2||+1 Level Existing Divine Spellcasting|
|7th||+7/+2||+5||+2||+2||Mountain's Fury/ Nature's Wrath|
|8th||+8/+3||+6||+2||+2||DR 4/-, Fists of the Forest, Sword of the Mountain||+1 Level Existing Divine Spellcasting|
|9th||+9/+4||+6||+3||+3||Natural Armor +3, Fire Blast, Healing Touch|
|10th||+10/+5||+7||+3||+3||Power spin of Serenity, DR 5/-||+1 Level Existing Divine Spellcasting|
Class Skills (4 + Int modifier per level)
All of the following are class features of the Kamahl Acolyte.
Weapon and Armor Proficiency: Kamahl Acolytes lose all proficiency with armor except for those allowed to druids. They also are restricted from touching metal, allowing them only the weapons allowed by druids as well. If you had a different armor proficiency before you entered this class, you gain one additional feat instead.
Spellcasting: At 2nd level,and every even number thereafter, you gain new spells per day and an increase in caster level as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Kamahl Acolyte, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Mana Rejuvenation: Mana Rejuvenation allows the Kamahl Acolyte to regain previously used spells. The character must simply meditate for 1 minute/spell level to regain one used spell for the day. This spell must have been previously used, and has to have been prepared that day. You may not use this ability to re-prepare your spells, only gain back ones you have already used.
AC Bonus: Kamahl Acolytes add their Constitution modifier (if any) to their AC.
Unarmed Strike:Your unarmed attacks now deal as much as a monk equal to your level -3, and do not provoke attacks of opportunity.
Damage Reduction: At second level, and every even numbered level thereafter, you gain an additional DR 1/-.
Divine Rage: Add your Kamahl Acolyte level to your Barbarian level to determine rages per day,and rage type (i.e. Mighty Rage, Tireless Rage). Also, while raging, you remain in complete control of your rage, and you may end the rage at any time without a will save.
Natural Armor: At 3rd level, and every 3 levels thereafter, you gain Natural armor +1.
Mana Infusion: Mana Infusion allows the player to expend any spell he/she may have prepared as a swift action. For every level of spell, you may add one of the following: +1d4 Fire damage/spell level, or +3 damage/spell level to any construct or undead.
Mountain's Fury/Nature's Wrath: At the dawn of any given day, you may meditate for 1 hour. If so, choose one of the following effects to remain active until the next dawn: Mountain's Fury: While this aspect remains active, your attack rolls and damage rolls are made as if your Strength score were 4 higher. You also gain 1 additional use of Rage, and +5ft Movement if you are in light or no armor. Nature's Wrath: While this aspect remains active, you are treated one size category higher for purposes such as bullrush attempts, trip attemps, and grapple checks. You also gain an additional +2 Natural Armor, and +2d6 damage against undead or constructs.
Fists of the Forest:Your primal connection to the forest has given your unarmed attacks greater focus. Your fists are considered magic, as well as adamantine. They are also now considered +3 weapons, and deal 1.5x strength damage.
Sword of the Mountain:Your sword is your weapon, and nobody can seperate you. From now on, your sword is a +1 Flaming weapon, as well as treated as being "locked" to your hands at will, meaning critical misses no longer apply to your sword. Your sword is also considered being made from "heavy" and "cold iron" materials.
Fire Blast: You may only use this ability a number of times/day equal to your Wisdom modifier. You summon pure fire energy from the Mountains to your hands and hurl it at your opponent. This is a ranged touch attack that deals 1d6/Kamahl Acolyte Level.
Healing Touch: This ability works similar to a paladin's lay on hands ability. With a touch, you may heal a number of points equal to your Kamahl Acolyte level x your Wisdom modifier + 10 per day. You may choose to split this healing, delivering smaller amounts to many recipients. This is acceptable, but must never go over your allowed healing/day.
Power Spin of Serenity: This is the Kamahl Acolyte's greatest ability. Summoning both the power of the Mountains and the energy of the Forest into your weapon, you give a mighty howl and attack from everywhere. This works as the feat Whirlwind Attack, except for two abilities. First of all, the power of fire granted by the Mountains gives you +4d6 fire damage on this attack. The energy of the Forest give you an extra +2d6 damage, +2d6 against undead or constructs,and +2d6/size category higher than you the opponent is. This is a full-round action, and is only usable once/encounter. Anyone struck by this attack must succeed a Reflex save (DC 10+ 1/2 character level+ Wisdom modifier) or catch on fire for 1d4+wisdom modifier rounds. Any undead or construct struck by this attack must succeed a Will save (DC 10+ 1/2 class level+ wisdom modifier) or be instantly destroyed.
Playing a Kamahl Acolyte
Combat: The Kamahl Acolyte is at home on the front lines. Though lacking armor, their natural armor ability covers some of this, as well as their D12 hit die. They are a nice substitute for a healer in the group. Though not as potent as a Cleric or Druid, their Touch of Healing Ability can really pick up the slack in a group lacking divine casting.
Advancement: A good multi-class for this would be "Fist of the Forest".
Resources: Despite their mildly Chaotic nature, they are more than willing to work in a team for the right causes. Kamahl Acolytes, though few in number, respect each other far beyond any "normal" meaning of the word. They all strive to follow in Kamahl's footsteps, blending rage and serenity.
Kamahl Acolytes in the World
|“||The fury of an erupting volcano. The peace of a flowing stream. The strength of One thousand men. The wisdom of an oak. These aspects together make a force that is unstoppable, and that even the gods themselves envy.||”|
Kamahl Acolytes are usually barbarians that, through some happening in their life, have sought to settle their own rage through exile into the forest. They are usually looked down upon by "civilized" people, being referred to as "Witless" and "Wild". They hardly travel into big cities, and usually are pretty quietly kept. Only in battle do their prowess and emotion come out.
Kamahl Acolyte Lore
Characters with ranks in Knowledge (Nature) can research Kamahl Acolytes to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||Kamahl Acolytes normally are furious in battle, but are usually very quiet.|
|16||Kamahl Acolytes strive to follow the footstep of Kamahl, a barbarian/druid legendary hero.|
|21||Kamahl Acolytes use the power of the mountains and fire to destroy their enemies. They also use the power of the forest to heal and find peace and serenity.|
|26||Kamahl Acolytes gain many abilities that others have no access to, including the power to infuse healing and fire into one. They live in minor "monasteries" hidden throughout the forests of the world. All of them wish to become the next Kamahl, and strive to keep his name remembered for all time.|