Brothers of Charity

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Summary: Brothers of Charity The Brothers of Charity were founded by an idealistic monk who wished to bring the bounties of the planes to the poor. She was . . .

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< Benediction Arcane
< The Benediction Arcane is made up primarily of wizards and sorcerers, although anyone with an interest in the arcane arts is permitted to join the group. The order works to safeguard and promote the use of magic throughout the planes. The senior members of the Benediction are extremely powerful masters of the art, but they often hide their power from the folk of backward planes. Guidance from the shadows is the byword of the Benediction.
< The Benediction Arcane is especially interested in spreading knowledge of spells from plane to plane and in establishing new schools of magic. They often take promising apprentices from some obscure village or slum and give them the freedom of planar travel. The Benediction’s ultimate goal (according to rumour) is to gradually bring all the planes closer to the arcane weave, gifting all creatures with the power of wizardry. Many long centuries of civilising and teaching will be required before orcs, goblins, humans and other such savage creatures can all be given the gift of magic without the planes being torn apart in a wizards’ war… but the Benediction has the patience granted by potions of longevity.
< Member of the Benediction Arcane
< You are a member of the Benediction Arcane.
< Prerequisite: Ability to cast arcane spells or close friendship with one who can cast arcane spells.
< Benefit: Once per day, the character may ‘clutch at the weave’ and extend the duration of any one spell currently active on him by 1d4 rounds. The spell must be one with a duration of at least five rounds.
< Organisation
< The Benediction Arcane is organised by lineage; a wizard might introduce himself to another member of the order as a student of such-and-such, who was apprentice to so-and-so, who was apprentice to master and so on and so forth. The Benediction maintains towers and citadels throughout the planes, but many of its members are wanderers.
< Unseen Master
< Hit Dice: d4
< Requirements
< To become an Unseen Master, a character must fulfil all the following criteria:
< Skills: Knowledge (arcana) 10 ranks, Knowledge (the planes) 10 ranks, Spellcraft 10 ranks.
< Feats: Member of the Benediction Arcane.
< Class Skills
< The Unseen Master’s class skills (and the key abilities for each) are Bluff (Cha), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Disguise (Cha), Diplomacy (Cha), Knowledge (all) (Int), Search (Int),
< Spellcraft (Int).
< Skill Points at Each Level: 6 + Int modifier.
< Unseen Master
< Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
< 1st +0 +0 +0 +2 Bonus Feat +1 level of existing class
< 2nd +0 +0 +0 +3 +1 level of existing class
< 3rd +1 +1 +1 +3 Sense Disturbance +1 level of existing class
< Class Features
< All of the following are class features of the Unseen Master prestige class.
< Weapon and Armour Proficiency: Unseen Masters gain no additional weapon or armour proficiencies.
< Spellcasting: The Unseen Master rises in spellcasting ability at 2nd and 3rd level. He gains new spells
< per day as if he had gained a level in whatever arcane spellcasting class he belonged to before becoming an Unseen Master.
< Bonus Feat: At 1st level, the Unseen Master may gain any one of the following feats for free: Foreign Magic, Improved Foreign Magic, Home Ground or Punch Shift.
< Sense Disturbance (Su): The Unseen Master may automatically sense any use of magic within 120 feet, as per the first and second rounds of a detect magic spell. This ability is constantly active. The Master is
< also sensitive to major shifts such as planar infusions or epic level spells over any range.


Brothers of Charity

The Brothers of Charity were founded by an idealistic monk who wished to bring the bounties of the planes to the poor. She was incensed by the thought that the gods dwelt in palaces of diamond and jade and feasted on ambrosia and the wine of heaven, while their mortal worshippers lived in wretched huts and starved. Such inequity, she reasoned, was wrong and she set about rectifying it.

Sadly, many of her noble aims were soon usurped by thieves and scoundrels, but the organisation has endured. Now, it is a plane-spanning thieves’ guild who (mostly) steal from the rich to give to the poor. It is a curious amalgam of interests, where ascetic monks rub shoulders with burglars of heaven and spies from a thousand worlds. The guildhouses of the Brotherhood offer shelter and alms to travellers and pilgrims.

Members of the Brothers of Charity are encouraged to trade, find, beg, borrow or steal the wealth of the planes and bring it to those who need it. Often, the wealth is in intangible things; bringing an infusion of Life to a sickly land or a river of elemental Water to a desert can help the common folk more than all the gold in the world. Other members of the Brotherhood just steal gemstones from sacred statues and flee through the order’s portals.

Organisation

The Brothers are organised into guildhouses, usually located in cities. The master of each guildhouse is expected to keep in touch with five other guildhouses via sending or messenger once a year, but other than that irregular contact, each guildhouse is largely on its own and must find its own way to improve the lot of the common folk of all the planes.

Member of the Brothers of Charity

You are a member of the Brothers of Charity. Prerequisite: The character cannot be Evil. Benefit: The character can blend in with the common folk of a plane. He does not appear to be an outsider for the purposes of divination spells. He also has a +1 circumstance bonus to his Charisma score when dealing with the poor who know about the Brothers of Charity.

Members of the Brotherhood often adventure in search of new wonders to aid others. Senior members are referred to as Eleemosynes or Mercies.

Eleemosyne

Hit Dice: d6

Requirements

To become an Eleemosyne, a character must fulfil all the following criteria: Skills: Heal 5 ranks, Knowledge (the planes) 5 ranks. Feats: Member of the Brothers of Charity.

Class Skills

The Eleemosyne’s class skills (and the key abilities for each) are Balance (Dex), Concentration (Con), Climb (Str), Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Sense Motive (Wis) and Spot (Wis). Skill Points at Each Level: 4 + Int modifier.

Eleemosyne

Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +2 +0 Merciful Strike 2nd +1 +0 +3 +0 Non-detection Meditation 3rd +1 +1 +3 +1 Humility Class Features

All of the following are class features of the Eleemosyne prestige class.

Weapon and Armour Proficiency: Eleemosynes gain no additional weapon or armour proficiencies.

Merciful Strike (Ex): The Eleemosyne can deal non-lethal damage with a weapon that normally deals lethal damage without taking a –4 penalty to his attack rolls. Furthermore, this nonlethal damage can bypass damage reduction.

Non-detection Meditation (Sp): The Eleemosyne may cast non-detection at will, as a caster equal to his character level. However, he must concentrate on the spell to maintain it and may only take a single move or attack action in a round. If damaged or disturbed, he must make a Concentration check to maintain the non-detection.

Humility (Su): The Eleemosyne always counts as a native of whatever plane he is on. He cannot be affected by dismissals. He may also invoke a grace effect at will three times per day, as a caster of his character level.