Arkenvaldi Battle Thanes Prestige Class


The doings of nobles are ever marked by internal treachery, no matter the nation or the time. The nobles plot and conspire, greedily reaping the spoils come victory. The price of failure, however, they share with those unfortunate to have sworn fealty to them. In some cultures fealty is owed according to birth and clan, and so it is in Fiore.

Some generations past, Sparstag sat the throne of the High King in Fiore. Sparstag was a mighty ruler buoyed up by powerful allies. Foremost was the unswerving support of the Ancient Crown-sworn Order of the Black Hart, that storied brotherhood which owes total allegiance to whosoever is crowned King of Fiore regardless of circumstance. However, Sparstag also gained much advantage from an alliance with the dweomer-touched sorcerous Wyrdinnmen. Despite the High Kings admirable and commanding position, the heads of Clan Arkenvald sought to usurp Sparstag with the secret assistance of a Pentatra eager to work its way into the mighty nation. The bannermen of the Clan had little recourse but to follow their leaders into the crushing defeat which soon followed. In the end Sparstag executed the nobles of Clan Arkenvald, but offered the valiant men of the Clans banner the option of fealty or exile. Fearing retribution, the proud clan folk choose exile.

Setting out in the remnants of their Clans holdings, the Arkenvaldi made their way to the nearby Shoals, land of petty fiefs, turf wars, and turmoil. There they hired themselves out as mercenaries for many years, their battle seasoning and remaining Fiorean equipment making them very effective and much sought after. However, they lacked a home of their own and prayed endlessly for a land to settle. Their heartfelt desire was eventually realized in the discovery of a smaller Shard featuring a wonderful natural water geyser with several streamlets running in all directions from it and eventually leaving the Shard in miniature waterfalls. This scenic Shardlet was apparently unsettled and unclaimed; though it was meager of resource the Shardlet was nonetheless a place to put down roots. The Arkenvaldi wasted no time in doing so.

It was soon discovered that they were not as alone on the Shardlet as they originally thought; a small colony of devout Guilmariners was found on the opposite end of the island. Self-exiles from the famed City of the Drowned Lady who sought a return to nature and fundamentalism, they welcomed the presence of the Akenvaldi once it was established that they had no intention of causing them violence. The presence of the Guilmariners and the seemingly sourceless water geyser were seen as a sign that the Drowned Lady had provided this new home for the itinerant clan folk, and she was accepted as their new patron. The two communities merged over time, and became a new people with a renewed outlook on life. The clan folks new home was dubbed New Arkenvaldi, and they set out to establish their inhabitation. Soon a bustling community living as one with the land in sod houses and halls sprung up.

As the Shardlet lacked plentiful natural resources, the warriors of the clan still sold their services as mercenaries, but their new found worship of the Drowned Lady saw them become scrupulously moral in their dealings. The Arkenvaldi soon established that they would only sell their services to honest and noble causes. Though the jobs were much fewer, they were sufficient and the community grew. Lacking metal and superfluous funds to purchase heavy armors, the Arkenvaldi also began to eschew their Fiorean traditions of war. Learning from their sister settlers from Guilmari, they began to practice an altered form of their traditional Axe and Sword style, adopting a fast moving attack on the run methodology that soon became the terror of Shoalian battlefields. To this day the New Arkenvaldi sell their services to honorable causes, and their style is much renowned for it’s flexibility and speed.

Prerequisites
Base Attack Bonus +5
Feats: Ambidexterity, Dodge, Two Weapon Fighting, Weapon Focus: battleaxe, Weapon Focus: longsword
Skills: Balance: 3 Ranks

Level

Attack

Fortitude

Reflex

Will

Abilities

1

+1

+2

+2

+0

Guilime’s Tide

2

+2

+3

+3

+0

Overflowing the Banks

3

+3

+3

+3

+1

Adapt to the Flow

4

+4

+4

+4

+1

Quickening of the Narrows

5

+5

+4

+4

+1

Immersion of Blades

6

+6

+5

+5

+2

Adapt to the Flow

7

+7

+5

+5

+2

Flowing Step

8

+8

+6

+6

+2

Quickening of the Narrows

9

+9

+6

+6

+3

Adapt to the Flow

10

+10

+7

+7

+3

Steel Waterfall

Hit Die D8
Skill Points Int Bonus + 4 / level
Skill List: Balance, Craft, Handle Animal, Heal, Knowledge: Religion (Giulme). Listen, Sense Motive, Spot, Tumble

Class Abilities
Weapon and Armor Proficiencies: This prestige class grants no additional weapon or armor proficiencies.

Arkenvaldi Battle Thane: The combat abilities below are usable when the practitioner is dual wielding a longsword and a battleaxe as noted in the individual abilities descriptions. Additionally, some of the abilities are not usable while encumbered or wearing armor heavier than light as described in the individual abilities descriptions. Abilities whose description does not mention being restricted to when the Thane is dual wielding or unencumbered are not restricted.

Guilime’s Tide: At 1st level the Battle Thane has learned to use a special weighted cloak when fighting for greater protection. He is able to use this cloak to turn blades. Such a cloak is made of heavy leather reinforced with metal and treated in all ways as a Buckler with two exceptions: 1) the practitioner may attack with their off hand and still gain the AC benefit of the cloak; 2) the AC bonus afforded is equal to 1+ 1/3 the practitioners class level rounded down, so that a 6th level Battle Thanes would gain a +3 to AC from the device and a 10th level Battle Thane gains a +4 to AC. The cloaks are common in New Arkenvald and Guilmari, but rare to non-existent beyond.

Overflowing the Banks: At 2nd level the Battle Thane has learned to use his offhand weapon to create an opening for his primary hand. When dual wielding a Longsword and battleaxe the Thane may sacrifice any offhand attacks for a +2 circumstance bonus to hit with all attacks made by the primary hand for that round per offhand attack sacrificed.

Adapt to the Flow: At 3rd, 6th, and 9th levels the Battle Thane has learned to find a natural rhythm when dual wielding a Longsword and battleaxe. Rather than trying to force the weapons into preset moves the Thane instead allows them to find their own course, adjusting his own body to follow the flow. The Thane offsets the penalty for dual wielding a Longsword and battleaxe by 1 at 3rd level, by 2 at 6th level, and by 3 at 9th level when unencumbered and not wearing armor heavier than light. Thus at 9th level the Thane suffers a –1 penalty to his primary and offhand attacks when using a Longsword and a battleaxe.

Quickening of the Narrows: The Battle Thanes train to move fast in battle, relying on their momentum to see them thru enemy lines. At 4th and 8th levels the Thanes speed and athleticism has reached a new plateau of development. The Thane gains +10 Move at 4th level and additional +10 Move at 8th when in combat, unencumbered, and not wearing armor heavier than light. Combat is defined as any period of time administered in Initiative order for this purpose.

Immersion of Blades: At 5th level the Battle Thane has fully mastered using the Longsword and battleaxe in tandem. The Thane gains the use of Improved Two Weapon Fighting when dual wielding a Longsword and battleaxe, unencumbered, and not wearing armor heaver than light.

Flowing Step: At 7th level the Battle Thane has learned to float about in combat like water through a narrows, finding a way past intervening obstacles. The Thane gains Mobility as a Bonus Feat when unencumbered and not wearing armor heavier than light.

Steel Waterfall: At 10th level the Battle Thane has learned a frightening technique, mimicking the flow of a river and the fury of a waterfall, they hurl themselves into a rush, landing blows upon opponents as water splashes from a fall. The practitioner gains Passing Attack as a virtual Feat (listed below) when dual wielding a longsword and battleaxe, unencumbered and not wearing armor heavier than light.

 

New feat by Ed Hastings aka the Killer Shrike
Passing Attack [Fighting Style]

You are skilled at moving through a melee and striking foes as you go.
Prerequisites: Dodge, Mobility
Benefit: The practitioner of this type of style may move his normal movement as a full action, making a single standard action attack on each opponent as he wishes along his path of movement until he runs out of attacks or movement. The practitioner does draw Attacks of Opportunity, but may use other abilities such as the prerequisite Mobility Feat to offset this. This Feat is usable in conjunction with Improved Trip and Improved Disarm.