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The Diamond Throne
Confusion (Ex): In a battle, the 3rd-level and higher ollamh lorekeeper runs about sowing confusion and mayhem. If an ollamh lorekeeper takes a double move action, moving at full speed but never straying more than 20 feet from a foe during that round, she can force a foe to make a Will saving throw (DC 10 + ollamh lorekeeper’s class levels + her Charisma bonus) and another (or the same target) to make a Reflex saving throw with the same DC. A subject who fails the Will save is dazed for 1d3 + 1 rounds, unable to take actions except to defend himself. If a subject fails the Reflex save, he is spun about and falls prone. Subjects must have been within 10 feet of the ollamh lorekeeper at some point during her move actions. Charm (Sp): At 4th level and beyond, the ollamh lorekeeper can use a heightened version of charm or directed charm a number of times per day equal to her Charisma modifier (if positive). Those whose Charisma modifiers are 0 or less can use this ability once per week. Mocking Curse (Su): With more supernatural effects building within the ollamh lorekeeper’s voice and words, at 5th level and higher she can curse someone once per day simply by mocking him. This is a full-round action. Once the ollamh lorekeeper mocks the subject, she can immediately (this same round) cast any single-target spell of 5th level or lower with the curse descriptor on the subject. Luck of the Gods (Su): Blessed by the multitude of faen gods and her own strong belief in them, the 6th-level and higher ollamh lorekeeper gains a +2 luck bonus to all saving throws. She also gains a +2 luck bonus to a number of attack and damage rolls equal to her Charisma bonus each day (the choice to use the bonus is a free action made before the attack or damage roll). If the ollamh lorekeeper has no Charisma bonus, she may use this secondary ability once per week. Mastery of the Written Word (Su): Starting at 7th level, the ollamh lorekeeper gains a +10 competence bonus to all Decipher Script checks. She can read magical writing as if she had a read magic spell active, and she always succeeds at Use Magic Device checks (even if she has no ranks in the skill) when attempting to use scrolls. Epitome of the Race (Su): An 8th-level and higher ollamh lorekeeper exemplifies everything it means to be faen. A loresong faen character can pick any spell—even an exotic one—of 3rd level or lower to cast as a spell-like ability once per day using her character level as the caster level and Charisma as the spellcasting key ability. A quickling faen adds +10 to her ground speed. A spryte gains a bonus of +10 to her flying speed. At 10th level, the character gains a +2 inherent bonus to Dexterity, no matter what type of faen she is. Song of Battle (Sp): Once per day, the 9th-level and higher ollamh lorekeeper can sing an ancient faen song that calls the spirit of war down upon her, as if she had cast the spell spirit of war using her character level as her caster level.
Rune Lord No one can deny the power of mystical runes in the Lands of the Diamond Throne. The land itself seems to express its power through runes and in the form of its runechildren defenders. Rune lords are those already skilled in or gifted with runes who set out to become true masters of this manifestation of magic. Rune lords who are also runechildren keep their sense of responsibility— rune lords who are also runethanes usually have no such compunctions, however, so a rune lord’s outlook is unpredictable. Rune lords always adorn their equipment and clothing with magical runes. Even their own flesh is covered in tattoos and symbols. Some rune lords even sport runes on their teeth. They express themselves visually much better than vocally. Most rune lords are better at writing than at speaking. All rune lords are either runethanes or runechildren (or both). Mojh are the most common characters with this prestige class. Rune lords usually do not work with others of their kind, instead operating alone or in a group of non-rune lords. They usually establish themselves in a single place and dwell in their own magical abode. Hit Die: d6 (If the rune lord does not cast spells, this changes to d8.)