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Often the best
way to stay ahead of one's enemies is to know what they know and more.
The elves of Liamelia feel alot safer knowing ahead of time what forces
are out there and what they are planning. This is where the Indigo
Faction comes forth with their talent of finding out what is not meant to
be found. This faction deals with infiltration and are at home in
the dead of night. If there is an issue that needs to be further
explored, these elves go behind enemy lines. But elves are a weary
people and if a threat is discovered, this faction has authority to
'remove' those who are at the central of command. More then once, an
army has lost their heart to fight because their leader was found dead the
next morning. Because of their heighten advantage during the night,
and racial experience with cloak 'n' dagger work, Dark Elves populate this
faction.
Requirements Alignment: Any
non-evil
Class Skills Skill Points at Each Level: 8 + Int modifier.
Class Features Weapon and Armor Proficiency: Members are proficient with all simple and martial weapons, all types of armor, and shields. Note that armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Spells per Day: As members continues their training in magic, they continue to gain new spells per day as if they had also gained a level in a spellcasting class they belonged to before they add this prestige class. They do not, however, gain any other benefits a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means they add the level of this prestige class to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character has more then one spellcasting class before they became a member, they must decide to which class they add each level of prestige for purposes of determining spells per day when they add the new level. Favored Enemy: At 1st level, members may select a favored enemy of any type, wither it be an organization, or creature type. This ability works exactly like the favored enemy ability of the ranger class. If a member with ranger levels chooses a favored enemy that she already has chosen as a ranger, the bonuses stack. The bonuses are determined by the member's prestige level [see Table 1-6: Liamelian Faction Indigo & Table 2-6: Silver Scouts of Liamelia (Indigo) below.] Armored Training: At 1st level, a member has learned to use armor while casting arcane spells. He no longer suffers an arcane spell failure chance as long as he sticks to light armor and light shields. At 11th level, this ability increases to include medium armor. Specialist: At 1st level, a member gains the benefit of focusing his craft and receives a +4 bonus on all checks with the following skills: -
Hide The bonus increases by 4 based on the member's prestige level [see Table 1-6: Liamelian Faction Indigo & Table 2-6: Silver Scouts of Liamelia (Indigo) below.] Blessing of the Seldarine: Through rigorous training, members develop a spirituality that grants them additional abilities and bonuses. There are 10 'blessings' that can be bestowed on a member as he continues his training and as his spirituality grows.
Arvandor's Blessing: +15 to Move Silently Each 'blessing' can only be taken once and can be taken in any order. The member gains the blessings based on his prestige level [see Table 1-6: Liamelian Faction Indigo & Table 2-6: Silver Scouts of Liamelia (Indigo) below.] Sneak Attack: If a member can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the member's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the member's attack deals +1D6 points of damage. Should the member score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. A member can only sneak attack a living creature with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the member must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. If the member gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. The damage increase is determined by the member's prestige level [see Table 1-6: Liamelian Faction Indigo & Table 2-6: Silver Scouts of Liamelia (Indigo) below.] Read Thoughts: At 5th level, a member can 'hear' the surface thoughts of any single target he selects. The ability functions as the detect thoughts spell cast by a 15th-level caster, except that it targets a single mind. A member can use this 6 times per day. Far Senses: Starting at 11th level, a member can extend his vision or hearing into an area beyond his normal range, to a distance of 20 feet plus an additional 20 feet per prestige level. The member must have personally visited the physical location earlier to use far senses on it. Barriers do not impede far senses, and low-light vision or darkvision function normally if the member has one or both of those abilities. Far senses can also apply to the member's read thoughts ability. This ability functions as the clairaudience / clairvoyance spell cast by a 15th-level caster, except for the limit on range, the need to know the locale beforehand, and the ability to use the read thoughts ability. A member can use this 6 times per day. Mind Blank: At 19th level, the member can become immune to all mind-affecting spells and divinations by rigorously silencing his mind. This ability works as the mind blank spell cast by a 15th-level caster. A member can use this 6 times per day. Seldarine's Grace: Through rigorous training, members develop a spirituality that grants them additional abilities and bonuses. At 10th level, a member feels his spirituality flow through him, making him quicker on his feet. With seldarine's grace, a character adds half their prestige class level (rounded down) to their AC. Seldarine's Wrath: Through rigorous training, members develop a spirituality that grants them additional abilities and bonuses. At 20th level, a member is so spirituality connected to the gods his cause serves, that his is able to call upon the appropriate god and wield it's favored weapon against his foes. Once per day, members using seldarine's wrath magical transform their current weapon into that of their worshipped deity's weapon. If the member has no specific worshipped deity, then they gain the weapon of their racial god (Elves, for example, would wield Corellon's favored weapon, while dwarves would wield Moradin's favored weapon.) The transformed weapon gains all the properties of the original weapon and member are fully proficient in the weapon's use, even if they do not meet the requirements for it. Members also gains Weapon Specialization and Greater Weapon Specialization in the newly transformed weapon. The transformation lasts for 5 rounds plus the character's Cha modifier. A member may end the transformation voluntarily prior to this limit. At the end, the member is physical and mentally drained and suffers a -5 penalty to Strength and Wisdom for the duration of that encounter.
Table
1-6: Liamelian Faction Indigo
Table
2-6: Silver Scouts of Liamelia (Indigo)
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