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The graven one's class skills (and the key ability for each) are Concentration (Con), Craft (Wis), Decipher Script (Int), Knowledge (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features Weaponand Armor Proficiency: The graven one is proficient with all simple weapons and gains weapon proficiency with the scythe. Spells: At each level, the graven one gains new spells per day as if she had also gained a level in whatever arcane spell casting class she belonged to before she added the prestige class. She does not gain any of the other benefits of her former class. She simply adds her graven one level to the level of whatever other arcane spellcaster class she has, and then determines spells per day and caster level accordingly. Bone Scythe (Su): Created when the graven one achieves 1st level, this weapon is an extension of the graven one's connection with death. As the graven one gains levels, her power manifests through the weapon as well.

Ar 3rd level, the bone scythe becomes a +2 weapon and gains the keen property. At 6th level, it becomes a +3 weapon and gains the ghost touch property.

Graven One

Description: The graven one seeks power from the deep well of death instead of from supplicating dark powers or acting as a sycophant for demonic entities. Unwholesome rites, sigils, and the shedding of one's mortal shell are all a small part of what graven ones seek. Eventually, they become masters over undeath.

Table 2-5: The GravenOne (Gvn)

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spell

1st

+0

+0

+0

+2

Bone scythe

+1 level of arcane

spellcasting class

-2nd

+1

+0

+0

+3

Awaken minion (2nd level)

+1 level of arcane spellcasting class

3rd

+1

+1

+1

+3

Bolstered bones

+1 level of arcane spellcasting class

4th

+2

+1

+1

+4

Awaken minion (4th level)

+1 level of arcane spellcasting class

5th

+2

+1

+1

+4

Imbue ability

+1 level of arcane ** spellcasting class

6th ^

+3

+2

+2

+5

Awaken minion (6th level)

+1 level of arcane spellcasting class

7th

+3

+2

+2

+5

Seize ability

+1 level of arcane spellcasting class

8th

+2

+2

+6

Awaken minion

+1 level of arcane

(8th level)

spellcasting class

?th

+4

+3

+3

+6

Armor of bones and steel

+1 level of arcane spellcasting class

10th

+5

+3

+3

+7

Undying

+1 level of arcane spellcasting class

At 9th level, it becomes a +4 weapon and gains the unholy property.

The graven one can summon the bone scythe into her hand as a standard action. Only the graven one or her awakened minion (see below) can wield the weapon.

Awaken Minion (Su): At 2nd level, the graven one gains the ability to awaken a minion from the bones of a dead warrior or mage. She must steal the bones from the actual grave of a buried wizard, sorcerer or fighter. The creation is a loyal skeletal warrior or skeletal mage that follows the graven one's verbal commands.

The minion is the equivalent of a 2nd-level fighter, sorcerer or wizard with the skeletal warrior or skeletal mage template (see Manual of Mon^ sters, Chapter 3: The Scourge, Skeletal Warrior or Skeletal Mage). This undead creation shares in the power of its master and becomes more powerful as the graven one advances in ability. At 4th, 6th and 8th level, the minion gains 2 more effective character levels. The levels gained must be in the minion's original class (wizard or fighter).

The graven one can have one minion at any time. If the minion is destroyed, the graven one can build another of the same or lower level of power. Creating a new minion takes 1 month's time per level of the minion, and requires the stolen skeletal remains of a warrior or mage.

Bolstered Bones (Su): At 3rd level, any skeletal undead (skeletal mages or warriors) summoned by the graven one gain +4 turn resistance and +2 hit points per Hit Die. Her awakened minion gains +4 turn resistance.

Imbue Ability (Sp): Once per day, the 5th-level graven one may transfer a special undead ability from one of her creations to another. She can transfer any supernatural (Su) undead ability to another undead creature. The creation retains the ability until destroyed. This process consumes the creature that possessed the original power.

The graven one spends a number of XP equal to 10 times the originating creature's hit points to transfer the ability. She must be touching both undead when using this ability.

Seize Ability (Sp): Upon attaining 7th level, the graven one can transfer a special undead ability

ing to regain spells). For full details of undead traits, see Chapter 7: Glossary in the MM.

Graven One Spell List

The graven one concentrates on the creation, control and conjuration of undead creatures. Unlike a necromancer, who preys upon the living for life energy, the graven one seeks to create undead in a perfect state to serve her as faithful and undying servants.

The graven one gains the following spells in addition to her regular arcane spell list. 1st Level — call of the spiritsf, command undead, summon undead If.

2nd Level — cannibalize*, dark sacrificed lesser death coil*, summon undead llf. 3rd Level — animate dead[ death coil* summon undead lllf. 4th Level — death pact*, greater death coil*, summon undead lVf.

5th Level — create undead, summon undead Vf. 6th Level — control undead, summon undead VIf. 7th Level — create greater undead, summon undead VII f. 8th Level — summon undead Vlllf. ?th Level — summon undead IXf.

from one of her creations (summoned or created undead) to herself by touch. She can do this once per day for every point of her Intelligence bonus. This process consumes the creature that possessed the original power and requires a full-round action. The stolen abilities remain with the graven one for 24 hours.

Armor of Bones and Shadow (Su): At 9th level, the graven one can summon a full set of +4 full plate made from interlocking bone and shadow with a full-round action. This suit provides her with all the benefits of a suit of full plate without any of the disadvantages. While wearing the armor she may cast spells without penalty.

The armor can be shattered with a command word, and the shards travel to interlock with up to 10 of her minions within 100 feet. This interlocking plate grants the affected creatures a +4 armor bonus and a +4 bonus on saving throws. The suit reassembles with the utterance of the same command word.

Undying (Ex): At 10th level, the graven one becomes one of the undead. She no longer ages or needs to sleep (though she must spend time meditat-

Shadow Hunter

Class Skills

Skilled Jungle Hunter

Shadow Hunter

Description: Shadow hunters deal with the darkest aspects of the spirit world. Their connections to powerful voodoo spirits give them the ability to curse and heal at a whim. Brave practitioners of rituals and dark rites, shadow hunters tread a cautious line between darkness and light.

The shadow hunter's craft originated with the jungle trolls. Since joining the Horde, this breed of civilized troll has taught voodoo to others deemed worthy of the craft. Ores, tauren and even some night elves have become skilled shadow hunters. Hit Die: d8.

Requirements

Affiliation: Horde.

Base Attack Bonus: +4.

Skills: Knowledge (religion) 5 ranks, Survival 5 ranks.

Spells: The ability to cast lst-level divine spells.

Spells: When a character gains a new shadow hunter level, he also gains new spells per day as if he had also gained a level in whatever divine spellcasting class he formerly belonged to before he added the shadow hunter prestige class. He does not gain any of the other benefits of his former class. He simply adds his shadow hunter level to the level of whatever other divine spellcaster class he has, and then determines spells per day and caster level accordingly.

Spirit of the Loa: The voodoo faith of the shadow hunter deals with communing with beings called the Loa. These spirits are mightier than elementals, yet not quite as powerful as gods. The shadow hunter uses the Loa's granted abilities to combat darkness or heal those in need. Unless otherwise specified all Loa abilities are standard actions.

The shadow hunter can choose to learn one of the following abilities from the Loa at 1st, 3rd, 5th, 7th, 9th and 10th level:

Battle Stride (Sp): The Loa Legba is a master of swift motion. Through him, the shadow hunter learns to move with great speed. Once per day he can imbue a number of allies equal to his shadow

Class Features

Weapon and Armor Proficiency: Shadow hunters are proficient with all simple weapons as well as with light armor.

Class Skills

The shadow hunter's class skills (and the key ability for each) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (religion) (Int), Survival (Wis), Swim (Str). See Chapter 4: Skills in the Player s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Special

Spirit of the loa

Spirit of the loa

Spirit of the loa (Hex)

Spirit of the loa

Spirit of the loa Spirit of the loa

Spell

+1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class +1 level of divine spellcasting class damage + 1 point per shadow hunter level. The die type increases to ldlO when he reaches 5th level, then to ldl2 at 10th level.

The shadow hunter may sacrifice a 1 st, 2nd or 3rd level healing spell to use this ability a number of times per day equal to his Wisdom bonus. This ability may not be used to harm undead; the spirits will only aid the shadow hunter's allies.

Hex (Sp): Ogoun, the Loa of war, teaches the shadow hunter to place dire curses upon his enemies. This Loa ability is so potent that the shadow hunter may learn it only after he gains 5th level.

Once per day, the shadow hunter may change a single targeted individual into a frog. This ability functions exactly like the spell baleful polymorph except as noted here. A Fortitude saving throw (DC 10 + the shadow hunter's level + the shadow hunter's Wisdom bonus) negates the hex. The effect lasts for 1 round for every two shadow hunter levels. The affected target takes on the form of a frog (use the toad statistics from Chapter 2: Animals in the MM), but retains its hit points, Hit Dice and saving throws. When changed to or from the frog shape, the target does not provoke an attack of hunter level with a +4 bonus on initiative checks and an additional 10 feet to their speed. These allies must be within 30 feet of him when he uses this ability. The effects of this ability last for a number of rounds equal to his shadow hunter level. This ability cannot affect the shadow hunter.

Healing Wave (Sp): Lukou is the Loa of healing and respite, and she grants the ability to heal allies. With a word, the shadow hunter invokes healing with a wave of soothing light.

The shadow hunter can target any ally within 30 feet with the healing wave. It heals the target and then bounces to the next ally within 10 feet. The wave travels from ally to ally (on a path designated by the shadow hunter) as long as each one is within 10 feet of one other. If the healing wave is unable to reach other allies, it travels back to heal the previous target, following its path back to the shadow hunter. The wave's healing effects are instantaneous.

The ability initially cures ld8 points of damage + 1 point per shadow hunter level; the die type diminishes as the wave travels between allies (ld8, then ld6, then ld4), stopping at ld4 points of

Table 2-6: The Shadow Hunter (Swh)

Class Level Base Attack Bonus Fort Save Ref Save Will Save

+0

+0

+2

+0

+0

+3

+1

+1

+3

+1

+1

+4

+1

+1

+4

+2

+2

+5

+2

+2

+5

+2

+2

+6

+3

+3

+6

+3

+3

+7

opportunity. Summoned creatures are immune to this ability.

Serpentine Form (Su): The Loa of serpents and treachery, Dambala teaches the shadow hunter to move swiftly and quietly by changing his shape into a serpent or snake. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour for every shadow hunter level, or until the shadow hunter chooses to change back. Changing form (to serpent or back) is a standard action and does not provoke an attack of opportunity.

Smite Undead (Su): Samedi is the Loa of cemeteries and the restful sleep of the dead. The undead are an abomination in his eyes. The shadow hunter can add his class level to a single attack and damage roll against an undead creature. This ability may be used a number of times per day equal to his Wisdom bonus.

Stormspear (Su): The realm of storms is controlled by Shango, and he guards the secrets of lightning and mayhem. By channeling the Loa's fury, the shadow hunter throws a lightning bolt that does ld4 points of electricity damage + 1 point of damage per shadow hunter level. This attack requires a ranged touch attack; there is no saving throw. The ability can be used a number of times per day equal to the shadow hunter's Wisdom bonus.

Shadow Hunter Spell List

Shadow hunters learn magic that hinders enemies and aids allies, gaining a unique mix of spells that delve into the more occult aspects of the Loa. 1st Level — detect undead, roar* sentry wardf, shadow meld*, sleep, stasis trap*.

2nd Level — call of the spiritsf, cause Fear, command, cripple*, remove Fear.

3rd Level — clairaudience/clairvoyance, deep slumber, healing ward*, serpent ward*, speak with dead, stitchf, voodoo spiritsf.

4th Level — arcane eye, conFusion, crushing despair, detect scrying, scrying.

5th Level — disrupting weapon, mark oFjustice, symboloF pain, symbol oF sleep.

6th Level — lightning monsoon f, mass cripplef, symbol oF Fear, undeath to death.

7th Level — control weather, greater scrying, insanity, symbol oF stunning. 8th Level — symbol oF death, symbol oF insanity. ?th Level — big bad voodoo f, storm oF vengeance.

Voodoo Symbols For Death World Warcraft Vol Jins Serpent Ward

World of Warcraft). The energies of that plane change the spiritwalker's pelt to pure white over time (though some are born with white pelts, destined to walk the path of spirit).

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