Eldan
2010-07-14, 05:37 PM
Urban Soul
Fluff forthcoming
ENTRY REQUIREMENTS
Feats: Urban Tracking
Skills: Knowledge: local 4 ranks, Knowledge: architecture 4 ranks, Gather Information 4 ranks
Special: Must speak at least three different languages
Maneuvers: Must know at least one second level strike of the shadow hand or oncoming storm schools.
Class Skills
The Urban Soul's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture, History, Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Hit Dice: d6
NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|City Adaption, Crowdrunner
2nd|
+1|
+0|
+0|
+3| Face in the Crowd
3rd|
+2|
+1|
+1|
+3| Rooftopper
4th|
+3|
+1|
+1|
+4| Mean Street's Stance
5th|
+3|
+1|
+1|
+4|Wall-walker
6th|
+4|
+2|
+2|
+5|Mob Violence
7th|
+5|
+2|
+2|
+5|Building Glide
8th|
+6|
+2|
+3|
+6|Genius Loci
9th|
+6|
+3|
+3|
+6|Never Seen again
10th|
+7|
+3|
+3|
+7|Soul of the City[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|1|1
2nd|1|0|0
3rd|1|0|0
4th|0|1|0
5th|1|0|0
6th|1|0|1
7th|0|1|0
8th|1|0|0
9th|1|0|0
10th|0|1|0
[/table]
Maneuvers: At each level except 1st, 4th, 7th and 10th, an Urban Soul gains new maneuvers known from the Oncoming Storm, Shadow Hand or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Urban Soul levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 1st, 4th, 7th and 10th, you gain additional maneuvers readied per day.
Stances: At 1st, and 6th level, you learn a new martial stance from the Oncoming Storm, Shadow Hand or Stone Dragon Disciplines. You must meet the stances prerequisites to learn it.
City Adaption (su): By walking it's streets for ten or more minutes and taking in the sights, you can connect yourself to the soul and flow of an unfamiliar city. From then on, you are considered to be familiar with the city for purposes of teleport and similar spells. You gain a +4 bonus on all knowledge: local and gather information checks made in the city, and automatically know the location of all major public buildings, monuments and main streets.
Crowd Runner: (ex): While in any city he is adapted to, you Soul can move and even run at full speed through even a dense crowd. Furthermore, your base land speed, and your climb and burrow speed, if you have either, increases by 5 feet, plus another 5 feet per two class levels beyond the first.
Face in the Crowd (ex): You become part of the faceless crowd moving through each city, anonymous and difficult to remember. In any situation where there are ten or more people within 30 feet of you who are inddifferent or unfriendly towards you, people ignore you, no matter how unusual you look or how famous you are, unless you take a hostile action or want to get their attention in some other fashion. People specifically looking for you are allowed a will save DC 10+your urban soul level+your intelligence modifier to ignore this effect.
Rooftopper: (ex): At level three, you become adept at jumping to the highest heights of a city and moving across it's roofs as easily as on the ground. While in a city, you ignore the effects of difficult terrain, and can move across sloped or slippery terrain normally without having to make any checks. Furthermore, you are always considered to have taken a running start when jumping and gain a competence bonus equal to your class level to all jump checks. Finally, you can jump to a height equal to your jump check result with your jump check, instead of one quarter your jump check.
Mean Street's Stance (su): From fourth level on, the spirit of the city itself protects you. As a swift action, you can drop the benefits of any other stance to enter Mean Street's Stance. While in this stance, all enemies treat all terrain within 30 feet of you as difficult terrain. At sixth level, when moving through this terrain, they have to take a balance check DC 15 or fall prone. At eight level, all enemies within 30 feet from you take 1d6 damage per turn and their vision is obscured beyond five feet, as if by an obscuring mist spell, as clouds of dust, debris, roof tiles and cobble stones fall down on them. This damage is treated as if from a magical, bludgeoning weapon for purposes of damage reduction.
Wall Walker (sp): At fifth level, you can walk up walls and even overhangs, as if affected by a spider climb spell. However, your climb speed when using this ability is always equal to 1/2 your land speed.
Mob Violence (ex): At sixth level, you can infuse your melee attacks with the wrath of an angry mob as a swift action. The next melee attack you make deals an additional 1d6 damage, plus one additional damage for every intelligent creature within 500 feet that is hostile towards the target.
Building Glide (sp): At seventh level, you can meld yourself into a building or street, as with a Meld into Stone spell. However, unlike the spell, you can move at one-half your base land speed, or your full burrow speed (whichever is faster) while in the stone. You are aware of all creatures within 100 feet touching the building or street, as with Tremorsense. Finally, you can partially exit the building or street with just some of your body parts, to attack creatures standing adjacent to or on the structure you are in.
Genius Loci: (su): At eight level, while melded into a building with your Building glide ability, you can ask the building questions, as with a stone glide spell. Additionally, while inside a city, you can concentrate for one minute to use the equivalent of a Clairaudience, Locate Creature or Locate Object spell, with their range extended to the boundaries of the city.
Never Seen Again (su): At ninth level, you can awaken the spirit of the city to swallow one of your enemies. Once per encounter, as a standard action, choose one target within 30 feet. The next time the target is alone on a city street, with no one else in sight, they are transported to an extraplanar maze. The maze seems similar to the city, but the buildings are unfamiliar, the windows and the sky above dark, and while whispers and shouts can sometimes be heard from behind the next corner, there is never anyone else around. The target can immediately attempt an intelligence check DC 10+1/2 urban soul level + your intelligence bonus. If they succeed, they can leave the labyrinth, appearing at another street corner a minute later. If they lose the check, they can try again every hour for the first twenty four hours, and once per day after that.
Soul of the City (su): At level ten, you become one with the city. Your type changes to living construct, and you gain damage reduction 5/adamantine, which increases to 10/adamantine while inside a city. As long as your feet touch a street or building, you can not be moved against your will by any effect or spell. While inside a city you are adapted to, you do not need to eat, drink or sleep.
Fluff forthcoming
ENTRY REQUIREMENTS
Feats: Urban Tracking
Skills: Knowledge: local 4 ranks, Knowledge: architecture 4 ranks, Gather Information 4 ranks
Special: Must speak at least three different languages
Maneuvers: Must know at least one second level strike of the shadow hand or oncoming storm schools.
Class Skills
The Urban Soul's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture, History, Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Hit Dice: d6
NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|City Adaption, Crowdrunner
2nd|
+1|
+0|
+0|
+3| Face in the Crowd
3rd|
+2|
+1|
+1|
+3| Rooftopper
4th|
+3|
+1|
+1|
+4| Mean Street's Stance
5th|
+3|
+1|
+1|
+4|Wall-walker
6th|
+4|
+2|
+2|
+5|Mob Violence
7th|
+5|
+2|
+2|
+5|Building Glide
8th|
+6|
+2|
+3|
+6|Genius Loci
9th|
+6|
+3|
+3|
+6|Never Seen again
10th|
+7|
+3|
+3|
+7|Soul of the City[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|1|1
2nd|1|0|0
3rd|1|0|0
4th|0|1|0
5th|1|0|0
6th|1|0|1
7th|0|1|0
8th|1|0|0
9th|1|0|0
10th|0|1|0
[/table]
Maneuvers: At each level except 1st, 4th, 7th and 10th, an Urban Soul gains new maneuvers known from the Oncoming Storm, Shadow Hand or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Urban Soul levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 1st, 4th, 7th and 10th, you gain additional maneuvers readied per day.
Stances: At 1st, and 6th level, you learn a new martial stance from the Oncoming Storm, Shadow Hand or Stone Dragon Disciplines. You must meet the stances prerequisites to learn it.
City Adaption (su): By walking it's streets for ten or more minutes and taking in the sights, you can connect yourself to the soul and flow of an unfamiliar city. From then on, you are considered to be familiar with the city for purposes of teleport and similar spells. You gain a +4 bonus on all knowledge: local and gather information checks made in the city, and automatically know the location of all major public buildings, monuments and main streets.
Crowd Runner: (ex): While in any city he is adapted to, you Soul can move and even run at full speed through even a dense crowd. Furthermore, your base land speed, and your climb and burrow speed, if you have either, increases by 5 feet, plus another 5 feet per two class levels beyond the first.
Face in the Crowd (ex): You become part of the faceless crowd moving through each city, anonymous and difficult to remember. In any situation where there are ten or more people within 30 feet of you who are inddifferent or unfriendly towards you, people ignore you, no matter how unusual you look or how famous you are, unless you take a hostile action or want to get their attention in some other fashion. People specifically looking for you are allowed a will save DC 10+your urban soul level+your intelligence modifier to ignore this effect.
Rooftopper: (ex): At level three, you become adept at jumping to the highest heights of a city and moving across it's roofs as easily as on the ground. While in a city, you ignore the effects of difficult terrain, and can move across sloped or slippery terrain normally without having to make any checks. Furthermore, you are always considered to have taken a running start when jumping and gain a competence bonus equal to your class level to all jump checks. Finally, you can jump to a height equal to your jump check result with your jump check, instead of one quarter your jump check.
Mean Street's Stance (su): From fourth level on, the spirit of the city itself protects you. As a swift action, you can drop the benefits of any other stance to enter Mean Street's Stance. While in this stance, all enemies treat all terrain within 30 feet of you as difficult terrain. At sixth level, when moving through this terrain, they have to take a balance check DC 15 or fall prone. At eight level, all enemies within 30 feet from you take 1d6 damage per turn and their vision is obscured beyond five feet, as if by an obscuring mist spell, as clouds of dust, debris, roof tiles and cobble stones fall down on them. This damage is treated as if from a magical, bludgeoning weapon for purposes of damage reduction.
Wall Walker (sp): At fifth level, you can walk up walls and even overhangs, as if affected by a spider climb spell. However, your climb speed when using this ability is always equal to 1/2 your land speed.
Mob Violence (ex): At sixth level, you can infuse your melee attacks with the wrath of an angry mob as a swift action. The next melee attack you make deals an additional 1d6 damage, plus one additional damage for every intelligent creature within 500 feet that is hostile towards the target.
Building Glide (sp): At seventh level, you can meld yourself into a building or street, as with a Meld into Stone spell. However, unlike the spell, you can move at one-half your base land speed, or your full burrow speed (whichever is faster) while in the stone. You are aware of all creatures within 100 feet touching the building or street, as with Tremorsense. Finally, you can partially exit the building or street with just some of your body parts, to attack creatures standing adjacent to or on the structure you are in.
Genius Loci: (su): At eight level, while melded into a building with your Building glide ability, you can ask the building questions, as with a stone glide spell. Additionally, while inside a city, you can concentrate for one minute to use the equivalent of a Clairaudience, Locate Creature or Locate Object spell, with their range extended to the boundaries of the city.
Never Seen Again (su): At ninth level, you can awaken the spirit of the city to swallow one of your enemies. Once per encounter, as a standard action, choose one target within 30 feet. The next time the target is alone on a city street, with no one else in sight, they are transported to an extraplanar maze. The maze seems similar to the city, but the buildings are unfamiliar, the windows and the sky above dark, and while whispers and shouts can sometimes be heard from behind the next corner, there is never anyone else around. The target can immediately attempt an intelligence check DC 10+1/2 urban soul level + your intelligence bonus. If they succeed, they can leave the labyrinth, appearing at another street corner a minute later. If they lose the check, they can try again every hour for the first twenty four hours, and once per day after that.
Soul of the City (su): At level ten, you become one with the city. Your type changes to living construct, and you gain damage reduction 5/adamantine, which increases to 10/adamantine while inside a city. As long as your feet touch a street or building, you can not be moved against your will by any effect or spell. While inside a city you are adapted to, you do not need to eat, drink or sleep.