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Milo v3
2012-06-19, 08:33 AM
Sanguine Sovereign

A night sky full of cries.
Hearts filled with lies.
The contract, is it worth the price?
A soul pledged to the darkness!

Within the darkness of the night dwell grim hunters known as Vampires. They feast on the blood of the living, a sanguine wine which sustains them. Upon their undead return they are weak, they have gifts, but they are without aim. Through focus and understanding, a Vampire can master his gifts.

GAME RULE INFORMATION
Sanguine Sovereigns have the following game statistics.
Abilities: Charisma is very important to a Vampire as it determines his fortitude saves, empowers his abilities, and keeps him “alive” while in a Catatonic state. Dexterity is also useful because it will reduce your chance of being hit, which is very hazardous because of your health. In addition several of a Sanguine Sovereigns skills are dexterity based.
Hit Die: d12

ENTRY REQUIREMENTS
Template: Vampire (http://www.giantitp.com/forums/showthread.php?p=13415476)

Class Skills
The Sanguine Sovereign’s class skills (and the key ability for each skill) are...
Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skill Points at Each Additional Level: 6 + Int modifier

Sanguine Sovereign
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+2|
+2|Blood Mark, Child of the Night, Eyes of Dusk|

2nd|
+1|
+0|
+3|
+3|Blood Never Lies, Fast Healing 2|+1 level of existing spellcasting class

3rd|
+2|
+1|
+3|
+3|Phantom's Step, Undying Reflexes|

4th|
+3|
+1|
+4|
+4|Phantom's Grip, Sanguine Fangs|+1 level of existing spellcasting class

5th|
+3|
+1|
+4|
+4|Flesh of Night, Improved Eyes of Dusk, Resist Turning|

6th|
+4|
+2|
+5|
+5|Hunter’s Form, Sanguine Trail|+1 level of existing spellcasting class

7th|
+5|
+2|
+5|
+5|Dusk Tongue, Grim Form, Tainted Fingertips|

8th|
+6/+1|
+2|
+6|
+6|Improved Sanguine Fangs, Umbral Grip|+1 level of existing spellcasting class

9th|
+6/+1|
+3|
+6|
+6|Wings of Night|

10th|
+7/+2|
+3|
+7|
+7|Ancient Heritage, Ancient Eyes of Dusk, Sanguine Wine|+1 level of existing spellcasting class

11th|
+8/+3|
+3|
+7|
+7|Birth Dusk, Mist Form|

12th|
+9/+4|
+4|
+8|
+8|Fast Healing 7, Stained Muscle|+1 level of existing spellcasting class

13th|
+9/+4|
+4|
+8|
+8|Dusk’s Intuition, Sanguine Form|

14th|
+10/+5|
+4|
+9|
+9|Borne Upon Mist, Fast Healing 8|+1 level of existing spellcasting class

15th|
+11/+6/+1|
+5|
+9|
+9|Whispers in the Dark, Umbral Strength|

16th|
+12/+7/+2|
+5|
+10|
+10|Noble Blood, Fast Healing 9|+1 level of existing spellcasting class

17th|
+12/+7/+2|
+5|
+10|
+10|Shadow Step, Twisted Feast|

18th|
+13/+8/+3|
+6|
+11|
+11|Horde of Night, Fast Healing 10|+1 level of existing spellcasting class

19th|
+14/+9/+4|
+6|
+11|
+11|Sanguine Weaponry|

20th|
+15/+10/+5|
+6|
+12|
+12|Perfect Eyes of Dusk, Wight of Dusk|+1 level of existing spellcasting class [/table]

Class Features
All of the following are class features of the Sanguine Sovereign.

Weapon and Armor Proficiencies: Sanguine Sovereigns are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Sanguine Sovereigns are proficient with light armor but not with shields

Blood Mark (Su): While drinking the blood of a creature while using Blood Drain, a Sanguine Sovereign can expend a free action to link yourself to that creatures blood.

Doing this grants that target as a Blood Mark. The maximum amount of Blood Marks that a Sanguine Sovereign is equal to double his class level.
If using this ability would exceed the limit then you must select one Blood Mark you currently have, this Blood Mark is removed.

This ability only works on creature of the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider (without the Elemental Subtype), and Vermin.

If a creature with a Blood Mark dies, then the Sanguine Sovereign retains that blood mark for one more day.

Child of Night (Ex): A Sanguine Sovereign may tainted a creature with his twisted blood and gain a Child of Night from the following list: bat, dire rat owl, raven (uses hawk statistics), snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: Medium shark, and octopus. This animal is a loyal companion that accompanies the Sanguine Sovereign on his adventures as appropriate for its kind.

A 1st-level Sanguine Sovereign’s companion is completely typical for its kind except as noted below. As a Sanguine Sovereign advances in level, the animal’s power increases as shown on the table. If a Sovereign releases his companion from service, he may gain a new one by performing a ritual requiring 24 uninterrupted hours of a crafting a blood rune. This ritual can also replace a Child of Night that has perished.

A Sovereign of 5th level or higher may select from alternative lists of Children of Night. Should he select a Child of Night from one of these alternative lists, the creature gains abilities as if the character’s Sovereign level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Sovereign level and compare the result with the Sovereign level entry on the table to determine Child of Night’s powers. (If this adjustment would reduce the Sovereign’s effective level to 0 or lower, he can’t have that animal as a Child of Night.)

Eyes of Dusk (Ex): A Sanguine Sovereign's eyes gain greater focus, he gains Darkvision up to 90 feet, and can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.

At 5th level, this ability improves further. The Darkvision increases to 120 feet, and he can see six times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.

At 10th level, this ability strengthens severely. The Darkvision increases to 150 feet, and he can see eight times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.

At 20th level, this ability reaches its pinnacle. The Darkvision increases to 180 feet, and he can see ten times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.

Blood Never Lies (Su): At second level and above, by expending a standard action a Sanguine Sovereign can cast Detect Thoughts on a single creature you have as a Blood Mark, except the only function of the spell is reading the targets surface thoughts and that it has no maximum range as long as the target is on the same plane of existence.
The Caster Level of this ability is equal to your Sanguine Sovereign level. The Save DC of this ability is equal to 12 plus your charisma modifier.

In addition while this ability is active, whenever the target lies you instantly know. This doesn't tell you the truth nor does it detect when a person says something that is wrong and they believe.

This ability can be used up to five times. If the Sovereign drinks blood with his Blood Drain ability, these uses are restored to five.

Fast Healing (Ex): Upon reaching second level, the Sanguine Sovereign's fast healing becomes more efficient, increasing to Fast Healing 2. This increases further by one at fourth level and every two levels thereafter, until Fast Healing 10 at 18th level.

Phantom's Step (Su): At third level, the Sanguine Sovereign's speed grows greatly. He gains a +10 bonus to his base land speed per 3 levels of Sanguine Sovereign.

Undying Reflexes (Su): As the Sanguine Sovereign's speed grows, so to does his reflexes. He gains a +1 deflection bonus to his armor class per 3 levels of Sanguine Sovereign.

Phantom's Grip (Su): At fourth level, the Sanguine Sovereign gains minor telekinetic powers. He can cast Mage Hand at will as a Swift or Standard action (Chosen at time of casting). The Caster Level of this ability is equal to your Sanguine Sovereign level.

Sanguine Fangs (Ex): At fourth level, the Sanguine Sovereign's fangs become razor sharp. His Bite attack count as magical for the purposes of damage reduction and deals damage as if the Vampire was one size larger.

At 8th level, the Bite attack deals damage as if the Vampire was two sizes larger.

Flesh of Night (Su): At 5th level, a Sanguine Sovereign gains the ability to turn himself into a nocturnal animal and back again once per day. His options for new forms include Bats, Giant Leeches, Rats, Ravens, Vultures and Wolves. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per Sanguine Sovereign level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use Flesh of Night, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the Sovereign melds into the new form and becomes nonfunctional. When the Sovereign reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Sovereign's feet.

A Sovereign loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild raven makes is a caw, so changing to this form does not permit speech.)

A Sovereign can use this ability one more time per day upon reaching 6th, 7th, 10th, 14th, and 18th level.

Resist Turning (Ex): Upon reaching 5th level, a Sanguine Sovereign gains a +1 turn resistance per five Sanguine Sovereign levels.

Hunter’s Form (Su): At sixth level, a Sanguine Sovereign adds the following creatures to the list of forms he has for Flesh of the Night;
Bat Swarm
Dire Bat
Giant Raven
Leech Swarm
Worg

Sanguine Trail (Su): As of sixth level, a Sanguine Sovereign can take a free action you can track a Blood Mark. This ability then acts as a Know Direction spell, except it affects a creature the Sanguine Sovereign has a Blood Mark for instead of North and the duration lasts for 1 round per Sanguine Sovereign level.
The Caster Level of this ability is equal to your Sanguine Sovereign level. The Save DC of this ability is equal to 10 plus your charisma modifier.

Upon a Sovereign reaching twelfth level, by meditating for one hour. This ability acts as the Scrying spell instead, except it can only target creatures the Sovereign has a Blood Mark for.
The Caster Level of this ability is equal to your Sanguine Sovereign level plus your Charisma Modifier. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

This ability (in either incarnation) can only be used three times. If the Sovereign drinks blood with his Blood Drain ability, these uses are restored to three.

Dusk Tongue (Ex): At 7th level, Sanguine Sovereign can improve the attitude of a nocturnal animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Sanguine Sovereign rolls 1d20 and adds his Sovereign level and his Charisma modifier to determine the Dusk Tongue check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use Dusk Tongue, the Sovereign and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Sovereign can also use this ability to influence a nocturnal magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Grim Form (Su): At 7th level, a Sanguine Sovereign adds the following creatures to the list of forms he has for Flesh of the Night;
Dire Wolf
Dire Raven (Uses Giant Eagle Statistics)
Skiurid

Tainted Fingertips (Ex): At 7th level, a Sanguin Sovereign gains two claw attacks. The amount of damage the claws deal is determined by the size of the Sovereign.

Size|Damage
Fine and Diminutive|1
Tiny|1d2
Small|1d3
Medium|1d4
Large|1d6
Huge|1d8
Gargantuan|2d6
Colossal|2d8

Umbral Grip (Su): As of eighth level, a Sanguine Sovereign can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.
The Sovereign doesn’t need his hands free to climb in this manner and can use his feet. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.

Wings of Night (Su): At ninth level and above, by expending a standard action a Sanguine Sovereign can cast Dimension Door as the spell.
The Caster Level of this ability is equal to your Sanguine Sovereign level. The Save DC of this ability is equal to 14 plus your charisma modifier.

This ability can be used up to eight times. If the Sovereign drinks blood with his Blood Drain ability, these uses are restored to eight.

Ancient Heritage (Ex): At 10th level, the Sanguine Sovereign is no longer a fledgling. His power's has grown significantly, but to attain his true power he must attune himself to his ancient heritage. This can be done by reading tomes written by the Ur-Vampires, drinking the tainted blood of one of the ancient vampires, or something similar. Whether or not you have attuned yourself is at the DM's discretion.

If attunement isn't attained, the vampire cannot continue to gain levels in Sanguine Sovereign.

Sanguine Wine (Ex): Upon reaching 10th level, the Sanguine Sovereign gains more sustainance from blood. When using Blood Drain, the Sovereign gains 1d8 temporary hit points per point of constitution drained from the target. If you get a 1 on a roll with this ability, you gain 2 temporary hit points as if you rolled a 2.

Birth Dusk (Su): At 11th leel, the Sanguine Sovereign can leave a festering rift of negative energy within a blood drained corpse, spawning a new vampire.

When an animal, dragon, humanoid or monstrous humanoid is slain by the Sovereign’s draining the victim’s Constitution to 0 or lower the target rises as a vampire if it comes in contact with shadow after 1d4 days.

The new vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved vampire's totaling no more than half its own Hit Dice; any vampire's it creates that would exceed this limit are created as free-willed vampires. A Sovereign may voluntarily free an enslaved vampire in order to enslave a new vampire, but once freed, a vampire cannot be enslaved again.

Mist Form (Su): Upon reaching 11th level, a Sanguine Sovereign can assume gaseous form at will as the spell (caster level equal Class Level) as a Standard action. It functions as normal except for the following; it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Stained Muscle (Ex): At 12th level, a Sanguine Sovereign's undead muscles become more efficient and precise. He gains a +1 bonus to his Strength and Dexterity score per four Sanguine Sovereign levels.

Dusk’s Intuition (Ex): At 13th level, a Sanguine Sovereign's senses become empowered to such a state he can sense those behind him without difficulty. He gains Blindsense with a range of 30 feet, this blindsense is nullified if all of the Sanguine Sovereign's senses are impaired.

Sanguine Form (Su): Upon reaching 13th level, a Sanguine Sovereign can assume Amorphous form at will as the spell (caster level equal Class Level) as a Standard action. It functions as normal except for the following; it can remain ooze-like indefinitely.

Borne Upon Mist (Su): Upon attaining 14th level, the Sanguine Sovereign gains more control over his mist form. This allows him to partially become gaseous while he remains mostly solid. This grants him 20% Concealment.

Whispers in the Dark (Su): Upon a Sovereign reaching fifteenth level, he can command his Blood Marks by expending a standard action. This ability acts as the Suggestion spell, except it can only target creatures the Sovereign has a Blood Mark for.
The Caster Level of this ability is equal to your Sanguine Sovereign level. The Save DC of this ability is equal to 13 + your charisma bonus (if any).

This ability can only be used ten times. If the Sovereign drinks blood with his Blood Drain ability, these uses are restored to ten.

In addition the Sovereign also gains Telepathy 60ft, but can only communicate with creatures he has as a Blood Mark.

Umbral Strength (Su): At fifteenth level, the Sanguine Sovereign masters his telekinetic powers. He can cast Telekinesis as a Standard action. The Caster Level of this ability is equal to your Sanguine Sovereign level. The Save DC of this ability is equal to 14 + your charisma bonus (if any).

This ability can only be used ten times. If the Sovereign drinks blood with his Blood Drain ability, these uses are restored to ten.

Noble Blood (Su): A Sanguine Sovereign of 16th level, can manipulate his Blood Marks by expending a standard action. This ability acts as the Dominate Person spell, except it can only target creatures the Sovereign has a Blood Mark for.
The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

This ability can only be used five times. If the Sovereign drinks blood with his Blood Drain ability, these uses are restored to five.

Shadow Step (Su): At seventeenth level and above, by expending a standard action a Sanguine Sovereign can cast Shadow Walk as the spell.
The Caster Level of this ability is equal to your Sanguine Sovereign level. The Save DC of this ability is equal to 15 plus your charisma modifier.

This ability can be used up to three times. If the Sovereign drinks blood with his Blood Drain ability, these uses are restored to three.

Twisted Feast (Su): At seventeenth level and above can twist the energy he gains from blood into other elemental forms, by expending a standard action a Sanguine Sovereign can cast Produce Flame, Meld with Stone, Water Walk, or Wind Wall as the spell.
The Caster Level of this ability is equal to your Sanguine Sovereign level.

This ability can be used at-will. Only a single spell can be used with this ability, choosen at the time of gaining this ability. When the Sovereign drinks blood with his Blood Drain ability, he can change which spell this ability uses as a free action.

Horde of Night (Su): At 18th level, Sanguine Sovereign command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 1d4 rounds and serve the Sovereign for up to 1 hour.

Sanguine Weaponry (Su): Upon reaching 19th level the Sanguine Sovereign gains better control over the iron in the blood. The Sovereign now can convert nearby blood into weapons and armor. As a swift action he can turn blood with 5ft into a weapon. This functions as a normal weapon of its kind. It can reverted back into blood as a free action.

Blood can also be converted into armor as a move action. This functions as normal armor of its kind. It can be converted back into blood as a free action.

The weapons and armor the blood is formed into must be made of metal. The Sanguine Sovereign is automatically proficient with this blood weapon or armor. Also if the Sovereign has higher Dexterity than Strength, then they are classed as having the Weapon Finesse feat while using the blood weapon.

In addition to the above, any weapon or armor created by this ability automatically has a +3 enchantment, but cannot be enchanted further.

The blood targeted by this ability must not be within a living creature, and must cover at least 5 feet. A Sanguine Sovereign can have up to 10 objects created by this ability at a single time.

Wight of Dusk (Ex): Upon reaching 20th level, the Sanguine Sovereign reaches the pinnacle of his vampiric power. This grants several gifts:

When using the Blood Drain ability he gains 2d6 temporary hit points.
He can use Flesh of the Night at-will.
He can cast Dominate Monster as a swift action on any Vampires he creates through use of the Birth Dusk ability/1 day.
His Blindsense increases to 60 feet.

The Sanguine Sovereign’s Child of Night
A Sovereign’s Child of Night is different from a normal animal of its kind in many ways. A Sanguine Sovereign’s Child of Night is superior to a normal animal of its kind and has special powers, as described below.
Class Level|Bonus HD|Skill Bonuses|Str/Dex Adj.|Int|Special
1st–3rd|+0|+0|+0|3|Empathetic Link, Share Spells
4th–6th|+2|+1|+1|5|Evasion
7th–9th|+4|+2|+2|7|Devotion
10th–12th|+6|+3|+3|9|Multiattack
13th–15th|+8|+4|+4|11|Speak with Master
16th–18th|+10|+5|+5|13|Improved Evasion
19th–20th|+12|+6|+6|14|Speak with Animals of its Kind

Child of Night Basics: Use the base statistics for a creature of the child’s kind, but make the following changes.
Class Level: The character’s Sanguine Sovereign level.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Remember that extra Hit Dice improve the Child of Night’s base attack and base save bonuses. A Child of Night’s base attack bonus is the same as that of a Sanguine Sovereign of a level equal to the animal’s HD. A Child of Night has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). A Child of Night gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Skill Bonuses: The number noted here is a racial bonus to the Child of Night’s Hide, Listen, Move Silently, Search, and Spot checks.
Str/Dex Adj.: Add this value to the Child of Night’s Strength and Dexterity scores.
Int: The Child of Night’s intelligence score.
Empathetic Link (Ex): The Sanguine Sovereign has an empathic link with his Child of Night out to a distance of up to 1 mile. The Sovereign cannot see through the Child of Night eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his Child of Night does.
Share Spells (Ex): At the Child of Night’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his Child of Night. The Child of Night must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the Child of Night if it moves farther than 5 feet away and will not affect the child again, even if it returns to the Sanguine Sovereign before the duration expires.
Additionally, the Sanguine Sovereign may cast a spell with a target of “You” on his Child of Night (as a touch range spell) instead of on himself. A Sanguine Sovereign and his Child of Night can share spells even if the spells normally do not affect creatures of the Child’s type (animal).
Evasion (Ex): If a Child of Night is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): A Child of Night companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: A Child of Night gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Child of Night instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Child of Night takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Speak with Master (Ex): A Child of Night and the Sanguine Sovereign can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): A Child of Night and the Sanguine Sovereign can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, hawks and owls and ravens with birds, etc). Such communication is limited by the intelligence of the conversing creatures.

Alternative Children of Night: A Sanguine Sovereign of sufficiently high level can select his animal companion from one of the following lists, applying the indicated adjustment to the Sovereign’s level (in parentheses) for purposes of determining the Child’s characteristics and special abilities.

4th Level or Higher (Level –3)
Dire Bat
Large Shark
Large Viper Snake
Giant Raven

7th Level or Higher (Level –6)
Dire Wolf
Dire Raven (Uses Giant Eagle Statistics)

Milo v3
2012-06-19, 08:38 AM
Okay so here is most of my Vampire PrC. The next 10 levels will be posted tommorrow because I need to sleep. Feel free to mention any errors or problems. I was about to fall asleep while writing this.

Welknair
2012-06-19, 09:47 AM
I saw the name and got my hopes up that it was a PrC for my Blood King. :smallfrown:


Anyways, this looks very cool! I'll see if I can give it a more thorough readthrough when I have the time.

Milo v3
2012-06-19, 08:20 PM
I saw the name and got my hopes up that it was a PrC for my Blood King. :smallfrown:
Didn't know you used that name in your sig. :smallredface:


Anyways, this looks very cool! I'll see if I can give it a more thorough readthrough when I have the time.
Thanks.

Daverin
2012-06-19, 10:35 PM
It doesn't help that it says "Full PrC" instead of "Base Class"... Or, wait; what exactly is going on here? :smallconfused:

Otherwise, looks interesting.

Milo v3
2012-06-19, 11:18 PM
It doesn't help that it says "Full PrC" instead of "Base Class"... Or, wait; what exactly is going on here? :smallconfused:

Otherwise, looks interesting.

I don't make normal PrC's. Instead I make Full PrC's. They have a Full 20 level progression. Generally, they have an ability at 10th level which means that effectively you can't continue without DM permission.

I plan on adding one after I get all the other abilities made.

Milo v3
2012-06-20, 01:36 AM
Okay all the abilities are up, in addition to an extra feature at 10th level for DM's who want this to only be 10 levels.