Nocte
2006-12-07, 02:31 AM
Eternal Child
Alignment
Any.
Race
Halfling
Requirements
This class can only be taken at first level, and when it is time for the halfling to reach adulthood.
Hit Die
d6.
Class Skills
The Eternal Child ’s class skills (and the key ability for each skill) are Balance (Dex), Bluff(Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Handle Animal(Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sleight Of Hand(Dex), Spot(Wis), Survival(Wis),Swim (Str), Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) Ũ4.
Skill Points at Each Additional Level
4 + Int modifier.
ETERNAL CHILD
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0
|
+2
|
+2
|
+0
|skirmish +1d6, Child body(Su)
2nd|
+1
|
+3
|
+3
|
+0
|Release Shadow (Su)
3rd|
+2
|
+3
|
+3
|
+1
|skirmish +1d6 +1AC
4th|
+3
|
+4
|
+4
|
+1
|Flight, 30 ft, Poor
5th|
+3
|
+4
|
+4
|
+1
|skirmish +2d6 +1AC
6th|
+4
|
+5
|
+5
|
+2
|Evasion
7th|
+5
|
+5
|
+5
|
+2
|skirmish +2d6 +2AC
8th|
+6
|
+6
|
+6
|
+2
|Flight, 30 ft, Average
9th|
+6
|
+6
|
+6
|
+3
|skirmish +3d6 +2AC
10th|
+7
|
+7
|
+7
|
+3
|Slippery Mind (Ex)
11th|
+8
|
+7
|
+7
|
+3
|skirmish +3d6 +3AC
12th|
+9
|
+8
|
+8
|
+4
|Flight, 40 ft, Good
13th|
+10
|
+8
|
+8
|
+4
|skirmish +4d6 +3AC
14th|
+10
|
+9
|
+9
|
+4
|
15th|
+12/+6/+1
|
+9
|
+9
|
+5
|skirmish +4d6 +4AC
16th|
+12/+7/+2
|
+10
|
+10
|
+5
|Flight, 50 ft, Good
17th|
+12/+7/+2
|
+10
|
+10
|
+5
|skirmish +5d6 +4AC
18th|
+13/+8/+3
|
+11
|
+11
|
+6
|
19th|
+14/+9/+4
|
+11
|
+11
|
+6
|skirmish +5d6 +5AC
20th|
+15/+10/+5
|
+12
|
+12
|
+6
|Flight, 60 ft, Perfect, Inmortality(Su).[/table]
Class Features
Weapon and Armor Proficiency
Eternal child are proficient with all simple weapons, plus the hand crossbow, shortbow, and short sword. Eternal child are proficient with light armor, but not with shields.
Child body(Su): An eternal child does not age, he is not under the Aging Effects, but still dies of old age when her time is up. An eternal child never reach adulthood, never goes through sexual development and never gets old.
Skirmish (Ex): An eternal child relies on mobility to deal extra damage and improve defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of the turn. The extra damage applies only to attacks made after the eternal child has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during he eternal child’s turn. This extra damage increases by 1d6 for every four levels gains above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The eternal child must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. eternal childs can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a eternal child gains a +1 competence bonus to Armor Class during any round in which she move at least 10 feet. The bonus applies as soon as the eternal child has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). An eternal child loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Release Shadow (Su)
At 4rd level, the shadow of an eternal child becomes alive and an eternal child can separate herself of its shadow. The shadow can not speak, but it can use sign language and can communicate intelligibly with the eternal child.
A destroyed shadow grows again in 7 days.
The eternal child shadow
Outsider(extraplanar, Incorporeal)
Hit Dice: as the eternal child.
Initiative: as the eternal child.
Speed: as the eternal child fly speed and maneuverability,
Armor Class: Use the eternal child Hit dice, deflection bonus equal to it's charisma modifier.
Base attack/Grapple: Use the eternal Base attack.
Attack: Incorporeal touch melee attack damage equal to the eternal chlil's skirmish dice.
Special Qualities: Dark Vision 60 ft. Incorporial traits.
Saves: Fort poor, Reflex good, Will poor.
Abilities: Str-; Dex, Con, and Cha as the eternal child; Int and Wis, 3 + Eternal child Int and Wis modifier.
Feats: None,
The shadow has copies of all the equipment and weapons of the eternal child but none are magical.
The shadow is proficient with any weapons and armor that the eternal child is proficient with.
Attach(Su)
While attached to the eternal child the shadow is inmune to dismisall and any other effect that can harm it,but can nott take any actions as a normal shadow. Attach and realease is a standart action.
Flight(Su): Once per day, The eternal child shadow, gives the eternal child the ability to fly at a speed of 30 with poor maneuverability, for a number of rounds equal to the eternal child level + charisma modifier.
At 8th level, the eternal child can use this ability twice per day and the maneuverability improves to average.
At 12th level, the eternal child can use this ability 3 times per day, the speed increaces to 40ft and maneuverability improves to good.
At 16th level, the eternal child can use this ability 4 times per day and the speed increaces to 50ft.
At 20th level, the eternal child can use this ability at will, the speed increaces to 60ft and maneuverability improves to perfect.
A eternal child loses this ability while her shadow is realeased or if it is destroyed, when wearing medium or heavy armor or when carrying a medium or heavy load.
Evasion (Ex)
At 6th level and higher, an Eternal child can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Eternal child is wearing light armor or no armor. A helpless Eternal child does not gain the benefit of evasion.
Slippery Mind (Ex)
This ability represents the eternal child ’s ability to wriggle free from magical effects that would otherwise control or compel her. If a eternal child with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Inmortality(Su): Upon 20th level the eternal child never dies of old age.
Ex-Eternal Child
An Eternal Child who willingly decides to grow up looses all his supernatural abilities from the Eternal Child Class. This situation can be reverted only by a wish or miracle spell.
Alignment
Any.
Race
Halfling
Requirements
This class can only be taken at first level, and when it is time for the halfling to reach adulthood.
Hit Die
d6.
Class Skills
The Eternal Child ’s class skills (and the key ability for each skill) are Balance (Dex), Bluff(Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Handle Animal(Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sleight Of Hand(Dex), Spot(Wis), Survival(Wis),Swim (Str), Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) Ũ4.
Skill Points at Each Additional Level
4 + Int modifier.
ETERNAL CHILD
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0
|
+2
|
+2
|
+0
|skirmish +1d6, Child body(Su)
2nd|
+1
|
+3
|
+3
|
+0
|Release Shadow (Su)
3rd|
+2
|
+3
|
+3
|
+1
|skirmish +1d6 +1AC
4th|
+3
|
+4
|
+4
|
+1
|Flight, 30 ft, Poor
5th|
+3
|
+4
|
+4
|
+1
|skirmish +2d6 +1AC
6th|
+4
|
+5
|
+5
|
+2
|Evasion
7th|
+5
|
+5
|
+5
|
+2
|skirmish +2d6 +2AC
8th|
+6
|
+6
|
+6
|
+2
|Flight, 30 ft, Average
9th|
+6
|
+6
|
+6
|
+3
|skirmish +3d6 +2AC
10th|
+7
|
+7
|
+7
|
+3
|Slippery Mind (Ex)
11th|
+8
|
+7
|
+7
|
+3
|skirmish +3d6 +3AC
12th|
+9
|
+8
|
+8
|
+4
|Flight, 40 ft, Good
13th|
+10
|
+8
|
+8
|
+4
|skirmish +4d6 +3AC
14th|
+10
|
+9
|
+9
|
+4
|
15th|
+12/+6/+1
|
+9
|
+9
|
+5
|skirmish +4d6 +4AC
16th|
+12/+7/+2
|
+10
|
+10
|
+5
|Flight, 50 ft, Good
17th|
+12/+7/+2
|
+10
|
+10
|
+5
|skirmish +5d6 +4AC
18th|
+13/+8/+3
|
+11
|
+11
|
+6
|
19th|
+14/+9/+4
|
+11
|
+11
|
+6
|skirmish +5d6 +5AC
20th|
+15/+10/+5
|
+12
|
+12
|
+6
|Flight, 60 ft, Perfect, Inmortality(Su).[/table]
Class Features
Weapon and Armor Proficiency
Eternal child are proficient with all simple weapons, plus the hand crossbow, shortbow, and short sword. Eternal child are proficient with light armor, but not with shields.
Child body(Su): An eternal child does not age, he is not under the Aging Effects, but still dies of old age when her time is up. An eternal child never reach adulthood, never goes through sexual development and never gets old.
Skirmish (Ex): An eternal child relies on mobility to deal extra damage and improve defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of the turn. The extra damage applies only to attacks made after the eternal child has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during he eternal child’s turn. This extra damage increases by 1d6 for every four levels gains above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The eternal child must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. eternal childs can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a eternal child gains a +1 competence bonus to Armor Class during any round in which she move at least 10 feet. The bonus applies as soon as the eternal child has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). An eternal child loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Release Shadow (Su)
At 4rd level, the shadow of an eternal child becomes alive and an eternal child can separate herself of its shadow. The shadow can not speak, but it can use sign language and can communicate intelligibly with the eternal child.
A destroyed shadow grows again in 7 days.
The eternal child shadow
Outsider(extraplanar, Incorporeal)
Hit Dice: as the eternal child.
Initiative: as the eternal child.
Speed: as the eternal child fly speed and maneuverability,
Armor Class: Use the eternal child Hit dice, deflection bonus equal to it's charisma modifier.
Base attack/Grapple: Use the eternal Base attack.
Attack: Incorporeal touch melee attack damage equal to the eternal chlil's skirmish dice.
Special Qualities: Dark Vision 60 ft. Incorporial traits.
Saves: Fort poor, Reflex good, Will poor.
Abilities: Str-; Dex, Con, and Cha as the eternal child; Int and Wis, 3 + Eternal child Int and Wis modifier.
Feats: None,
The shadow has copies of all the equipment and weapons of the eternal child but none are magical.
The shadow is proficient with any weapons and armor that the eternal child is proficient with.
Attach(Su)
While attached to the eternal child the shadow is inmune to dismisall and any other effect that can harm it,but can nott take any actions as a normal shadow. Attach and realease is a standart action.
Flight(Su): Once per day, The eternal child shadow, gives the eternal child the ability to fly at a speed of 30 with poor maneuverability, for a number of rounds equal to the eternal child level + charisma modifier.
At 8th level, the eternal child can use this ability twice per day and the maneuverability improves to average.
At 12th level, the eternal child can use this ability 3 times per day, the speed increaces to 40ft and maneuverability improves to good.
At 16th level, the eternal child can use this ability 4 times per day and the speed increaces to 50ft.
At 20th level, the eternal child can use this ability at will, the speed increaces to 60ft and maneuverability improves to perfect.
A eternal child loses this ability while her shadow is realeased or if it is destroyed, when wearing medium or heavy armor or when carrying a medium or heavy load.
Evasion (Ex)
At 6th level and higher, an Eternal child can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Eternal child is wearing light armor or no armor. A helpless Eternal child does not gain the benefit of evasion.
Slippery Mind (Ex)
This ability represents the eternal child ’s ability to wriggle free from magical effects that would otherwise control or compel her. If a eternal child with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Inmortality(Su): Upon 20th level the eternal child never dies of old age.
Ex-Eternal Child
An Eternal Child who willingly decides to grow up looses all his supernatural abilities from the Eternal Child Class. This situation can be reverted only by a wish or miracle spell.