View Full Version : The Ichari [PrC]

The Flake
2007-08-12, 12:32 AM
God damned Winged Knight... the brigand thought as he sprinted through the woods, a sack of stolen goods in his left hand and a sword in his right. Slashing through the underbrush, the man angrily brushed aside the various leaves and twigs that flew into his face. The wind had certainly picked up. It had picked up a lot, actually. It was going against him hard now; it was only a few moments ago that there was barely a breeze. Could this be the Knight's doing?

Best not to think about that, the brigand concluded, and continued to force his way through the dense forest. He seemed to be making good headway, even with the wind, and had allowed himself to think that he'd lost the Knight when he was suddenly buffetted back by a great gale of wind forming a wall, right in front of him. The brigand began to panic internally, but he was determined not to admit defeat and, with difficulty, he forced his way through.

The Winged Knight, flying about 50 feet above the brigand and watching his every move, sighed. So stubborn... Although, in reality, he hardly expected simply wind resistance, however strong, to deter him. Still... the warrior thought as he prepared to dive at his target, It would have been nice to avoid bloodshed, if not just this once. With one fell swoop, the deed was done, and the Knight gathered up the thief's stolen goods and began to fly them back to their rightful owners.

The villagers, former victims of the brigand and his group, were ever so grateful, and offered the Knight multiple gifts, but he refused to accept anything. A little boy whose necklace had been returned to him by the Knight tugged on his mother's sleeve, and asked naively, "Mommy, is that an angel?"

Close, the Knight thought with a smile, and flew away.

Taking "The Sky's the Limit" to New Heights

Hit Die: d8

To qualify to become an Ichari, a character must fulfill all the following criteria.
Skills: Craft (Wing Harness) 8 Ranks
Feats: Armor Proficiency: Wing Harness
Alignment: Any non-Chaotic
Base Attack: BAB +6
Special: Must craft a true Wing Harness, cannot be of the Earth subtype

Class Skills
The Ichari's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Jump (Str), Knowledge (The Planes) (Int), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the Ichari.

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

1st|+1|+2|+2|+0|Wing Harness, Wind Oath, Winged Society
2nd|+2|+3|+3|+0|Airborne Empathy
3rd|+3|+3|+3|+1|Wind Wall
4th|+4|+4|+4|+1|Crude Wings, Dive Attack
5th|+5|+4|+4|+1|Favored Enemy: Outsider (Earth)
6th|+6|+5|+5|+2|Air Walk, Speak Auran
7th|+7|+5|+5|+2|Improved Wings, Air Mastery
8th|+8|+6|+6|+2|Control Winds
9th|+9|+6|+6|+3|Control Weather
10th|+10|+7|+7|+3|Greater Wings, Sky Priest[/table]

Weapon and Armour Proficiency: The Ichari gains proficiency with simple weapons and shields.

Wing Harness (Ex): The Wing Harness is a device crafted out of wood and feathers, sealed together by wax. (These materials all cost a total of about 50 gold.) Normally, a device of this kind would do nothing to help one fly, except flap useless wings. However, if the harness has no less than 25 feathers from a flying beast (Hippogriff, Giant Eagle, Giant Owl, Pegasus), the harness grants the gift of wings. These feathers must be obtained without drawing blood from its living source, although this doesn't necessarily mean that the creature in question forfeits its feathers willingly. (For instance, a rogue might steal the feathers by night, a warrior might knock out a beast without dealing lethal damage, etc.) If there is blood on the feathers, they are tainted and must be replaced for the harness to work.

Making a Harness requires a Craft: Harness check, DC 25.

A Wing Harness is an exotic Medium Armor that offers no Armor Class bonus, has a Max Dex bonus of 2, weighs 35 pounds, has an Armor Check penalty of -5, and has an Arcane Spell Failure Chance of 25%. It takes three times as much time to remove as normal Medium Armor. Also, the Harness grants a +2 to all Handle Animal or Airborne Empathy checks of or pertaining to the flying beast whose kind of feathers are the Harness (the Ichari's patron animal).

When an Ichari dons his magical Wing Harness, he gains a flight speed of 30 feet (Poor). This speed is negated if the Ichari carries anything more than a light load. He can't go higher than 150 feet off the ground with the harness or the wax begins to melt, dealing one damage for every three rounds the Ichari stays higher than 150 feet, +1 damage for every hundred feet after that. Once five damage has been dealt, the Harness is beginning to fall apart, the Ichari's flight speed is reduced 15 ft. and he can no longer ascend. Once 8 damage has been dealt, the harness falls apart, the Ichari plummets to the earth and must gather up the parts and either repair or remake the harness. If the Harness is lit on fire, it takes damage at six times this rate, dealing 2 damage per round; however, the magic in the Harness prevents it from any other source of harm. Spells with the fire descriptor, rather than dealing their alloted fire damage, only light the Harness on fire, dealing damage as described above. Repairing the harness requires a Craft: Harness check DC 30, but only takes 10 minutes if all parts are present.

Wind Oath: An Ichari, in order to progress as an Ichari, must take an Oath to always adhere to a special Code. This Code prohibits the Ichari from ever using a spell to attain flight, or any other 'unnatural' source, including a magical item. A spell-like ability that grants flight, however, is allowed. This Oath also prohibits the Ichari from ever going underground more than 20 feet; this includes traps or spells that send the Ichari down. It also prohibits the Ichari from ever knowingly harming a flying beast from the list above, or an Air Elemental, and prohibits the Ichari from ever making peaceful contact with an Outsider of the Earth subtype. Destruction or damaging of an Ichari's Wind Harness immediately violates the Oath. Also, not wearing the Wind Harness for more than 72 hours, while it doesn't violate the Oath, damages the Ichari's connection with the Sky, and has the same effect as violation of the Oath.

Should an Ichari violate his Oath, he loses all of his spell-like and supernatural abilities granted from this class, and cannot progress in this class until he atones. Atonement for an Ichari is flying into the clouds (or just the sky, if the Ichari cannot reach the clouds), and continuing to fly for 24 hours straight. Once this is done, the Ichari reforges his connection with the Sky, regains his abilities and can continue gaining levels in the class.

Winged Society (Sp): The tiny society of the Ichari allows the winged warrior to share a connection with one another, as long as they are familiar with each other. At 1st level, this ability grants a +1 to Diplomacy and Sense Motive with all other Ichari. This bonus increases to +2 at 3rd level, and at 6th level, this ability allows the Ichari to keep constant status (as the spell) with any Ichari within 300 yards. The bonus to Diplomacy and Sense Motive increases to +3 at 10th level.

Airborne Empathy (Ex): The Ichari gains the ability to connect with any animal or magical beast with wings. This ability functions as the Druid ability, Wild Empathy, except it only works with winged creatures, and there is no penalty for dealing with magical beasts.

Wind Wall (Sp): As the spell. Can be cast once per day for every three Ichari levels, rounded down. Effective caster level 1/2 of the character's Ichari levels.

Crude Wings (Ex): At 4th level, the Ichari's Wing Harness has evolved as the Ichari gains more closeness with the Sky, and the Harness is no longer armor, it's simply mechanical-looking wings attached to the Ichari's back. The Ichari's flight speed increases to 60 feet (Poor), or 45 feet (Average), and he can now don special light armor, as detailed below. Medium and heavy armor are still too bulky, and when wearing such armor with the wings all flight speed is negated. Medium and heavy loads have the same effect. The Ichari's bonus to Handle Animal and Airborne Empathy checks with his patron animal increases to +3. The wings make the Ichari Large in regards to offering a bigger target, incurring a -1 Armor Class. Crude Wings no longer take a penalty for going higher than 150 feet off the ground, and, obviously, can no longer be removed.

Light armor designed to fit around wings must be masterwork, and costs twice as much as normal masterwork light armor of that kind. The Max Dex bonus cannot exceed +3.

Also, with Crude Wings, the feats Flyby Attack and Hover become available to the Ichari.

Dive Attack (Ex): This ability works just like a charge, but the Ichari must move a minimum of 30 feet and descend at least 10 feet, and deals double damage on a successful attack.

Favored Enemy: Outsider (Earth) (Ex): The Ichari, as a part of their connection with the air, also become adept at combating the Sky's natural enemies: the creatures of the Earth. This ability functions just as the Ranger ability of the same name, but only works against Outsiders with the Earth subtype. At 5th level, this ability's bonus is +2. This increases to +4 at 9th level.

Air Walk (Sp): As the spell, but cannot be cast by the Ichari while on the ground. Can be cast once per day for every 5 Ichari levels. Effective caster level equal to the character's Ichari levels.

Speak Auran: At 6th level, the Ichari learns to speak and understand Auran, the language of the Sky, and, if literate, read and write it.

Improved Wings (Ex): At 7th level, the Ichari's Crude Wings evolve once again. Improved Wings have the semblance of a giant bird's wings, feathered and natural, no longer retaining any semblance of once being mechanical. Improved Wings grant the Ichari a flying speed of 100 feet (Average), or 75 feet (Good), and can support special medium armor (see above about light armor for the increased price of specialized flying armor), but there is no longer a Max Dex bonus cap. Wearing medium armor or carrying a medium load slows down the Ichari's flight speed to 75 feet (Poor) or 50 feet (Average). Heavy armor still negates flight speed. The Handle Animal and Airborne Empathy bonus regarding the Ichari's patron animal increases again to +4.

Also, Improved Wings are stable enough to use in a Slam attack, which deals 1d6 bludgeoning damage for medium creatures, 1d4 damage for small creatures, and 1d8 for large creatures. With this slam attack, the feat Improved Natural Attack becomes available to the Ichari, if it weren't already. Slam attacks of this kind cannot be used while flying or in a Dive Attack.

In all other regards, Improved Wings are considered the same as Crude Wings.

Air Mastery (Ex):The Ichari has gotten so familiar with fighting while flying, that any fighting him while airborne take a -1 penalty to attack and damage.

Control Winds (Sp): As the spell, usable once per day. Effective caster level equal to the character's Ichari levels. Save DC is Charisma-based.

Control Weather (Sp): As the spell, usable once per day. Effective caster level equal to the character's Ichari levels.

Greater Wings (Ex): At 10th level, the Ichari's wings reach their final stage of evolution. Feathery and white, these wings are easily mistakable (and often are mistaken for) an angel's wings. These wings grant the Ichari a flight speed of 150 feet (Good) or 120 feet (Perfect), and can support all levels of armor, as long as the armor is specialized to fit a winged creature (see above); however, medium armor slows the flight speed to 125 feet (Good) or 100 feet (Perfect), and heavy armor slows the speed even more to 100 feet (Average) or 75 feet (Good). Medium and heavy loads slow down flight speed just as much as medium or heavy armor, respectively.

Slam attacks made by Greater Wings deal more damage than those by Improved Wings, increasing the bludgeoning damage for medium creatures from 1d6 to 2d4, the damage for small creatures from 1d4 to 1d6, and the damage for large creatures from 1d8 to 1d10.

In all other respects, Greater Wings are considered the same as Improved Wings.

Sky Priest (Su): This ability allows the Ichari to rebuke and bolster air creatures as well as turn earth creatures, just as the Cleric can turn or rebuke undead. The Ichari uses 1/2 of his ECL in place of Cleric levels when making these checks. He can use this ability a number of times per day equal to 3 +/- his charisma modifier.

The Flake
2007-08-13, 11:30 AM
Comments? Criticism? Suggestions?

2007-08-13, 11:44 AM
Th favored enemy seems out of place but otherwise this is fine.

2007-08-13, 12:50 PM
Wind Harnesses seem extraordinarily powerful, slightly too easy to make. I like it though.

The Flake
2007-08-13, 01:02 PM
Wind Harnesses seem extraordinarily powerful, slightly too easy to make. I like it though.

Well, I figured since it takes up the armor slot, has a big check penalty and a low max dexterity bonus, that was enough; maybe if I make it so that you can only craft/use a Harness if you take a level of the class?

The Flake
2007-08-21, 02:22 PM
I suppose I'll take the collective silence that there's nothing that should be changed?

2007-08-22, 08:52 AM
awesome class, too bad its non chaotic and I always play chaotic charactors