Immortal
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Prerequisites: Melee Combat, Cleave.
XP Cost: 500

Immortals are the elite warriors of the city-states of Agade, Sharru, Lugal, and Naram, They are also prized as mercenaries among the warlords of Xuexing who cannot afford the training and maintainace of Saburai.

Starting Ability

The immortal acquires the ability to craft powerful narcotic incenses known as salves. Salves provide their benefits only to their creators; if another creature consumes them, they must make a Fortitude save (DC 15) to avoid being dazed for 1d4 minutes. It takes ten minutes to craft any of the salves the Immortal can make, and they last for one day even if they are not consumed. During the process, the Immortal may add additional effects to the salves (see below). An Immortal may only have one salve active at any given time, but can voluntarily end the effects at any time.

Abilities

Desperate Measures
XP Cost:2,160
As a full-round action, you can voluntarily end the effects of the salve you are currently using to use its associated ability on the list below. You may not gain any benefits granted by that salve until the next day. You are still under the normal benefits of the salve while you are using this ability.

  • Crimson Mist: You regain 1d6 hit points for every point of your Wisdom modifier. In addition, you are cured of the following conditions: deaf, shaken, dazzled, fatigued, and diseased.
  • Shrieking Doom: You move quadruple your speed. Every creature you pass through using your Acrobatics skill takes 1d12 sonic damage for every point of your Intelligence modifier. Every creature you move near using your Tumble skill takes 1d6 sonic damage for every point of your Intelligence modifier. A successful Reflex saving throw (DC 10 +half your character level+ your Intelligence modifier) halves the damage. Creatures who fail the saving throw are also deafened for 1 minute. No creature can be affected by this effect more than once per day. This ability allows you to move at normal speed while tumbling.
  • Inque: You deal negative levels equal to your Charisma modifier to all enemies who are currently sickened because of your choking aura. A successful Fortitude save (DC 10 +half your character level+ your Charisma modifier) halves the negative levels. These negative levels last for a number of hours equal to your Charisma modifier. For each negative level bestowed, you gain 5 temporary hit points that last for 1 minute. The negative levels caused by this effect cannot drain a creature to death.
  • Eternal Contemplation: Every ally within sixty feet regains hit points and MP as if they had just rested for eight hours. You can only use this ability once every 24 hours. No character may use this ability to circumvent daily limits.
  • Fearful Symmetry: You banish one creature into an extradimensional labyrinth. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave. On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space.
  • Eternal Peace: You gain temporary hit points equal to your maximum hit points. You may make one free melee attack, at your full base attack bonus. These effects last 1 minute.
  • Deep Voyage: You and your allies within 30 feet disappear in a puff of smoke. You may reappear in any area within 1 mile.

Enriched Narcotic
XP Cost: 810
When you select this ability, choose one of the options listed below. This option is always considered an effect you may choose when preparing a salve. This ability may be purchaced more than once. If you choose the same ability multiple times, its effects stack.

  • +2 luck bonus to attack rolls
  • +4 luck bonus to damage rolls
  • +1 luck bonus on all saving throws
  • +10 luck bonus to movement, climb speed, and swim speed.
  • +1 enhancement bonus to any ability score

Warrior's Alchemy
XP Cost:1,350
You may burn two salves simultaneously, gaining the full effects of each.

Salves

Salves are purchaced with experience points, in the same manner as abilities. You may add a number of effects to each salve equal to your Intelligence modifier (minimum 1). In order to use a salve, you must burn it and inhale the fumes, allowing the narcotic combinations to send you into a dreamlike trance. the trance last ten minutes. When you emerge from the trance, you gain all the chosen effects. The effects last a number of hours equal to your Wisdom modifier +1.

Salves of the Mighty Prince
XP Cost: 270
You learn how to make the following three Salves: Crimson Mist, Shrieking Doom, and Inque.

Crimson Mist
Crimson mist has the following effects:

  • While this salve is active, you gain a +4 shield bonus to your Defense.
  • As a full-round action, you may regain a number of hit points equal to your Intelligence modifier.
  • You gain a deflection bonus to your Defense equal to your Wisdom modifier.
  • As a standard action, you can force a creature to only target you for one round. The creature can resist this effect with a successful Will save (DC 10+ half your character level+ your Wisdom modifier).

Shrieking Doom
Shrieking Doom has the following effects:

  • This effect may be selected more than once. You gain a climb and swim speed equal to half of your land speed. You gain a bonus on Acrobatics checks equal to 3+3 for each time you selected this effect, and you can use this skill untrained.
  • This effect may be selected more than once. Whenever you attack with a finesse weapon, you deal +1d4 bonus sonic damage for each time you selected this effect.

Inque
Inque has the following effects:

  • You emanate an aura of thick stench with a radius of 20 feet +10 feet for every point of your Charisma modifier. All enemies in the area must make a Fortitude save (DC 10+ half your character level+ your Wisdom modifier) every round or be sickened as long as they remain in the area. Exiting and reentering the area forces a new saving throw.
  • You may spit a ball of sticky goo toards a target within 20 feet+ 10 feet per point of your Charisma modifier. This action requires a ranged touch attack. If it hits, the target moves at half speed and suffers a penalty to Dexterity equal to 1d6 plus your Wisdom modifier (it can't bring the enemy to 0 Dex). This effect allows no saving throw, and lasts one minute. If the target has a source of water in reach, he can free himself of this effect as a full-round action by immersing himself in water.
  • As an immediate action, you can blow hot, greasy smoke into the face of an enemy within 20 feet+ 10 feet per point of your Charisma modifier. The target takes a penalty to their attack rolls equal to your Wisdom modifier, which lasts until the start of your next round. A successful Fortitude save (DC 10+ half your character level+ your Wisdom modifier) halves this effect.

Salves of Young King
XP Cost: 1,080
You learn how to make the following two salves: Fearful Symmetry and Eternal Contemplation.

Eternal Contemplation
Fearful Symmetry has the following effects:

  • You may generate a sixty-foot aura that produces one of the following three effects. You may only have one of the three effects active at any time. Switching between them is a standard action.
  1. All allies within the radius gain a morale bonus to attack rolls equal to your Wisdom Modifier, and a morale bonus to saving throws equal to half your Charisma modifier (minimum1).
  2. All allies within the radius gain a morale bonus to damage rolls equal to your Intelligence modifier, and a morale bonus to all opposed checks equal to half your Charisma modifier (minimum 1).
  3. All allies within the radius gain a morale bonus to skill checks and ability checks equal to half your Wisdom modifier (minimum 1).
  • You gain a number of rerolls per day equal to your Intelligence modifier. These rerolls may be used for any roll you make, but you cannot use more than one reroll per round.
  • Once per day, you can grow a lemon tree that's 10 feet tall per point of your Wisdom modifier. It must appear on a surface that can support it. The tree fades away after one hour.
  • As a standard action, you can increase your size by one step. This effect lasts for a number of rounds equal to twice your Charisma modifier (minimum 2). This ability may be used more than once. Its effects stack, but you may not become larger than Huge size.

Fearful Symmetry
Fearful Symmetry has the following effects:

  • As a standard action, a number of illusory duplicates equal to your Charisma modifier appear, making it difficult for enemies to know which target to attack. The duplicates stay near you and disappear when struck. These duplicates separate from you and remain in a cluster, each within 5 feet of at least one other duplicate or you. You can move into and through a duplicate. When you and the duplicates separate, observers can’t use vision or hearing to tell which one is you and which the duplicate. The duplicates may also move through each other. The duplicates mimic your actions, pretending to do whatever you do in order to further confuse your enemies. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a duplicate. Any successful attack against a duplicate destroys it. An duplicate's Defense is 10 + your size modifier + your Dex modifier. While moving, you can merge with and split off from duplicates so that enemies who have learned which image is real are again confounded. These duplicates remain for a number of minutes equal to your Intelligence modifier, or until struck.
  • You gain an enhancement bonus to Stealth checks equal to half your character level plus twice your Charisma modifier.
  • As a full-round action, you may grant a single melee weapon an enhancement bonus equal to your Intelligence modifier, and may opt to replace some or all of the bonus with a specifice enhancement (below). You may not have more than one specific enhancement on your weapon at a time. The bonuses and enhancements remain as long as you are holding the weapon, or until you choose to end the effect.
  1. You may replace 1 point of the enhancement bonus to have the weapon deal 1d6+2 Strength damage on a critical hit instead of its normal hit point damage. The target still suffers Trauma as normal. This effect cannot bring a creature to 0 Strength.
  2. You may replace 1 point of the enhancement bonus to have the weapon ignore the normal 50% miss chance when fighting Incorporeal creatures.
  3. You may replace 1 point of the enhancement bonus to have the weapon cause the target to be unable to hear or speak for 4 rounds on a successful hit. Subsequent hits do not stack, but do reset the duration.
  4. You may replace 2 points of the enhancement bonus to cause the weapon deal +1d6 points of fire damage. In addition, an opponent damaged by by this weapon must make a Reflex save (DC 11) or catch on fire for 1d4 rounds (1d4 damage per round). It is a full-round action to douse the flames.
  5. You may replace 2 points of the enhancement bonus to have the weapon force any opponent struck by it to make a Fortitude save (DC 6). If failed, the weapon deals an additional 1d4 damage, and you heal that amount. If you are already at maximum hit points, you gain temprary hit points that fade in 1 hour.
  • As a standard action, you may shroud 20-foot radius area in magical darkness. No creature except you can see within the darkened area, and all creatures outside the area (including you) cannot see through it. This effect can be targeted on a point in space within 25 feet of you. The effect is stationary when cast on an object (even a mobile one). You can use this effect to target a creature within 25 feet of you, and the effect then radiates from the creature and moves as it moves. The targeted creature may make a Will save (DC 10+your Magic attack bonus + your Wisdom modifier) to negate the effect when he is targeted.

Salves of the Golden Emperor
XP Cost: 2,700
You learn how to make the following two salves: Eternal Peace and Deep Voyage.

Eternal Peace
Eternal Peace has the following effects:

  • You gain a bonus to Strength and Dexterity equal to 4+ your Wisdom modifier. You gain a resistance bonus on Fortitude saves equal to 2+ your Wisdom modifier. You gain a competence bonus to Bluff checks equal to 2 +your Wisdom modifier.
  • Whenever you hit an enemy with a melee attack and deal more than 10 damage, you can immediately follow with a free bull rush or trip attempt. If you choose to bull rush, you do not follow your foe as she is hurled away.
  • Whenever you do a full-attack action, you may opt to spend a swift action to gain an extra attack.
  • As a standard action, you may force the sharing of your wounds with an unwilling creature within 20 feet. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. The target may attempt a Will save (DC 10 +your magic attack bonus +your Charisma modifier) to negate this effect when he is targeted. If you are ever more than 25 feet away from the target, the effect ends. The effect ends in a number of hours equal to your Wisdom modifier (minimum 1), or if you or the target are unconcious or killed.

Deep Voyage
Deep Voyage has the following effects:

  • You gain blindsense out to a distance equal to 20 feet times your Wisdom modifier, and blindsight for half the distance.
  • You breathe a 30 feet cone of purple mist as a standard action. Every ally in this area may instantly teleport up to a distance of 20 feet. Every enemy in the area must make a Will save or be teleported up to the same distance in a location of your choice. Enemies cannot be teleported into locations that cannot support them.
  • You breathe out a massive cloud of silver mist that settles over the surrounding area, causing natural terrain to look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. The transformation proccess takes 10 minutes, and lasts for a number of hours equal to your Intelligence modifier.
  • As a full-round action, you may grant every ally within sixty feet an enhancement bonus to their movement, swim speed, and climb speed equal to 10 feet times your Charisma modifier (minimum 10 feet). This effect lasts a number of rounds equal to your Wisdom modifier+1.
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