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Arcion

03-14-07, 03:48 AM
Amalthea Descendant

"It cannot be an ill fortune to have loved a unicorn."

The name of this little known group of shapechangers comes from a human tale about a unicorn, who was changed into a human form by a friendly wizard to save her life, and then became the first of her kind to return to unicorn form after being human for a time. While in her human form, the unicorn was known as 'Lady Amalthea'.

It is not known wether those that find their way into this class are truely descendants of the original unicorn or those of the master wizard who changed Lady Amalthea into a unicorn once again, but most entrants into this Prestige class are humans who find the path to becoming a unicorn, as well as the way to return.

Requirements
Gender: Female
Alignment: Any Good
Spells: Able to cast at least three divine healing spells.
Skills: Concentration: 9 Ranks, Heal: 9 Ranks, Knowledge: 9 Ranks, Speak Language: Sylvan
Special: Must had held a conversation with a unicorn in their native tounge (Sylvan), any number of creatures may fulfil this requirement at one time, the unicorn can be naturally encountered or specifically summoned for this purpose. The characters may not use magical means to appear to speak Sylvan.


Hit Die: d8
Class Skills: Concentration, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Knowledge, Listen, Open Lock, Spellcraft, Spot, Survival
Skill Points at Each Level: 4


lvl BAB Fort Reflex Will Class Abilities
1 +0 +2 +0 +2 Magic Do as You Will, A Unicorn's Horn, Do Not Be Too Sure of That One Too Soon
2 +1 +3 +0 +3 I Would Rather That She Were Mad, You Deserve the Services of a Great Wizard
3 +2 +3 +1 +3 Do You Know What I Am Butterfly, Look at Your Fellow Legends
4 +3 +4 +1 +4 She'll Sleep Til Sunrise
5 +3 +4 +1 +4 She Will Remember Them All
6 +4 +5 +2 +5 Is Proof Against Death Itself
7 +5 +5 +2 +5
8 +6 +6 +2 +6 You Must Never Run From Anything Immortal
9 +6 +6 +3 +6
10 +7 +7 +3 +7 What Have You Done


Weapons and Armor Proficiency: Amalthea Descendants gain no additional weapon or armor proficiencies.

Magic Do as You Will (Sp):The Amalthea Descendant may become a Unicorn for a number of hours equal to her charisma modifier. This is a spell-like ability. The character must change form at least once per level to gain the class abilities of that level. For example, when she takes her first level in this class she gains no spell resistance until returning from her first change.
Any equipment worn or held is absorbed into the transformation or dropped, as the druid ability to wild shape.
While in Unicorn form, she gains all abilities of a standard unicorn (as the Monster Manual). Her hit points, saves, and skills are not recalculated, though she is considered a Magical Beast for spells.
Any creature seeing the Amalthea Descendant in unicorn form may attempt a DC 30 Knowledge check, an evil creature recieves a penalty equal to their hit dice to this check while a good creature recieves a bonus equal to their hit dice. Any creature failing this check (including the Amalthea's own companions) sees only a pure white mare, success allows the creature to realize they are looking at a unicorn. This check may only be attempted once, the success or failure determining how the creature sees the unicorn ever more. True seeing and other magics that allow to see beyond illusions do not penetrate this effect and if the Descendant is killed in either form, they do not change.
The Amalthea Descendant may inform a creature of her nature, causing the check to be an automatic success, however most Descendants are cautious of revealing their nature. If a creature had already failed this check, they still see only a white mare, even knowing that it is a unicorn.

A Unicorn's Horn (Su):As the original Amalthea, while in human form after the initial shift, an eight-pointed star appears on her forehead, indicating where her horn appears while in her unicorn form. This mark resists magic and gives the Descendant spell resistance equal to her character level.

Do Not Be Too Sure of That One Too Soon (Su):While in human form, the Amalthea Descendant radiates an aura of good as a cleric of her Descendant level, this stacks with any other aura she has.

You Deserve the Services of a Great Wizard:'but I am afraid you'll have to be glad of the aid of a second-rate pickpocket.' The Amalthea Descendant gains caster levels and spellcasting ability as if she had also gained a level in whatever class met the Spells requirement of this prestige class and adds Knock to that list of spells. If they had more than one class that met the requirement, they must designate a single class to benefit from this progression.
Her spellcasting increases at 2nd, 3rd, 5th, 6th, 7th, 9th and 10th levels as if she had gained a level in which ever class allowed access to the Descendant class.

I Would Rather That She Were Mad:Her human form frightens her. While in human form, she recieves a -2 penalty to saves vs. fear effects.

Do You Know What I Am Butterfly (Sp):The Amalthea Descendant gains the ability to speak to any natural woodland creature or vermin at will.

Look at Your Fellow Legends (Sp):'and tell me what you see.' The Amalthea Descendant may gain the benefit of True Seeing 1/day as a spellcaster of her Descendant level.

She'll Sleep Til Sunrise (Su):As the spell Healthful Rest(CAdv 151), except it funtions in a 30' radius only when the Descendant is unconcious (usually resting). The Descendant may not choose to fall unconcious specifically to activate this ability.

She Will Remember Them All (Ex):'when men are fairy tales in books written by rabbits.' And so as the Amalthea Descendant. Due to her connection with the unicorn she accumulates no penalties or bonuses for aging and cannot be magically aged. Her age catagory is considered Immortal.

Is Proof Against Death Itself (Sp):An Amalthea Descendant may cast Raise Dead 1/week as a spell-like ability by touching the creature to be affected with her horn.

You Must Never Run From Anything Immortal (Ex):'It attracts their attention'. Your status as an immortal being grants you greater focus in combat. If a creature tries to move past you (in attack or defense) you get a single bonus Attack of Opportunity against that creature in addition to any they might normally provoke. You may only use this ability once per combat.

What Have You Done (Su):When a creature causes the Amalthea Descendant to fall prone, other than by her own choice, they evoke an effect similar to Sword of Conscience (BoED 109) based on their hit dice. The target of this effect does not need to be evil.


Touched by the Phoenix

Requirements
Feats: Weapon Focus, Weapon Specialization in any Weapon
Skills: Survival: 3, Intimidate: 5
Special: Must have been raised from the dead
Special: Must carry a weapon with the Flaming ability or an armor with the Burning quality


LVL BAB Fort Ref Will Special

1 +1 +0 +0 +2 Scented Pyre, Tic Toc
2 +2 +0 +0 +3 Phoenix Wings
3 +3 +1 +1 +3 Resistance
4 +4 +1 +1 +4 Healing Flame
5 +5 +1 +1 +4 Lit By Flames
6 +6 +2 +2 +5 Improved Resistance
7 +7 +2 +2 +5 Shriek
8 +8 +2 +2 +6
9 +9 +3 +3 +6 Firebuilder
10 +10 +3 +3 +7 Spell Resistance


Hit Die: 1D10

Class Skills: Craft, Handle Animal, Intimidate, Jump, Knowledge, Ride, Survival, Spot
Skill Points at each level: 2

Weapon and Armor Proficiency: Touched by the Phonenix is proficient with all simple and martial weapons and all shields and armor.

Scented Pyre (Sp): The phoenix is a creature of rebirth. By sacrificing an amount of gold equal to 2,000 * character level, you are granted the ability to revive from death, as Raise Dead 1d4 hours after death. If you instead sacrifice 8,000 gold per character level, you instead rise as if by True Resurrection. This process must be repeated at each level to continue its effects, costing an additional 2 or 8 thousand gold per level.

Tic Toc (Ex): The Phoenix is a creature that lives beyond the boundries of a lifetime. Those touched by the Phoenix gain immunity to magical aging, however they have no other special effect. They gain bonuses and penalties as normal for aging.

Phoenix Wings (Ex): The Phoenix grants the strength to improve on magic. When the Touched wields a weapon with the Flaming quality, they may cause the weapon to become Flaming Burst instead for a number of rounds equal to the charisma modifier + Touched level.
If the weapon does not have the Flaming quality, you may make it Flaming for (charisma modifier + Touched level)/2. At 8th level you may make a Flaming weapon both Flaming and Flaming Burst (the effects stack).

Resistance (Ex): Starting at 3rd level, the Phoenix grants those it has touched resistance to damage. At 3rd level this is 5/magic, at 6th it grants Fire Resistance 20, at 10th this ability grants spell resistance equal to (10 + character level + Cha mod).

Lit By Flames(Sp): A Touched by the Phoenix gains an inner light. At will the Touched may give light as a torch. This is not strong enough to affect those creatures affected by light.

Shriek (Ex): The Phoenix can make a shriek and a Phoenix-touched learns how to emulate this effect. Once per minute they may make an Intimidate check. Every opponent within 30' must make a Will save (DC 10 + Cha mod) or be slowed for one round. This is a sonic, mind-affecting effect usable 1/day for every four levels of Touched.

Healing Flame (Su): The Phoenix gains a limited ability to heal their own wounds. At 6th level the Touched may cast Cure Light Wounds on themselves only 1/cha mod.

Firebuilder: A Phoenix can cast spells, especially those pretaining to flames and life. A Touched by the Phoenix may create magic items as if they had the Craft Magic Arms and Armor feat as long as the required spell has the [Fire] descriptor. If the Touched had at least one caster level before gaining this ability, all spells of the healing subschool or with the [Fire] descriptor are cast at +1 caster level.


Trickster Kitsune

The Kitsune are a race of fox-like creatures. Intelligent and playful, they love to create chaos. When a human happens to catch them, they are usually vengeful, but some people catch the intrest of a kitsune and, after some years of watching from behind cover, the kitsune may reveal themselves to their intrest.

Requirements
Skills: Bluff: 8 Ranks, Concentration: 8 Ranks, Disguise: 8 Ranks, Hide: 8 Ranks, and Tumble: 8 Ranks
Spells: Two spells with the [chaotic] descriptor


LVL BAB Fort Ref Will Special

1 +0 +0 +2 +2 Showing Off, Tailed Trickster
2 +1 +0 +3 +3 Gibberish in Neutral
3 +2 +1 +3 +3
4 +3 +1 +4 +4 Kitsune Movement
5 +3 +1 +4 +4
6 +4 +2 +5 +5 Kitsune Invisibility
7 +5 +2 +5 +5
8 +6 +2 +6 +6 The Power of a Tail
9 +6 +3 +6 +6
10 +7 +3 +7 +7 Kyuubi


Hit Die: 1D6

Class Skills: Appraise, Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Disable Device, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge, Listen, Move Silently, Perform, Profession, Sense Motive, Spellcraft, Survival, Spot, Tumble, Use Magic Device
Skill Points at each level: 6

Spellcasting: The Trickster Kitsune gains caster level and spellcasting ability as if he had also gained a level in whatever class met the Spells requirement of this prestige class. If they had more than one class that met the requirement, they must designate a single class to benefit from this progression. Trickster spellcasting increases at every odd level (1st, 3rd, 5th)

Showing Off: Kitsune love music and performance. If the Trickster Kitsune had the Fascinate Bardic Music ability, Trickster Kitsune levels stack with Bard levels to determine uses per day and the Trickster Kitsune gains a +2 class bonus to Perform checks.

Tailed Trickster (Ex): Kitsune are almost always seen with two tails, and sometimes they have three before they adventure out into the world. For a Kitsune accolote, having a tail is a great honor, if you do not have a tail naturally, you grow a fluffy tail. Every three levels you take in this Prestige class increases your number of tails by two (5 tails at level 6) until level 10. These tails increase your magical power. For each tail, you may increase the caster level of any spell by one, as if using Highten Spell metamagic without increasing casting time or spell slot used. You may do this once per day for each tail you have

Gibberish in Neutral (Su): A Trickster Kitsune has learned to trick people into thinking he is what he isn't. At 2nd level the Trickster gains a +2 disguise bonus on all opposed checks, at level 6 this bonus increases to +4.

Kitsune Invisibility (Sp): A kitsune may follow a given creature for years without being seen. Kitsune have a natural advantage, the Trickster Kitsune does not. In an effort to reproduce this ability of the kitsune, you learn to use Improved Invisibility as a caster of your Trickster level once per three Trickster levels. This ability can not be improved by Tailed Trickster or Kyuubi.

Kitsune Movement (Sp): Sometimes a kitsune is caught in the wrong place and the Trickster Kitsune finds themselves even more likely to be caught in the clutches of irony. A Trickster Kitsune can use Dimension Door as a caster of the number of tails you have and you may use this ability once per day per tail. This ability can not be improved by Tailed Trickster or Kyuubi.

The Power of a Tail (Ex): The tails of a kitsune are extremely powerful. At 8th level, you may spend a Standard Action to 'consume' one of your tails in order to gain temporary Hit Dice equal to your number of tails. These Hit Dice are as a Magical Beast and gain bonus from constitution as normal. These extra HP last until you rest for at least an hour (until natural healing takes over). This ability may only be used when you have stabilized at less than 0 HP.

Kitsune-bi (Su): Kitsune fox-fire, the kitsune can use it at will and the Trickster Kitsune tries to emulate this. Starting at level 3, the trickster may cast Dancing Lights as a caster of her Trickster Kitsune level. In addition, once per casting the trickster may make a ranged touch attack to strike an opponent. This deals one fire damage per Kitsune Trickster level, and adds 5 to any concentration check, if the opponent is vunerable to fire, it instead adds 10 to the concentration check. At 6th and every three levels, the Trickster Kitsune may use Kitsune-bi an additional time per day.

Kyuubi (Su): At level 10, a kyuubi approaches you with a choice. Become a Kyuubi, or die. If you choose to become a Kyuubi, you are forevermore treated as a magical beast rather than as a humanoid for the purpose of spells and magical effects. All spells increase by three caster levels. You now have nine tails, but can no longer use the effect of Tailed Trickster.


I created these classes for three of my friends, as it's White Day, a japanese holiday similar to Valentines, I decided to wait until today to present them. They are Cleric/divine caster, Fighter and Bard oriented, though I haven't written the requirements very well.