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| #1bignorsewolfFeb 01, 2009 17:44:56 | Background: This is mostly for a D20 Darkmatter campaign we're running. Acolytes and Mages are out, as , lets face it, they'd make everyone else irrelevant. And having that much magic available tends to ruin the ambiance. On the other hand, there's nothing wrong with a LITTLE touch of magic... Occult Warrior Since time immemorial warriors the world over have sought to woo the fickle fate of battle through charms, talismans, fetishes and Rituals of luck. Claws, teeth, and even ears of fallen foes have been pressed into service to ward off the weapons and evil spirits employed on the battlefield. The occult warrior continues these ancient traditions into the modern day, protected as much by his talismans as his Kevlar. Requirements To qualify to become an occult warrior a character must fulfill the following criteria. Base attack bonus +5 Skills: Knowledge tactics 10 ranks, Knowledge Arcane Lore 5 ranks. Class information The following information pertains to the Occult Warrior prestige class Hit die The Occult Warrior gains 1d8 hit points per level. The characters constitution modifier applies. Action Points The Occult Warrior gains a number of action points equal to 6+ ½ of his character level, rounded down, every time he gains a new level in this class. Class Skills The Occult warriors class skills are as follows Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane Lore, Art, History, tactics theology and philosophy (Int), Listen (Wis), Profession (Wis), Read. Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis) Swim (Str). Skill points at each level 5+ Int modifier Class features. The following features pertain to the Occult Warrior prestige class I see dead people. At 1st level, the Occult Warrior becomes sensitive to the spirit world around them, enabling them to see incorporeal undead that are otherwise invisible. At the Gm’s option, these spirits may occasionally provide the Occult Warriors with cryptic clues and hints, but wise dabblers in this field will recall that the ghosts motivations may not be the same as that of the occultist. Fetish At 2nd level the Occult Warrior is able to create fetishes. These are slotless magic items that only function for the occult warrior, and only function when worn. Due to the barbaric nature of some of these items, they may not be suitable in some social situations. At first level, an Occult Warrior knows the secrets of creating two of these objects but may only wear one at a time. At 4th level the Occult warrior knows how to create four of them and can wear two at once. Changing the fetish is a full round action that provokes attacks of opportunity. The look of the fetish is entirely up to the Occult Warrior, but it should be appropriate to its function. Creating a fetish requires that the Occult Warrior personally collect the materials from one of his fallen foes. Preserving and mounting the fetishes requires a DC 8 wealth bonus check. String of ears +4 to listen checks Desecrated flag +2 hit and damage vs creature of a specific Allegiance or type* Rabbits foot +5 feet of movement Floating eyeball Low light vision Tortoise shell necklace Damage reduction 1/- Thick Leather pads +2 natural armor Penetrating teeth Negate damage reduction vs 1 Allegiance** * For this item, select one allegiance such as Good, Evil, a nation, or a cause. Against creatures bearing that allegiance, you gain +2 to hit and damage. This damage is not precision based, and can be used at any range. ** For this item, select one allegiance such as Good, Evil, a nation, or a cause. Against creatures bearing that allegiance you negate any supernatural damage reduction they may have, or damage reduction from spells such as stoneskin. This is not effective against damage reduction from class features, such as that gained by the Tough Hero Class. Ritual Weapon This is my Rifle. There are many like it… At 3rd level, the Occult Warrior’s connection to any one weapon enables that weapon to be treated as a magic weapon, but only in the hands of the occult warrior. When held by the Occult Warrior, the weapon gains an enhancement bonus of +1, as does any ammunition fired from it in the case of missile weapons. At 5th level this bonus increases to +2 Changing a ritual weapon requires 28 days (one full moon cycle) to achieve. Ancestral Guidance At 4th level the Occult Warrior may call upon whatever spirits he believes in to guide his aim. By spending an action point and taking a standard action, he may cast true strike as a caster equal to his Occult Warrior level. Dispelling blows At 5th level, an Occult Warriors successful attacks can disrupt the magic of his enemies. By spending an action point before the attack is rolled (a free action), he may declare his next attacks a dispelling blow. If the attack succeeds, in addition to normal damage, the subject is treated as if they had been subject to a targeted dispel magic by a caster whos level is equal to twice the Occult Warriors class level. BAB Fort Reflex Will Special Def Rep +0 +1 +0 +1 I See Dead People +1 +0 +1 +2 +0 +2 Fetish I +1 +0 +2 +2 +1 +2 Ritual Weapon (+1) +2 +1 +3 +2 +1 +2 Ancestral guidance/ +2 +1 Fetish II +3 +3 +1 +3 Dispelling blow +3 +1 Ritual weapon +2 |