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About Harlequin, the JesterHe who laughs last, laughs alone in a field of bodies.
Reserved for Background:
Reserved for Description:
"We do not create the things that destroy us. Name a place and it becomes that place. Has old magic taught you nothing?" Init +23(Roll 2x2 times) (3(dex)+8(Int)+8(Wis)+4(Improved Initiative))
Build
Offense
Death Scythe (Su) +25/+25/+25/+25/+25/+25/+25 2d4+14(19-20/x4) + Fortitude DC 23 or -1 HP+dying
____________________ Defense
Attributes
____________________ Spells
Magus(Kensai)
Spells Known:
Level 0:
Level 1: Level 2: Level 3: Level 4: Level 4 - 2-1+1 = 2: Greater Invisibility, Vampiric Touch(Empowered, Reach(close))
Shaman(Speaker for the Past) Level 6 - 1+1 = 2: Slay Living(Vengeful Death, Empowered), Contingency
Spell-Like
____________________ Innate Items
89 12.7k - Ring of Chameleon Power
36k - Metamagic Rod, Persistent, Normal(up to Level 6)
____________________ Skills
Skill Points: 4(base)+1(FCB)+8(Int)+3(Bonus)*11=176 Skill Points Class Skills:
+8 racial Perception/Sense Motive/Stealth, +4 insight(Linguistics, Knowledge(all), Spellcraft, UMD)
____________________ Fiendish Powers
Unearthly Grace (Su): Harlequin adds his Charisma modifier as a racial bonus on all his saving throws, and as a deflection bonus to his Armor Class.
____________________ Eidolon Aspects
Chosen "free" Immunity: Sonic. Biped
Immunity (Su), Fire and Acid: An eidolon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution.
____________________ Race Aspects
Spell-Like Abilities, At will:
See in Darkness: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
____________________ Trickery Domain, Deception Subdomain
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
disguise self, mirror image, nondetection, confusion, false vision, mislead, project image, invisibility (mass), time stop ____________________ Feats (and Traits)
Feats granted by Templates:
Static Bonus Feat: Mortal Visage: You do not appear to be an undead. You gain a +10 bonus to Disguise skill checks to appear mortal and Bluff and Disguise are always class skills for you. You can temporarily drop the disguise as a swift action and reveal your true nature. Only then does your fear aura special attack become active. Restoring the illusion of normality is a full-round action.
Traits
Trait 2: Metamagic Master (Regional, from Reaper Side)
____________________ Class Features
Magus(Kensai) Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice(Scythe). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Arcane Pool (Su): Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Improved Spell Combat (Ex)
Spellstrike (Su): Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Fighter Training (Ex): Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. Iaijutsu (Ex): At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. Critical Perfection (Ex): At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon. Superior Reflexes (Ex): At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. Magus Arcana:
Shaman(Speaker for the Past)
Hexes
Monk(Unchained)
Stunning Fist: Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed. Ki Pool (Su): Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion. Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes. Ki Power (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Level 5 Style Strike - Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
____________________ Templates (copy from SRD)
Alacritous:
“Alacritous” is an acquired template that can be applied to any creature that is not incorporeal and has a move rate of at least 30 feet (hereafter referred to as the base creature). An alacritous creature uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +2. Defensive Abilities: An alacritous creature retains all the base creature's defenses and gains improved evasion (as the rogue ability), improved uncanny dodge (as the barbarian ability at a level of its total HD + 4), as well as the following:
Any round the alacritous creature does not use its split second ability (see below), it has a +20% chance to step away from any attack that would otherwise hit it. This stacks with any miss chance due to concealment. Speed: The alacritous creature doubles all its movement rates. Special Attacks: An alacritous creature retains all the base creature's special attacks and gains the pounce universal monster ability as well as the following.
An alacritous creature can move with such speed that it appears to be in two places at once. As a full-round action, it can move up double to its movement, then take a standard action at its original location, and one at its new location. It may use the action at its new location to charge and/or pounce, or to make an attack using Spring Attack (which counts as its additional standard action). It is treated as being at both locations for purposes of provoking attacks of opportunity from all actions taken (at either location) or threatening and being threatened, until the end of its action. Once the alacritous creature has taken all its actions, it comes to rest exclusively at its new position. An alacritous creature cannot use split second two rounds in a row. Spell-like Abilities: An alacritous gains the following spell-like abilities. Its caster level is equal to total Hit Dice + 4. Constant—freedom of movement Feats: An alacritous creature receives Dodge, Improved Initiative, Mobility, and Run and either Flyby Attack or Spring Attack (as appropriate) as bonus feats. Dread Lich:
“Dread Lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich (referred to hereafter as the base creature). A dread lich uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: If base creature is a lich +1; otherwise +3. Type: The creature's type changes to undead if it was not already undead, and it gains the evil subtype. Do not recalculate base attack bonuses, saves, or skill points. Alignment: Any evil. Senses: A dread lich gains darkvision 120 ft. Aura: A dread lich gains the following aura:
Creatures of less than 5 HD in a 60-foot radius that looks upon a dread lich must succeed on a Will save or become panicked. Creatures with 5 HD or more must succeed at a Will save or be frightened for a number of rounds equal to the dread lich's total Hit Dice. A creature that successfully saves cannot be affected again by the same dread lich's aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. If the base creature is a lich this ability replaces its fear aura. Armor Class: Natural armor class increases by +5. Hit Dice: Change all of the base creature's racial HD to d8s. Defensive Abilities: A dread lich, in addition to normal undead traits, has DR 15/magic and good, immunity to cold and electricity, and channel resistance +6.
A dread lich is immune to all polymorph effects except those it casts on itself.
When a dread lich is destroyed, its phylactery (which is typically hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the dread lich's body nearby. The process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it. Speed: A dread lich can fly with perfect maneuverability at a speed equal to the base creature's highest speed. If the base creature already has a fly speed, its maneuverability becomes perfect. If the base creature gains flight, it is a supernatural ability. Attacks: All of a dread lich's natural attacks are considered magic and evil-aligned for the purpose of overcoming damage reduction. If the base creature is not a lich, a dread lich gains a touch attack that it can use once per round. A lich fights without weapons uses its natural weapons (if it has any) in addition to its touch attack (which is treated as a primary natural weapon that replaces one claw or slam attack, if the creature has any). A lich armed with a weapon uses its weapons normally and can use its touch attack as a secondary natural weapon. A dread lich's touch attack uses negative energy to deal 1d10 points of damage to living creatures + 1 point of damage per 2 Hit Dice possessed by the dread lich. As negative energy, this damage can be used to heal undead creatures. A dread lich can take a full-round action to infuse itself with this energy, healing damage as if it had used its touch attack against itself. If the base creature is a lich, its touch attack damage increases as above. Special Attacks: If the base creature is a normal lich, the dread lich loses all the special attacks it gained from that template and gains the ones below. Otherwise, the dread lich retains all the base creature's special attacks and gains those described here.
All of a dread lich's spells from the necromancy school, spells with the evil descriptor, and spell-like abilities are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells.
Any living creature a dread lich hits with its touch attack must succeed on a Fortitude save or be paralyzed and cursed by a Death Curse that slowly wastes them away. The curse must be removed before any attempt to remove the paralysis can occur. Further, the curse slowly drains away the target's Constitution at the rate of one point of Con drain a day. A creature's Con cannot be restored until the curse is removed. If the creature's Con is reduced to 0, it immediately disintegrates into a pile of ash and bones. Only powerful magic, such as true resurrection, miracle or wish, can bring them back to life. After the curse is removed, remove paralysis can free the victim. If either attempt to remove the curse or the paralysis fails, the creature's Con immediately goes to 0 and it dies as above. Both the paralysis and the curse cannot otherwise be dispelled. Anyone under the effect of the cursed touch seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. Creatures immune to paralysis, except for other dread liches, can still be inflicted by the curse of the dread lich's touch. The save DC and the DC to remove the curse are both based on the dread lich's Charisma.
A -4 penalty applies to any dispel check made to dispel a spell cast by a dread lich. Spellcasting: The dread lich can cast spells as it did in life. Abilities: Str +4, Dex +2, Int +4, Wis +4, Cha +4. As an undead creature, a dread lich has no Constitution score. Feats: The dread lich gains Combat Casting, Command Undead, Greater Spell Penetration, Spell Focus (necromancy), and Spell Penetration as bonus feats. The dread lich's caster level for the Command Undead feat is either 15 or 2 + its divine caster level, whichever is greater. Skills: A dread lich receives a +8 racial bonus on Perception, Sense Motive, and Stealth checks, and a +4 insight bonus on Linguistics,Knowledge (all), Spellcraft, and Use Magic Device checks.
Herald of The Apocalypse:
The Herald of the Apocalypse template is four acquired templates that can be added to four creatures of any type that have Intelligence, Wisdom, and Charisma scores that are each greater than 5, and that aren't possessed by a Herald's essence (referred to hereafter as the base creatures).
The Four Heralds (Death, Famine, Pestilence, and War) use all the base creatures' statistics and special abilities except as noted here. All of the Four Heralds have the following in common: Challenge Rating: Same as the base creature +2. Consider granting a special XP reward for defeating the Four Heralds of the Apocalypse in all the forms they take. Alignment: Always neutral evil. Type: The base creature gains the evil subtype. Aura: A Herald of the Apocalypse gains fear aura 100 feet, modified as follows:
Any living creature within 100 feet of a Herald must succeed on a Will save or suffer cumulative fear effects. A creature that fails a save against one Herald's fear is shaken for 1 hour. A creature that fails its save against a second Herald's fear effect while still shaken by the first is frightened for 10 rounds. A creature that fails its save against a third Herald's fear effect while still frightened by the second is panicked for 1d6 rounds. A creature that fails a save against the fourth Herald's fear effect while still panicked by the third dies instantly. The durations of these effects overlap. A creature that succeeds on a save against any of these fear effects is immune to that Herald's fear for 1 hour or, if already shaken, until the duration of the shaken effect ends. A Herald's fear is a mind-affecting fear affect. The save is Charisma-based. Armor Class: All Heralds of the Apocalypse gain a +4 profane bonus to Armor Class. Defensive Abilities: All Heralds of the Apocalypse gain DR 10/good, resistance 10 to acid, cold, fire, electricity and sonic, SR 12 + the Herald's CR or base creature's spell resistance (whichever is higher). They are immune energy drain, ability damage and drain, spells and effects of the Illusion school and mind-affecting effects. Additionally, all Heralds gain the following:
Sometimes the Four Heralds of the Apocalypse work in concert. They are immune to each other's special attacks and to the special attacks of the possessed base creatures (such as breath weapons, poison, gaze attacks, or energy drain). Weaknesses: A Herald of the Apocalypse gains the following weaknesses:
A Herald takes +50% damage from channeled positive energy. If a Herald is destroyed by channeled positive energy, it is free to possess a new host.
As entities that presage the end of the world, the Four Heralds of the Apocalypse are as hated by most deities as they are by mortals. Each of the Heralds can be turned or commanded via the Turn Undead and Command Undead feats as though it were an undead creature with HD equal to its character level. Destruction frees a Herald to possess a new host. Special Attacks: A Herald of the Apocalypse retains all the base creature's special attacks and gains those described here.
When riding their phantom mount, each Herald is automatically equipped with a special minor artifact weapon that reflects their nature. If the weapon ever leaves the Herald's hands it disappears, and it can only be wielded by the Herald when mounted.
Once per hour, as a full round action, a Herald without a possessed host can try to possess any creature within 500 feet of an existing Herald. No line of effect is necessary between the Herald and the intended target, and the target need not be visible or otherwise discernible to the Herald. The target creature must succeed on a DC 20 Will save or immediately gain the appropriate version of the Four Heralds of the Apocalypse template. Success renders the creature immune to possession by any Herald for 1 hour. Once the creature is possessed and the template has been applied, the possessing Herald's essence cannot be expelled by any magic. Killing or destroying the host creature expels the essence, but it can immediately try to possess a new creature within 500 feet of another possessed Herald. A Herald whose host is incapacitated or rendered immobile, paralyzed, or unconscious may also attempt to possess a creature within 500 feet of any other possessed Herald. In this case, the creature that the departing essence leaves is immune to possession for 1 hour. When all the Heralds are without hosts at the same time, the Herald's essences return whence they came. They do not return until they are sent to bring about another apocalypse. Skills: A Herald of the Apocalypse gains a +10 racial bonus on Ride checks and Ride is always a class skill for it. Special Qualities: A Herald of the Apocalypse retains all the base creature's special qualities and gains those described here.
While possessing hosts, the Four Heralds of the Apocalypse are in constant mental communication with each other regardless of distance or the language abilities of the base creatures. If one is aware of a particular danger, they all are; if one is not flat-footed, none of them are; no Herald is considered flanked unless all of them are. Herald essences without hosts do not participate in the hive mind.
At will, as a standard action, a Herald can summon a saddled phantom mount one size category larger than itself that looks as described in the individual Herald entries. This mount appears below the Herald, lifting its rider into a mounted position, and it can even carry a Herald not normally able to ride a mount. The phantom mount remains until dismissed or dispelled, or until the Herald dismounts or is unhorsed. The phantom mount has no real physical form and can carry only the Herald that summoned it, although the Herald itself might be able to carry another creature while riding. The mount has a fly speed equal to 10 feet per character level of the Herald, with perfect maneuverability. A Herald cannot use a phantom mount for cover (though its body could be used to provide concealment), or use the Trample feat, or bull rush a foe while mounted on a phantom mount. Attacks and creatures pass through the phantom mount, but dispel magic (caster level equals Herald's character level) can dispel it. In addition, a Herald mounted on its phantom mount gains a special weapon attack according to its specific nature, as detailed below. Herald of Death The Herald of Death bears a scythe, spreading death far and wide. Its phantom mount appears as the rotting corpse of a horse that hangs limply beneath Death, never moving. Immunities: A Herald of Death in immune to all death effects. Special Attacks: A Herald of Death gains the following.
As a standard action while riding its phantom mount, the Herald of Death can summon to its hands a grave-dirt-covered +1 keen adamantine scythe sized for the base creature. In addition to taking normal damage from the weapon, any foe struck by the scythe must succeed on a Fortitude save or be reduced to -1 hp immediately and gains the dying condition. The scythe vanishes if the Herald of Death lets go of it for any reason and cannot be summoned when the Herald is not riding its phantom mount. Death scythe is a death effect. The save DC is Charisma-based.
As a standard action, once every 1d4 rounds, the Herald of Death can target any creature within 500 feet by pointing at it. The target must succeed on a Fortitude save or die instantly. If the creature fails the save, any other creature touching it within 1 hour of its death must also succeed on a save at the same DC or die. Finger of death is a death effect. The save DC is Charisma-based. Abilities: Int +4, Wis +4, and Cha +4 Feats: A Herald of Death gains the following as bonus feats if it does not already have them: Cleave, Great Cleave, Martial Weapon Proficiency (scythe), Power Attack, Weapon Focus (scythe). Inveigler:
“Inveigler” is an acquired template that can be added to any nongood creature with Intelligence and Charisma scores of 8 or higher (referred to hereafter as the base creature). An inveigler uses all the base creature's statistics and special abilities except as noted here. Challenge Rating: Same as the base creature +1. Alignment: Any non-good. Special Attacks: The inveigler retains all the base creature's special attacks and gains those described here.
Once per day, an inveigler can tell a lie so convincing that it enchants a single creature that hears it. The inveigler need not be able to see the target of its lie or have line of effect to it, but if the target cannot hear the lie, this use of the ability is wasted. The lie must be one that would cause the target to view the inveigler as a trusted friend or that would make it likely to follow the inveigler's orders, but it can be as outlandish as the inveigler wishes. If the target hears the lie, it must attempt a Sense Motive check opposed by the inveigler's Bluff check. A creature that fails this check by less than 5 is affected as though by the charm monster spell (caster level equals inveigler's character level). Failure by 5 or more means the inveigler has dominated the target as though using the dominate monster spell (caster level equals inveigler's character level). Charming falsehood is a sonic, mind-affecting charm effect. Abilities: Int +4, Cha +6. Feats: The inveigler gains Improved Feint and Persuasive as bonus feats. Skills: The base creature gains a +8 competence bonus on Bluff and Diplomacy checks and a +4 competence bonus on Sleight of Hand checks. Special Qualities: The inveigler retains all the base creature's special qualities and gains those described here.
When the inveigler uses any effect or spell that mimics charm monster, dominate monster, or any similar effect, spells such as detect magic cannot detect the effect. Furthermore, any Sense Motive check made to determine the influence over the target takes a –15 penalty. True seeing and other magic that reveals magical effects or determines the truth of the situation work normally.
When speak with dead is used on the corpse or head of an inveigler, it tells nothing but lies. Only a wish or miracle spell used to mimic speak with dead can pry the truth from the dead body of an inveigler.
Magic used to determine whether an inveigler is telling the truth reveals its lies only if the inveigler would wish its words to be construed as a lie. This ability affects even spells such as detect lie, zone of truth, and more powerful spells such as wish or miracle. Other creatures that are asked about the truth of what an inveigler says can represent the truth normally, so spells such as commune can allow characters to discover the truth, provided the creatures interviewed are privy to that truth.
Magical effects used to determine an inveigler's alignment or true form automatically reveal it to be the same as that of the creature doing the detecting. If the inveigler is aware of the attempt, it can cause the magic to reveal any alignment it chooses. This ability also protects the inveigler from spells that detect only certain alignment components, such as detect evil. It defeats even true seeing, but a wish or miracle spell used to learn about the inveigler (even by mimicking a lesser spell) reveals the truth. .
Whenever a creature attempts to detect the inveigler's thoughts (with a detect thoughts spell, for example), the inveigler is immediately aware of the attempt and can cause the effect to reveal any thoughts it chooses. A wish or miracle spell used to mimic detect thoughts or a similar effect reveals the inveigler's true thoughts. Suzerain:
“Suzerain” is an acquired template that can be added to any intelligent creature with a Charisma score of 10 or higher (referred to hereafter as the base creature). A suzerain creature uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1. Defensive Abilities: A suzerain keeps all the base creature's defensive abilities and gains the following:
A suzerain is immune to fear. In addition, any allies within 30 feet that view the suzerain as their leader are immune to fear effects. Speed: Each of the suzerain's speeds increases by +10 ft. over the corresponding speeds of the base creature. Special Attacks: A suzerain retains all the base creature's special attacks and gains those described here.
So long as a free-willed follower of the suzerain is within sight and capable of witnessing its actions, the suzerain has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do. Additionally, if the suzerain has any teamwork feats, it can grant a number of followers and cohorts gained from its Leadership feat equal to its leadership score the use of any one of its teamwork feats once a day as a free action for a number of rounds equal to its Charisma modifier (minimum +1). If the suzerain has cavalier levels, the duration for its tactician ability increases by a number of rounds equal to its Charisma modifier (minimum +1).
The first time a creature comes within 30 feet of the suzerain, its attitude toward the suzerain shifts one category toward the positive, if it was not initially hostile (Will save negates). This shift can be further modified by the suzerain's actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the suzerain to be affected. This is a mind-affecting enchantment effect. The save is Charisma-based. Abilities: Int +4, Wis +4, Cha +6. Feats: A suzerain gains Leadership (racial HD count as levels for the purpose of the suzerain creature's Leadership score) as a bonus feat if the base creature did not already have it Skills: A suzerain gains the following racial bonuses: +8 Bluff, +14 Diplomacy, +6 Intimidate checks. Special Qualities: A suzerain retains all the base creature's special qualities and gains those described here.
Each ally within 60 feet of the suzerain that can see or hear it gains a morale bonus equal to the suzerain's Charisma modifier on all attack and damage rolls, checks, and saves so long as the suzerain is alive or not destroyed.
As a standard action, a suzerain creature can inspire greatness (as the bard ability) in its allies within 30 ft. a number of times per day equal to its Charisma bonus. |