Inaccurate?

Impure Prince

(Magic of Eberron variant, p. 73)

Of those who make it their special mission to rid the world of aberrations and their masters, only impure princes can claim the distinction of using daelkyr-inspired corruptions and symbionts as their most effective tool in aberration cleansing.

Requirements

Skills: Gather Information 4 ranks , Knowledge (dungeoneering) 8 ranks , Search 4 ranks , Speak Language (Daelkyr) 1 ranks

Feats: Symbiont Mastery

Special: Favored enemy (aberrations) or Gatekeeper Initiate feat (from the EBERRON Campaign Setting).


Hit die

d8

Skill points

4 + Int

Class Features

Spellcasting: At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an impure prince, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Expanded Spell List: The impure prince learns a variety of magical techniques for rooting out and destroying aberrations. Add the following spells to any one of your class spell lists:

1st—disguise self, protection from evil, remove fear.

2nd—calm emotions, lesser restoration, zone of natural purity.

3rd—daylight, remove disease.

4th—nature's wrath, restoration.

Lure Symbiont (Ex): Due to your extensive study of aberrations and their ilk, you can lure a symbiont to yourself chosen from the following list: breed leech, crawling gauntlet, stormstalk, throwing scarab, or winter cyst (all detailed in Chapter 6). Luring a symbiont for your personal use requires 8 hours of preparation and an expenditure of resources with a cost of 100 gp. The symbiont arrives 24 hours later.

If this symbiont is lost or killed, you can gain a new one using the same method. However, as long as you lack your symbiont, you cannot gain further levels in the impure prince class, and you lose access to the aberrant fortitude and otherworldly surge class abilities. If you are at least 5th level, you can choose to lure a shadow sibling, spellwurm, or tentacle whip instead of the options given above (the shadow sibling and spellwurm appear in Chapter 6; the tentacle whip is found in the EBERRON Campaign Setting). The lured symbiont willingly joins with you; any other character who attempts to join with the symbiont must succeed on a personality conf lict every day until the symbiont wins, at which point it detaches from the host.

You can also possess symbionts obtained through other means (such as by being a member of the daelkyr half-blood race, presented on page 37).

Favored Enemy (Aberrations) (Ex): Beginning at 2nd level, you gain aberrations as a favored enemy. At 6th level, the bonuses against aberrations increases by 2. The bonus from this ability stacks with those from other favored enemy class features. See the ranger class feature, page 47 of the Player's Handbook.

Aberrant Anatomy (Ex): Your internal anatomy reshapes in subtle and disturbing ways as you become more like the creatures you hate. Beginning at 3rd level, any time you are struck by a critical hit or sneak attack, there is a 25% chance that the extra damage from the critical hit or sneak attack is negated.

At 6th level, this chance increases to 50%.

Aberrant Fortitude (Su): As you taint your body with aberrant traits, your mental power begins to exert influence over your physical form. Beginning at 4th level, you can choose to apply your Wisdom modifier instead of your Constitution modifier on Fortitude saves. You lose access to this class feature if your symbiont is lost or killed. Once you lure a new symbiont, the ability returns.

Otherworldly Surge (Su): At 5th level, you become able to channel the power of Xoriat, the Realm of Madness. As a standard action, you can radiate a burst of mind-twisting energy drawn from the plane of Xoriat. This effect deals 1d6 points of damage per class level to all living, intelligent creatures within a 20-foot-radius burst (not including you or any of your symbionts) and confuses any creatures damaged by the burst for 1 round. A successful Will save (DC 10 + class level + Wis modifier) halves the damage dealt and negates the confusion. Aberrations are particularly vulnerable to this surge and take a —4 penalty on saves to resist it. This is an enchantment (compulsion), mind-affecting effect.

You can use this ability a number of times per day equal to 3 + your Wis modifier (minimum once). You lose access to this class feature if your symbiont is lost or killed. Once you lure a new symbiont, the ability returns.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +1 +0 +0 +2 Expanded spell list, lure symbiont
2nd +2 +0 +0 +3 Favored enemy aberrations +2 +1 level of existing spellcasting class
3rd +3 +1 +1 +3 Aberrant anatomy (25%) +1 level of existing spellcasting class
4th +4 +1 +1 +4 Aberrant fortitude +1 level of existing spellcasting class
5th +5 +1 +1 +4 Otherworldly surge +1 level of existing spellcasting class
6th +6 +2 +2 +5 Aberrant anatomy (50%), favored enemy aberrations +4

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Disguise CHA no no
Gather Information CHA no no
Hide DEX no yes
Jump STR no yes
Knowledge (dungeoneering) INT yes no
Knowledge (local) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Move Silently DEX no yes
Search INT no no
Sense Motive WIS no no
Spot WIS no no
Survival WIS no no

Spells for Impure Prince

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