Page 161 - Serpent Kingdoms
P. 161

PRESTIGE CLASSES


                       Weapon and Armor Profi ciency: Ancient masters gain no   once per day. She gains one additional use per day of this ability
                     profi ciency with any weapon, armor, or shield.    at 8th level.
                       Attraction (Sp): An ancient master can plant a compelling     Shadow Concealment (Su): At 6th level, an ancient master
                     attraction in the mind of any subject within 25 feet of her. The at-  gains the ability to take on shadow form for 1 minute per an-
                     traction can be toward a particular person, object, action, or event.   cient master level. While in this state, she becomes incorporeal,
                     The target takes all reasonable steps to get close to the person,   appearing as a shadowy image of herself. She gains a +10 circum-
                     fi nd the object, attend the event, or perform the action designated,   stance bonus on Hide checks while this ability is in effect. The
                     though it does not suffer from blind obsession and does not take   ancient master gains one additional use per day of this ability at
                     extreme risks to do so. The subject can recognize danger but does   9th level.
                     not fl ee unless the threat is immediate. If the ancient master speci-    Baleful Teleport (Sp): At 7th level, an ancient master can
                     fi es herself as the object of the attraction, she cannot command   disperse miniscule portions of a target creature or object weigh-
                     the subject indiscriminately, though the subject does listen to her   ing no more than 300 pounds. The target takes 9d6 points of
                     (even if it disagrees). This ability grants the ancient master a +4   damage from this attack. A successful Will save (DC 10 + an-
                     bonus on Charisma checks made to infl uence the subject for the   cient master level + ancient master’s Cha modifi er) halves the
                     duration of the effect. Attraction lasts for 1 hour. This ability is   damage. A target under a dimensional anchor effect is immune
                     usable once per day at 1st level and an additional once per day   to baleful teleport. This ability is usable once per day at 7th level
                     every three ancient master levels thereafter (twice per day at 4th   and twice per day at 10th level. This ability is the equivalent of
                     level, three times per day at 7th level, and four times per day at   a 5th-level spell.
                     10th level). This ability is the equivalent of a 1st-level spell.    Claws of the Vampire (Sp): When an ancient master reaches
                       Conceal Thoughts (Sp): At 2nd level, an ancient master can   8th level, she can cause the fi  ngers on both her hands (if she
                     protect her own thoughts (but not those of any other creature)   has any) to grow to wicked, 2-inch-long points. She gains a claw
                     from analysis. She gains a +4 bonus on saving throws against   attack (base damage 1d8 points) that does not provoke an attack
                     divination effects that reveal emotions or thoughts and a +20   of opportunity. Whenever she uses this attack, she heals one-
                     circumstance  bonus  on  Bluff  checks  made  to  oppose  Sense   half the base damage that she deals with claws of the vampire.
                     Motive checks. This ability is always active.     She can use this ability in conjunction with feats, abilities, or
                       Body Equilibrium (Ex): A 3rd-level or higher ancient master   spells that allow additional attacks in the same round. This effect
                     can adjust her body density to match that of any solid or liquid   lasts for 1 hour per ancient master level and can be used once
                     she stands on. Thus, she can walk on water, quicksand, or even a   per day. This ability is the equivalent of a 4th-level spell.
                     spider’s web without sinking or breaking through. (This ability     Mind Probe (Sp): Once per day, a 9th-level or higher ancient
                     does not confer any resistance to particularly sticky webs.) She   master can read the thoughts of any one living creature within
                     can move at her normal speed, but she cannot run on an unfi rm   30 feet that fails a Fortitude save (DC 10 + ancient master level
                     surface without sinking or breaking through. If she falls while   + ancient master’s Cha modifi er). All the target’s memories and
                     using this ability, damage from the impact is halved. This ability   knowledge are accessible to her, from memories deep below the
                     is usable at will.                                surface to those easily called to mind. She can learn the answer to
                       Levitate (Sp): Upon reaching 4th level, an ancient master   one question per round, to the best of the target’s knowledge. She
                     can use levitate (caster level equals ancient master level) once   can also probe a sleeping target, though it may make a Will save
                     per day. She gains one additional use per day of this ability at   (DC 10 + ancient master level + ancient master’s Cha modifi er) to
                     7th level and another at 10th level.              wake after each question. Targets that do not wish to be probed
                       Dimension Door (Sp): At 5th level, an ancient master can   can attempt to move beyond the ability’s range unless somehow
                     use dimension door (caster level equals ancient master level)   hindered. The ancient master poses the questions telepathically

                     TABLE 12–1: THE ANCIENT MASTER
                     Class   Base         Fort    Ref    Will
                     Level   Attack Bonus   Save   Save   Save   Special
                     1st     +0            +0     +0      +2     Attraction 1/day
                     2nd     +1            +0     +0      +3     Conceal thoughts
                     3rd     +1            +1      +1     +3     Body equilibrium
                     4th     +2            +1      +1     +4     Attraction 2/day, levitate 1/day
                     5th     +2            +1      +1     +4     Dimension door 1/day
                     6th     +3            +2      +2     +5     Shadow concealment 1/day
                     7th     +3            +2      +2     +5     Attraction 3/day, baleful teleport 1/day, levitate 2/day
                     8th     +4            +2      +2     +6     Claws of the vampire 1/day, dimension door 2/day
                     9th     +4            +3      +3     +6     Mind probe 1/day, shadow concealment 2/day
                     10th    +5            +3      +3     +7     Attraction 4/day, baleful teleport 2/day, disintegrate 1/day, levitate 3/day


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             620_96566_SerpentKi144-167.indd   160                                                              5/13/04, 7:51:56 AM
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