Lords of Madness - 3.5e

Page 195

CHAPTER 9

THE ABERRATION HUNTER

2-1/2 ft./0 ft.; SA deliver touch spells; SQ darkvision 60 ft., immunity to extra damage from critical hits and sneak attacks, improved evasion, low-light vision, speak with master, speak with primates; AL CN; SV Fort +8, Ref +5, Will +10; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5. Skills and Feats: Balance +10, Climb +10, Concentration +15, Heal +12, Hide +10, Knowledge (arcana) +14, Knowledge (dungeoneering) +3, Knowledge (the planes) +2, Listen +3, Spellcraft +14, Spot +3, Use Magic Device +9; Weapon Finesse.

KEEPER OF THE CERULEAN SIGN

The enemy is ancient, eternal, and forever. Yet they are not without weakness, for they have been put down before and shall be put down again. The power of the Cerulean Sign has not faded over the eons; it has grown. With its power within my soul, I cannot help but prevail against the Elder Evils, and they cannot help but fall against Entry Requirements Type: Cannot be an aberration. my might. Skills: Gather Information 5 ranks, Knowledge (arcana) 8 —Selsharra Derissor, a keeper of the Cerulean Sign The Cerulean Sign is an ancient rune of power, created untold eons ago by a race or deity long since vanished. This ancient race or deity clearly opposed the rise of the aberrant races, yet its efforts were ultimately a failure. The aberration races prosper, while their ancient adversary is forgotten. All that remains is the Cerulean Sign and its still-potent power against creatures from outside the realm of sanity. The power of the Cerulean Sign draws a small group of loyal keepers. These people work to keep the knowledge of the Cerulean Sign alive, for without it, the ancient aberrations cannot be opposed. But a keeper does far more than protect the Cerulean Sign. She takes the fight to the aberrations, and specifically to those they have seduced. She seeks out aberration cults and crushes them, ensuring that the foul taint from beyond can never supplant what is pure in the world.

BECOMING A KEEPER Since the keeper of the Cerulean Sign prestige class requires both spellcasting and a large number of skill points, the Table 9–7: Keeper of the Cerulean Sign Base Attack Fort Ref Will Level Bonus Save Save Save 1st +0 +0 +0 +2 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 4th +2 +1 +1 +4 5th +2 +1 +1 +4 6th +3 +2 +2 +5 7th +3 +2 +2 +5 8th +4 +2 +2 +6 9th +4 +3 +3 +6 10th +5 +3 +3 +7

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easiest path to entering this prestige class is through the bard class. Most other spellcasting classes either need to wait until they’re at least 16th level so they can acquire 8 ranks in a cross-class skill, or they need to multiclass. A character of a class that cannot cast spells must multiclass into a spellcasting class, but since all spellcasting classes can cast the required spell to craft a cerulean sign, the choice of spellcasting class is wide open. Charisma is the most important ability for a keeper of the Cerulean Sign, since it affects many of her skills and most of her class features. Bard keepers also rely on Charisma for their spellcasting and bardic music powers. After Charisma, Intelligence and Wisdom are perhaps the most important ability scores. Keepers of the Cerulean Sign rely on their magic and skills to avoid conflict, and thus the physical ability scores aren’t as important to them.

ranks, Knowledge (dungeoneering) 8 ranks, Sense Motive 5 ranks. Feats: Aberration Banemagic†, Craft Wondrous Item. Special: Must create a cerulean sign without aid. †New feat described on page 178.

CLASS FEATURES All of the following are class features of the keeper of the Cerulean Sign prestige class. Spellcasting: At each level, 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 a keeper of the Cerulean Sign, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Cerulean Focus: Before becoming a keeper of the Cerulean Sign, you must successfully craft your own personal version of the sign. Once created, this item functions as a cerulean sign

Hit Die: d6

Special Spellcasting Cerulean focus, detect aberrant taint +1 level of existing spellcasting class Greater banemagic 1/day +1 level of existing spellcasting class Word of revelation +1 level of existing spellcasting class Greater banemagic 2/day +1 level of existing spellcasting class Portal warding +1 level of existing spellcasting class Greater banemagic 3/day +1 level of existing spellcasting class Mental backlash +1 level of existing spellcasting class Greater banemagic 4/day +1 level of existing spellcasting class — +1 level of existing spellcasting class Cleanse aberration, +1 level of existing spellcasting class greater banemagic 5/day Class Skills (6 + Int modifier per level): Bluff, Concentration, Decipher Script, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, and Use Magic Device.


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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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