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Keeper of the Cerulean Sign
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.
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KEEPER OF T HE CERULE AN 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 my might. —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 fi ght to the aberrations, and specifi cally 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 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 confl ict, and thus the physical ability scores aren’t as important to them.
Entry Requirements Type: Cannot be an aberration. Skills: Gather Information 5 ranks, Knowledge (arcana) 8 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.
CL ASS 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 benefi t 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
Table 9 –7: Keeper of the Cerulean Sign Hit Die: d6 Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting 1st +0 +0 +0 +2 Cerulean focus, detect aberrant taint +1 level of existing spellcasting class 2nd +1 +0 +0 +3 Greater banemagic 1/day +1 level of existing spellcasting class 3rd +1 +1 +1 +3 Word of revelation +1 level of existing spellcasting class 4th +2 +1 +1 +4 Greater banemagic 2/day +1 level of existing spellcasting class 5th +2 +1 +1 +4 Portal warding +1 level of existing spellcasting class 6th +3 +2 +2 +5 Greater banemagic 3/day +1 level of existing spellcasting class 7th +3 +2 +2 +5 Mental backlash +1 level of existing spellcasting class 8th +4 +2 +2 +6 Greater banemagic 4/day +1 level of existing spellcasting class 9th +4 +3 +3 +6 — +1 level of existing spellcasting class 10th +5 +3 +3 +7 Cleanse aberration, +1 level of existing spellcasting class greater banemagic 5/day
Class Skills (6 + Int modif ier 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.
(see the sidebar). In addition, it serves as a focus for most of your class features. Without this focus, these abilities do not function.
Detect Aberrant Taint (Sp): As long as you wear your cerulean focus, you can detect the taint of aberrations. This ability functions as the spell detect aberration (see page 211), except that it also allows you to detect the presence or absence of any mind-affecting spells or supernatural abilities in effect on any creature, as long as the effect in question was placed there by an aberration. Additionally, it reveals any creature that willingly belongs to a cult that knowingly worships aberrations. A cultist who believes he is worshiping Pelor when in fact his devotions are led by a mind fl ayer in disguise would not register as tainted by the use of this ability, but a cultist who worships knowingly under a mind fl ayer would be revealed. You can use this ability a number of times per day equal to your class level. Greater Banemagic (Su): At 2nd level, you gain the greater banemagic feature. This ability works like the Aberration Banemagic feat (see page 178), except that once per day you can triple the benefi t gained. The damage increases by 6d6 instead of 2d6 and the save DC increases by 6 instead of by 2. You gain an extra use of this ability at every even-numbered class level (two times per day at 4th level, three times per day at 6th level, and so on). Word of Revelation (Su): Starting at 3rd level, you can utter a word of revelation as a standard action once per day. This supernatural ability duplicates the effect of an area dispel magic that targets all spells or effects from the school of illusion that were originally cast by an aberration or aberration cultist within a 30-foot burst centered on you. Additionally, any aberration or aberration cultist in the area must make a Fortitude save (DC 10 + keeper level + Cha modifi er) or take 1d4 points of Charisma damage.
Portal Warding (Su): Starting at 5th level, you can place a potent warding effect on any doorway or magic portal once per day. An aberration can pass through a warded doorway or magic portal only if it makes a successful Will saving throw (DC 10 + keeper level + Cha modifi er); otherwise it cannot use the doorway or portal and takes 3d6 points of damage. An attempt to destroy the door or magic portal counts as an attempt to pass through it. You know whenever an aberration attempts to pass through the door or portal, and you also know if the aberration is successful or not, provided you are on the same plane as the warding. You can maintain this effect indefi nitely, but you can sustain only one warded portal at any time.
Mental Backlash (Su): Beginning at 7th level, once per day you can refl exively lash out at any aberration or aberration cultist that targets you but fails to affect you with a mindaffecting spell or ability. You can do so only if you make a saving throw against a mind-affecting spell or ability directed at you by an aberration or aberration cultist. When this power is activated, the aberration or cultist must make a Fortitude saving throw (DC 10 + keeper level + Cha modifi er) or take 1d6 points of damage per keeper level and become nauseated for 1d4 rounds. A successful saving throw halves the damage and negates the nausea.
Cleanse Aberration (Sp): At 10th level, as a standard action once per day you can attempt to utterly destroy a single aberration within 30 feet. The aberration must make a Fortitude save (DC 20 + your Cha modifi er) or be killed.
If the aberration is destroyed, you heal a number of hit points equal to the number of hit points the aberration had when it died.
Illus. by S. Belledin
PL AYING A KEEPER OF THE CERULEAN SIGN
You tend to be enigmatic, yet intrigue others with your words. Your beliefs are based on ideals and concepts that predate the world’s current governments, religions, and societies, yet those ideas remain as compelling as anything those societies have to offer. The Cerulean Sign has survived the eons not only because of the power it carries but for the primal ideals and needs it represents. You can be rather mysterious regarding your motives and needs. You know that the tendrils of aberrant taint can slip unseen into the minds of the unsuspecting, so you keep what you know to yourself for fear of exposing your plans and secrets to the enemy. Your enemies include not only beholder cultists, slavers who sell to the neogi, and thralls of the illithids, but also the aberrations themselves, and their ageless, unknowable, primal masters that lurk beyond the veil of reality. Yet, unlike the abolishers of the Circle of the True, you and your fellows are not pessimistic and dour people. On the contrary, you have a powerful personality and are quite passionate about what you believe in. You must be, if you want to combat the insidious aberration cults that fester in the suggestible corners of the world.
Combat
As a keeper of the Cerulean Sign, you are best at using your magic and your skills to fi ght enemies. In most combats you fall back to a supporting role, using your spells to augment the better fi ghters in the group or to tend to the injured. Against aberrations and those who forsake their kin to throw in their lot with aberrations, you can be a terrible foe indeed. Many keepers take one or two levels in a fi ghting class just to augment their combat skills for the inevitable confl icts with aberrations and their cultists, but even without such measures, your ability to smite cultists can rapidly turn the battle against these foes. If you have bard levels, the Music of the Outer Spheres feat (see page 181) is an excellent choice to aid in your struggles against aberrations.
Advancement
As you gain levels in this prestige class, you should maintain maximum ranks in Bluff to trick cultists into thinking you’re one of them, in Decipher Script to make sense of weird tomes and messages you uncover while investigating a cult, in Knowledge (dungeoneering) to keep up on aberration lore, and in Sense Motive to aid in detecting if people are being magically manipulated. Spell Penetration and Greater Spell Penetration are good choices for feats, since many aberrations have spell resistance. Likewise, since many aberrations have powerful mental attacks, Iron Will is always a good choice. Since you will be fi ghting cultists more often than not, it’s probably a good idea to improve your combat skills by taking feats such as Weapon Focus and Dodge. Similarly, it can’t hurt to invest in an aberration bane weapon. Such a weapon can quickly take apart most of the creatures you will end up fi ghting. You might want to look into buying items that enhance your skills, as well, such as a circlet of persuasion or a rod of splendor. A rod of rulership can go a long way toward wresting control of a large number of cultists away from their unhuman leaders. You should also not hesitate to seek out magic items that specifi cally defeat common aberration attacks. A vest of escape can aid in getting out of grapple attacks, for example, and a scarab of protection is invaluable when you face an aberration with instant death attacks (such as a beholder). Finally, don’t forget to upgrade your cerulean sign as you gain levels. This magic item is quite helpful, and enhancing its bonuses only makes it more so.
Resources
As a keeper of the Cerulean Sign, you do not have an organization or guild to back you up. You are guided purely by your own conscience and your need to oppose the aberration cults that constantly threaten society. Yet you are not alone in the world. The Circle of the True supports the keepers as best they can, providing a safe place for you to rest and recover, or sending along fi ghters or abolishers to help eradicate a cult when one is discovered. See page 217 for more information on the Circle of the True.
KEEPERS IN THE WORLD
The PCs normally won’t attract the attentions of a keeper of the Cerulean Sign—unless, of course, one of them is an aberration cultist (or an aberration). It’s far more likely that the PCs fi nd themselves working with a keeper, even if they do not realize it at fi rst. They might
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CERULEAN SIGN
The ancient cerulean sign is a potent symbol against aberrations and their ilk. Said to be an ancient glyph that captures and focuses the power of the natural world, an item of jewelry that bears a properly crafted cerulean sign becomes a potent ward against creatures from outside the natural order. A cerulean sign is usually crafted as an amulet, but it can sometimes be found in the form of a mantle, medallion, periapt, or ring. As long as a cerulean sign is carried (either in the hand or in a pocket or container you are wearing, excluding those that create extradimensional spaces, such as bags of holding), it
grants the carrier a +1 resistance bonus on all Will saving throws made against effects that originate from aberrations. If worn, a cerulean sign also grants a luck bonus to your Armor Class and on all saving throws against attacks from aberrations, as well as a luck bonus on level checks made to penetrate an aberration’s spell resistance. The magnitude of this luck bonus ranges from +1 to +5. Moderate abjuration; CL 7th; Craft Wondrous Item, invoke the cerulean sign†; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 60,000 gp (+4), 100,000 gp (+5). †New spell described on page 211. pqqqqqqqqqqqqqqqqqqqqrs
be working to infi ltrate a cult base, encounter an undercover keeper already established in the cult, and join forces with her to achieve their common goal.
Organization
Although the keepers of the Cerulean Sign operate alone, they understand the value of having friends and allies. A keeper often offers her services to an organization that has goals similar to her own, such as the Circle of the True or a good-aligned religion. In such cases, the keeper is afforded a place on the periphery of the organization. Despite not being a true member, she is nonetheless treated as an equal. Her quarters on site are set off from the rest of the barracks, more out of respect than for any other reason. Keepers tend not to be interested in achieving or maintaining positions of power among the leadership of an allied organization. Likewise, they feel no urge to follow the orders of an allied organization’s commanders, but they usually do so nonetheless to maintain goodwill.
NPC Reactions
A keeper of the Cerulean Sign who displays the sign, either by wearing her personal cerulean sign openly or wearing clothing or armor emblazoned with the rune, can expect others who recognize the sign to react appropriately. Aberrations, and those allied with them, almost always have an initial attitude of hostile toward a keeper. Druids, good clerics, members of the Circle of the True, and similarly minded individuals have an initial attitude of helpful. Strangely, government leaders, paladins, and others with investment in a lawful society distrust those who wear the sign, most likely because their efforts to uproot and destroy aberration cults can completely disrupt the social order, especially when members of the cult also happen to be high-ranking offi cials. The keepers of the Cerulean Sign have a reputation for not helping to sort out the mess this creates, since they would rather turn their efforts toward tracking down the remnants of the cult who might have escaped judgment. As a result, while government offi cials, paladins, and clerics of lawful deities can have a wide range of initial attitudes toward a keeper (usually indifferent), the keeper takes a –4 penalty on all skill checks made to adjust such an individual’s initial reaction.
KEEPER OF THE CERULEAN SIGN LORE
Characters with Knowledge (history) can research the keepers of the Cerulean Sign to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
DC 10: “The keepers fi ght against the formation of cults founded by aberrations.”
DC 15: “The keepers aren’t an organized group; each of their members operates alone. They do share a common devotion to a strange rune.”
DC 20: “The Cerulean Sign that the keepers revere is an ancient rune that is said to predate the gods themselves.” This result should also show the character what the Cerulean Sign looks like.
DC 30: Characters who achieve this level of success can learn important details about powerful keepers, including their names, who they ally themselves with, and details of the cults they have disrupted.
KEEPERS OF THE CERULEAN SIGN IN THE GAME
A keeper of the Cerulean Sign might appear whenever a cult of aberration worshipers fi gures in the storyline. The keeper might not be an obvious part of the story, but her presence should nonetheless be felt at some point by the PCs. Perhaps they need to convince the keeper of their honorable intentions to progress in their quest. Likewise, a keeper might have run into a dead end in her investigations and could make contact with the PCs herself to recruit their aid.
Adaptation
If your campaign doesn’t feature cultists who worship aberrations or are easily dominated by them, you can still use this prestige class by adjusting its focus. Perhaps the keepers oppose a specifi c evil religion in your campaign world or a corrupt government. One possible way to adapt this prestige class is to reverse its role. Perhaps the keepers serve an ancient philosophy that would see the aberrations rule the world.
They infi ltrate churches and organizations and use their skills to subtly twist and taint the members into worshiping and supporting aberrations, effectively becoming that which the keeper described here works so hard to oppose.
Encounters
A keeper of the Cerulean Sign is most likely to appear as a much-needed ally for a company of adventurers campaigning against an aberration threat. The keeper might provide spellcasting or information to the PCs, or even join the party for a time to battle the aberrations. A keeper might appear as an enemy if the party includes aberrant heroes such as fl eshwarpers or characters who have willingly allowed themselves to be altered with grafts.
EL 13: Three years ago, Selsharra Derissor and her adventuring company confronted a widespread and powerful beholder cult that had poisoned a lonely barony in the backlands of
Furyondy. She and her friends fought bravely against their abominable foes and discovered that they were not alone in their fi ght. A mysterious wizard named Ildrazar joined their party and guided them in their battles against the beholder overlords who ruled the cult. By wielding the power of a potent mystic sign, Ildrazar provided assistance that proved decisive in their crusade. Before he left, Ildrazar took Selsharra aside and taught her the secrets of the Cerulean Sign, instructing her in the lore of the keepers. She now continues his lonely crusade, seeking resolute and skillful adventurers to whom she might pass on the Sign. Selsharra is a tall elf with a distant and thoughtful demeanor.
She rarely indulges in lighthearted or merry tunes; instead,