HAIKJADEAM (Prestige Class)
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The haikjadeam serve as
record keepers, police, and teachers. |
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During the war against Chaos, the Captains of Law included
companies of haikjadeams for use against undead troops. The haikjadeam were
responsible for security and kept a lookout for spies. |
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Hit Die: d10 |
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Requirements
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To
qualify to become a haikjadeam, a creature must meet the following criteria. |
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Race:
Vaati |
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Base
Attack Bonus: +6 |
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Knowledge
(Law): 8 ranks |
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Knowledge
(religion): 4 ranks |
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Feats:
Power Attack, Sunder |
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Class Skills
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The
haikjadeam’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge
(Law), Knowledge (religion), Ride (Dex), and Sense Motive (Cha). |
THE HAIKJADEAM |
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Class Base Fort Ref Will Spells Per Day |
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Level Attack
Save Save Save Special 1st 2nd
3rd 4th |
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1st +1 +2 +2 +0 Detect
Chaos 0 - - - |
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2nd +2
+3 +3 +0 Calm Air 1/day 1 - - - |
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3rd +3
+3 +3 +1 Turn Undead 1 0 - - |
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4th +4
+4 +4 +1 Reveal Truth 1/day 1
1 - - |
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5th +5
+4 +4 +1 Calm Air 2/day 1 1 0 - |
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6th +6
+5 +5 +2 1
1 1 - |
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7th +7
+5 +5 +2 Reveal Truth 2/day 2
1 1 0 |
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8th +8
+6 +6 +2 Calm Air 3/day 2 1 1 1 |
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9th +9
+6 +6 +3 2
2 1 1 |
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10th +10
+7 +7 +3 Reveal Truth 3/day 2
2 2 1 |
CLASS
FEATURES
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All of the following are class features of the haikjadeam
prestige class. |
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Weapon
and Armor Proficiency: A haikjadeam is proficient with all simple and
martial weapons, with all types of armor, and with shields. Note that armor
check penalties for armor heavier than leather apply to the skills Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. |
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Detect
Chaos (Sp): At will, the haikjadeam can detect chaos as the spell
cast by a sorcerer equal to the haikjadeam’s class level. This ability
duplicates the effects of the spell detect chaos. |
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Calm Air
(Su): This ability calms all forms of wind, magical or normal,
in a 30-foot radius around the haikjadeam, reducing them to nothing more than
a gentle breeze. This ability functions as a protection from evil
against creatures from the Elemental Plane of Air. This ability lasts a
number of rounds equal to the haikjadeam’s class level. |
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Turn Undead
(Su): This ability allows the haikjadeam to turn undead as a
cleric of a level equal to the haikjadeam’s class levels. This ability may be
used a number of times per day equal to three plus the haikjadeam’s Charisma
modifier. |
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Reveal Truth
(Su): This ability functions as the spell dispel magic against all
illusions or other forms of magical deception, including invisibility,
polymorphed creatures, or shapechanged creatures. |
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If cast on a
creature, the target must succeed at a Will save (DC 15 + haikjadeam’s
Charisma modifier) or be forced to tell the truth for 1 round per class level
of the haikjadeam. The subject can refuse to speak, but evasions of the truth
are not possible as long as the effects last. |
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Spells:
Beginning at 1st level, a haikjadeam gains the ability to cast a small number
of divine spells. To cast a spell, the haikjadeam must have a Wisdom score of
at least 10 + the spell’s level, so a haikjadeam with a Wisdom of 10 or lower
cannot cast these spells. Haikjadeam bonus spells are based on Wisdom, and
saving throws against these spells have a DC of 10 + spell level +
haikjadeam’s Wisdom modifier (if any). When the haikjadeam gets 0 spells of a
given level, such as 0 1st-level spells at 1st level, the haikjadeam gets
only bonus spells. A haikjadeam without a bonus spell for that level cannot
yet cast spells of that level. The haikjadeam’s spell list appears below. The
haikjadeam prepares and casts spells just as a cleric does (though the
haikjadeam cannot use spontaneous casting to substitute a cure spell
in place of a prepared spell). |
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Haikjadeam Spell List |
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1st level—bless, charm person, cure
light wounds, protection from chaos, true strike |
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2nd level—augury, bull’s strength,
calm emotions, cure moderate wounds, suggestion |
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3rd level—cure serious wounds,
emotion, locate object, magic circle against chaos, prayer |
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4th level—charm monster, cure
critical wounds, divination, keen edge, order’s wrath |