KHEIRDEAM (Prestige Class)
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The kheirdeam are the
vaati’s physicians and spiritual counselors. They tend other vaati the way
the trygrideam tend the animals and plants of the Vale of Aaqa. During the war
against Chaos, the kheirdeam formed a medical corps that cared for the
wounded and acted as reserve troops. |
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Hit Die: d8 |
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Requirements
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To
qualify to become a kheirdeam, a creature must meet the following criteria. |
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Race:
Vaati |
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Knowledge
(Law): 8 ranks |
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Heal:
6 ranks |
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Knowledge
(religion): 4 ranks |
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Spellcasting:
Ability to cast divine spells of 3rd level or higher. |
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Class Skills
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The
kheirdeam’s class skills (and the key ability for each skill) are Concentration
(Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Law), Knowledge
(religion), Swim (Str) and Wilderness Lore (Wis). |
THE KHEIRDEAM |
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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 +0 +2 +0 +2 Extra
Turning 0 - - - |
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2nd +1 +3 +0 +3 Calm
Air 1/day 1 - - - |
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3rd +2 +3 +1 +3 1
0 - - |
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4th +3 +4 +1 +4 Reveal
Truth 1/day 1 1 - - |
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5th +3 +4 +1 +4 Calm
Air 2/day 1 1 0 - |
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6th +4 +5 +2 +5 1
1 1 - |
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7th +5 +5 +2 +5 Reveal
Truth 2/day 2 1 1 0 |
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8th +6 +6 +2 +6 Calm
Air 3/day 2 1 1 1 |
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9th +6 +6 +3 +6 Shield
of Law 2 2 1 1 |
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10th +7 +7 +3 +7 Reveal
Truth 3/day 2 2 2 1 |
CLASS
FEATURES
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All of the following are class features of the kheirdeam
prestige class. |
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Weapon
and Armor Proficiency: A kheirdeam is proficient with all simple and
martial weapons, with light armor, with medium 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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Extra
Turning (Su): A kheirdeam gains the Extra Turning feat usually
available only to clerics. This allows the kheirdeam to turn undead four more
times per day. |
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If
the feat is already possessed, the effects stack, allowing an additional four
turning attempts per day. |
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Calm Air
(Su): This ability calms all forms of wind, magical or normal,
in a 30-foot radius around the kheirdeam, 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 kheirdeam’s class level. |
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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 + kheirdeam’s Charisma
modifier) or be forced to tell the truth for 1 round per class level of the
kheirdeam. The subject can refuse to speak, but evasions of the truth are not
possible as long as the effects last. |
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Shield of Law
(Su): 1/day—This ability is as the spell of the same name cast by a
cleric with a caster level equal to the kheirdeam’s class level. |
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Spells:
Beginning at 1st level, a kheirdeam gains the ability to cast a small number
of divine spells. To cast a spell, the kheirdeam must have a Wisdom score of
at least 10 + the spell’s level, so a kheirdeam with a Wisdom of 10 or lower
cannot cast these spells. Kheirdeam bonus spells are based on Wisdom, and
saving throws against these spells have a DC of 10 + spell level +
kheirdeam’s Wisdom modifier (if any). When the kheirdeam gets 0 spells of a
given level, such as 0 1st-level spells at 1st level, the kheirdeam gets only
bonus spells. A kheirdeam without a bonus spell for that level cannot yet
cast spells of that level. The kheirdeam’s spell list appears below. The
kheirdeam prepares and casts spells just as a cleric does (though the
kheirdeam cannot use spontaneous casting to substitute a cure spell in
place of a prepared spell). |
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Kheirdeam Spell List |
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1st level—bless, cure light wounds,
protection from chaos, remove fear, shield of faith |
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2nd level—augury, cure moderate
wounds, calm emotions, detect thoughts, lesser restoration |
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3rd level—clairaudience/clairvoyance,
cure serious wounds, magic circle against chaos, magic vestment,
remove disease |
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4th level—cure critical wounds,
dismissal, divination, order’s wrath, restoration |