WENDEAM (Prestige Class)
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The
wendeam are a handful of wandering vaati descended from the Captains of Law
(houdeams) who scattered the Rod of Seven Parts at the battle of Pesh
and pursued Miska the Wolf Spider through the planar rift. |
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Because they devote all their energies to tracking the Rod
as it moves from world to world, other vaati see them as outcasts; only the
trygrideam understand the value of the wendeam’s efforts. |
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Hit Die: d10 |
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Requirements
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To
qualify to become a wendeam, 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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Wilderness
Lore: 6 ranks |
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Feats:
Track |
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Class Skills
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The
wendeam’s class skills (and the key ability for each skill) are Bluff (Cha),
Climb (Str), Concentration (Con), Craft (Int), Knowledge (Law), Listen (Wis),
Ride (Dex), Sense Motive (Cha), Spot (Wis), and Wilderness Lore (Wis). |
THE WENDEAM |
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Class Base Fort Ref Will |
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Level Attack
Save Save Save Special |
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1st +1
+2 +2 +0 Favored Enemy (Spyder-Fiends) +1 |
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2nd +2
+3 +3 +0 Locate Rod (same plane) |
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3rd +3
+3 +3 +1 Magic Circle against Chaos 1/day |
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4th +4
+4 +4 +1 Favored Enemy (Spyder-Fiends) +2 |
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5th +5
+4 +4 +1 Teleportation Track |
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6th +6
+5 +5 +2 Magic Circle against Chaos 2/day |
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7th +7
+5 +5 +2 Favored Enemy (Spyder-Fiends) +3 |
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8th +8
+6 +6 +2 Locate Rod (extra-planar) |
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9th +9
+6 +6 +3 Magic Circle against Chaos 3/day |
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10th +10
+7 +7 +3 Favored Enemy (Spyder-Fiends) +4 |
CLASS
FEATURES
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All of the following are class features of the wendeam
prestige class. |
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Weapon
and Armor Proficiency: A wendeam 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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Favored
Enemy (Ex): Beginning at 1st level, a wendeam gains a +1 bonus to Bluff,
Listen, Sense Motive, Spot, and Wilderness Lore checks when using these
skills against spyder-fiends (q.v.). Likewise, the wendeam gets the same
bonus to weapon damage rolls against spyder-fiends. This bonus increases to
+2 at 4th level, +3 at 7th level, and finally, +4 at 10th level. |
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Locate
Rod (Sp): At 2nd level, the wendeam can unerringly locate any part of the
Rod of Seven Parts so long as it remains on the same plane of
existence as the wendeam. |
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At
8th level, the wendeam can track the Rod (or its parts) even if it is
on another plane of existence. |
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Magic
Circle Against Chaos (Su): This functions as the spell of
the same name with a caster level equal to the wendeam’s class level. |
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Teleportation
Track (Su): At 5th level, a wendeam can sense the residual magic left
when a creature uses extra-dimensional travel magic (teleport, dimension
door, etc.). |
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The
wendeam must succeed at a Wilderness Lore check (DC 15) to determine where
the creature went. If successful, the wendeam knows the exact location of the
creature (and can follow with no chance of error, if the wendeam has the
means to do so). |
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In
the case of teleporting, the wendeam can sense when disaster has occurred
(such as the teleporting creature misses its destination, teleports into a
solid object, etc.) and can choose not to follow. |