Zahl-Ganib Lorekeeper [PrC]

Clay_More

First Post
Another part of the material I am doing for the Zahl-Ganib, the Zahl-Ganib Lorekeeper, a PrC intended for those that seek to gain insight into the necromantic lore of Zahl-Fareem. The PrC should be appropriate for players, it gains some powerful defensive abilities, but the requirements for it are a bit high, and the tests are quite demanding. The advancement table will probably be a bit messy, I really suck at making proper advancement tables in this forum format, so I apologise in advance. The spell progression is full, except for levels 1 and 6 where no spells are gained. I don't know if the lacking spell progression is in order, so let me know if you think the abilities of the PrC are worth loosing two spell levels for.


-Zahl-Ganib Lorekeeper-
Student of Joul-Zteram

Becoming a student: Joul-Zteram is not like some of the other masters of Necromancy. He doesn’t take students that have only just begun their walk down the path of magic. He only accepts those that have already mastered all the rudimentary spells of the dark art.
The first test on the path to become a Zahl-Ganib Lorekeeper is to locate the ancient library of Zahl-Fareem. The library is hidden in the depth of an unknown desert, buried beneath the shifting dunes. Only the very top of the pyramid rests above ground, appearing to be nothing more than a simple, stone house. The few people that know the location of the library are the ones who have studied under Zahl-Fareem. According to folklore, only four mortals have ever studied under the Zahl-Ganib necromancer. These mortals are the only who know the location of Zahl-Fareem, and they are not easily convinced to reveal its location. It is also possible to uncover the location through the study of ancient history, but that is a project that could take months, if not years.
The second test on the path is to reach Joul-Zteram. His army of Scarab Destroyers, Bombardiers and Servitors are hidden in the desert around his home. This army will attack anyone that trespass the homeland of the Zahl-Ganib. Typically, the army will be lead by one or more Zahl-Ganib necromancers of level 8 or above. Joul-Zteram will not look favourably on anyone that simply uses force to go through his lands. If an would-be student can pass through the Zahl-Ganib homeland without fighting its army, then they will be seen on favourably by Joul-Zteram.
The third test one must succeed to become a student is to defeat one of Joul-Zteram’s own students in a battle in the Arena of Sand, located underneath the pyramid of Zahl-Fareem. The Arena of Sand is enchanted so that it will automatically prevent a spellcaster from dying as a result of damage caused by spells. There are two students that the trialist can choose to fight, either Hafn-Aghar or Galen. If the would-be student is able to defeat his adversary, he is ready to enter the fourth and final test before he can become a student of Joul-Zteram.
The fourth test is a test of pure knowledge. The trialist must recite the entire story of the Zahl-Ganib Empire before Joul-Zteram. He must explain the necromantic theorems upon which the magic of the Zahl-Ganib is based, as well as the arcane principles which empower the Zahl-Ganib Lorekeeper. In game terms, the trialist must succeed at three knowledge checks. First a DC 30 Knowledge (History) check, then a DC 30 Knowledge (Necrology) check and finally a DC 30 Knowledge (Arcana) check. A student which fails any of the two last tests will not be allowed to study under Joul-Zteram, but he will be allowed to try again after ten years to complete the tests again.

Description: The students of Joul-Zteram are the defenders of the lore of the Zahl-Ganib race. The undead race has always relied heavily on its vast knowledge in the art of Necromancy to safeguard its homeland, and the student is obliged to assist in the defence of Zahl-Fareem should it ever be under attack. All students are given a Lesser Scarab Brooch of Zahl-Fareem after their first year of study at the library. This brooch allows them to come to the aid of Joul-Zteram should he ever demand it. It takes a total of seven years to complete the rigorous training of Joul-Zteram, after which the student is free to leave Zahl-Fareem, as long as he promises to uphold the pledge he has made to Joul-Zteram.

Adventurers: The Zahl-Ganib Lorekeeper has a role in an adventuring party that is similar to that of a normal Wizard. The main difference between a Wizard and a Lorekeeper is that the Lorekeeper is better equipped to handle his own defence, as he is often accompanied by a contingent of Scarab Servitors, or some Scarab Destroyers and Bombardiers. Some adventuring parties might find the Lorekeepers powers to be too docile compared to the more explosive combat powers usually displayed by a Wizard or Sorcerer.

Hit Dice: d4

Requirements: To qualify to become a Zahl-Ganib Lorekeeper, a character must fulfil all the following criteria.
Alignment: Any non-good
Feats: Craft Construct, Spell Focus (Necromancy)
Spells: Must be to cast at least twenty spells from the school of Necromancy.
Special: Must have studied at least one year under Joul-Zteram after completing the four tests mentioned above.

Class Skills
The Zahl-Ganib Lorekeeper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually)(Int), Profession(Wis) and Spellcraft (Int).


Level Base Attack Bonus Fort Save Ref Save Will Save
Special
Spells per day
1 +0 +0 +0 +2 Lesser Lore of Joul-Zteram
2 +1 +0 +0 +3 Necromancy Adept +1 level of existing arcane spellcasting class
3 +1 +1 +1 +3 Scarab Servant +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 Lore of Joul-Zteram, Unholy Form +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 Scarab Shatter 1/day +1 level of existing arcane spellcasting class
6 +3 +2 +2 +5 Vexing Form
7 +3 +2 +2 +5 Greater Lore of Joul-Zteram, Scarab Shatter 2/day +1 level of existing arcane spellcasting class
8 +4 +2 +2 +6 Carapace Form +1 level of existing arcane spellcasting class
9 +4 +3 +3 +6 Scarab Shatter 3/day +1 level of existing arcane spellcasting class
10 +5 +3 +3 +7 Paranoia Form, Servitor Mastery +1 level of existing arcane spellcasting class


Lesser Lore of Joul-Zteram: The Zahl-Ganib Lorekeeper has been granted access to the library of the Zahl-Ganib. He may write down any of the Zahl-Ganib spells up to level 3 from the walls of Zahl-Fareem.

Necromancy Adept: The Zahl-Ganib Lorekeeper gains a deep insight into the workings of Necromancy through the teachings of Joul-Zteram. The Lorekeeper gains a +1 bonus to his effective caster level when casting spells from the school of Necromancy. He may also add the following spells to the list of arcane spells he can cast: Blasphemy, Desecrate and Unhallow. The Lorekeeper can cast these spells as if though they were arcane spells of the same spell level as their divine equivalent.

Scarab Servant: The Zahl-Ganib Lorekeeper is afflicted by the potent power of the Zahl-Ganib race. His body starts to change as he lapses into an undead state. The Lorekeeper gains the Scarab Servant template.

Lore of Joul-Zteram: The Zahl-Ganib Lorekeeper has been granted greater access to the library of Zahl-Fareem. He may write down any of the Zahl-Ganib spells of up to level 6 from the walls of Zahl-Fareem.

Unholy Form: In Unholy Form, the Zahl-Ganib Lorekeeper empowers the blasphemous energies of his insectoid body to increase his resistance to the powers of divine servants. The Zahl-Ganib Lorekeeper gains +6 Turn Resistance in Unholy Form. This Turn Resistance stacks with the Turn Resistance granted from the Scarab Servant template.

Scarab Shatter: Once per day, the Zahl-Ganib Lorekeeper can completely dissolve his body into a swarm of scarab beetles. Using Scarab Shatter is a Swift Action. When Scarab Shatter is used, the Zahl-Ganib Lorekeeper completely negates any damage it would otherwise take from one attack, spell or special ability. It can only negate damage from an attack which affects the Zahl-Ganib Lorekeeper directly, it is not possible to negate damage caused by Area of Effect spells or abilities. At level 7, the Zahl-Ganib Lorekeeper can use Scarab Shatter twice per day, and at level 9 the ability can be used three times per day.

Vexing Form: In Vexing Form, the Zahl-Ganib Lorekeeper orders the scarab beetles that his body is composed of to disperse their sentience amongst them, making it much harder for the Lorekeepers enemies to target his mental capabilities. In Vexing Form, the Zahl-Ganib Lorekeeper gains a +6 bonus to all Will Saving Throws. The Zahl-Ganib Lorekeeper also gains the effect of Misdirection on himself. The Misdirection effect can not be dispelled or removed.

Greater Lore of Joul-Zteram: The Zahl-Ganib Lorekeeper is granted access to all of the lore of Joul-Zteram. He may write down any of the Zahl-Ganib spells from the walls of Zahl-Fareem, and is he given access to the secrets of how to manufacture the Constructs and Magic Items described above.

Carapace Form: In Carapace Form, the Zahl-Ganib Lorekeeper orders the scarab beetles in his body to focus on absorbing physical attacks. The scarab beetles will turn their hardened carapaces towards the skin of the Lorekeeper, protecting him from harm. While in Carapace Form, the Natural Armor bonus of the Zahl-Ganib Lorekeeper increases from +2 to +6 and his Damage Reduction increases from 5/good to 15/good.

Paranoia Form: In Paranoia Form, the Zahl-Ganib Lorekeeper orders the scarab beetles inside him to be alert of external threats, to warn him of impending danger. In Paranoia Form, the Zahl-Ganib Lorekeeper gains a +4 bonus to Listen and Spot checks. He also gains a +6 bonus to all Reflex Saving Throws.

Servitor Mastery: The Zahl-Ganib Lorekeepers learns the secrets of improved Scarab Servitor construction. Any Scarab Servitors animated by the Lorekeeper gains a +2 bonus to their Strength and Dexterity, as well as a +4 bonus to their Natural Armor and Turn Resistance.


Scarab Servant
Galen looked with horror in the mirror. Before his eyes, he could see his body undergoing a horrifying change from the venom injected into his body. His skin was slowly changing colour, going from bright white to a dull black. Underneath his skin, he could feel something move, he could feel thousands upon thousands of Zahl-Ganib eggs hatching, spawning cursed scarabs inside his body. The scarabs were eating through his lifeless organs, devouring his dead flesh until all that remained were a swarm of beetles, bloated from their meal. Galen was no longer one soul; he was a thousand souls, unholy and blasphemous.

Scarab Servants bear little resemblance to the creature they were in life. All that remains the same is the general shape. The Scarab Servant’s skin is black and bloated, and if you watch it carefully enough you can see a myriad of tiny, living creatures moving around underneath the skin. The eyes of the Scarab Servant have atrophied and rotted away, being replaced instead by two, golden pearls. When travelling in civilised lands, the Scarab Servant will often dress himself in heavy cloth to conceal his withered form. Yet, even dressed in thick garments with a shadowy hood, it happens that spectators will gain a glance of the golden, shining eyes of the servant.

Creating a Scarab Servant“Scarab Servant” is an acquired template that can be added to any Humanoid or Monstrous Humanoid creature (referred to hereafter as the base creature).
A Scarab Servant uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Undead (augmented Humanoid or Monstrous Humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: The base creature’s Natural Armor bonus improves by +2.

Special Attacks: A Scarab Servant retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + ½ Scarab Servant’s HD + Scarab Servant’s Intelligence modifier.

Devour Flesh (Ex): The Scarab Servant can eat the flesh of the dead to regain lost Hit Points. As a full round action that provokes an attack of opportunity, the Scarab Servant can eat the flesh of a corpse, healing himself of 2d8+2 lost Hit Points. The corpse must be size Small or bigger. A Small corpse has enough flesh for the Scarab Servant to eat of it two times, while a Medium sized corpse has four portions, a Large corpse has eight portions, a Huge corpse has sixteen portions, a Gargantuan thirty-two and a Colossal sixty-four.

Lord of Insects (Su): The Scarab Servant is the master of insects, and as a standard action, the Scarab Servant can attempt to dominate a Vermin within 60 feet. The Vermin must succeed at a Will Saving Throw or fall under the will of the Scarab Servant. A dominated Vermin will be permanently under the control of the Scarab Servant, but only one Vermin can be dominated by the Scarab Servant at a time. The Scarab Servant can use this ability three times per day. Many Scarab Servants use Lord of Insects to gain a Vermin mount.

Special Qualities: A Scarab Servant retains all of the special qualities of the base creature and gains those described below.

Damage Reduction (Su): A Scarab Servant has damage reduction 5/good.

Hibernate (Ex): A Scarab Servant doesn’t sleep like a living creature. Instead it hibernates, a state that allows it to remain fully aware of its surroundings. A Scarab Servant only requires hibernating for four hours before it can regain spells and it is fully aware during these four hours.

Turn Resistance (Ex): A Scarab Servant has +4 turn resistance.

Variant Forms (Su): The Scarab Servant gains special forms it can assume as it progresses in levels in the Lorekeeper of Zahl-Ganib prestige class. Once per round, as an instant action, the Scarab Servant can change between the various forms. The Scarab Servant can only assume one form at a time.

Abilities: Increase from the base creature as follows: Dex +2, Int +2. As an Undead creature, the Scarab Servant has no Constitution score.

Skills: Scarab Servants have a +6 racial bonus to Hide and Move Silently. Otherwise same as base creature.

Environment: Any, usually desert, otherwise same as base creature.

Organization: Solitary, pair or enclave (3-5). Each Scarab Servant will typically be accompanied by 3-18 Scarab Servitors, and there is a 50% chance that they will be accompanied by a Scarab Destroyer.

Challenge Rating: Same as the base creature +1.

Alignment: Always neutral or evil.

Advancement: By character class.

Level Adjustment: Same as the base creature +3.
 

log in or register to remove this ad


Pets & Sidekicks

Remove ads

Top