immuno: (Default)
lydια #ɪᴀʟᴡᴀʏsғɪɴᴅᴛʜᴇʙᴏᴅɪᴇs мαrтιɴ ([personal profile] immuno) wrote2008-05-20 07:26 pm

banshee hero class

Class Information:

Prerequisites: Base Attack Bonus +1, 4 ranks of Knowledge (Arcane Lore), banshee heritage, female character

Hit Die: 1d6 + constitution modifer

Action Points: 5 + level

Class Skills: Bluff, Concentrate, Disguise, Hide, Intimidate, Knowledge (Arcana), Listen, Move Silently, Search, Sense Motive, Spot

Skill Points: 8 + int mod/level

levelbase attack bonusfort saveref savewill saveclass featuresdefensereputation
1+0+0+1+0TALENT, BARDIC SPELLS+1-2
2+1+0+1+0BONUS FEAT+1-2
3+1+1+2+1TALENT+2-1
4+2+1+2+1BONUS FEAT, DARKVISION+30
5+3+1+3+2TALENT+3+2
6+3+2+3+3BONUS FEAT+4+4
7+4+2+4+4TALENT+5+5
8+5+2+4+4BONUS FEAT+6+6
9+5+2+5+5TALENT+6+7
10+6/+1+2+5+6TALENT+7+8


Talents: At 1st, 3rd, 5th, 7th, 9th, and 10th level, the banshee selects a talent from the following talent trees. Some trees have a set order that must be followed. As long as the banshee qualifies, she may select freely from any and all talent trees. No talent may be selected more than once.
Talent Tree - Death
  • Detect Dead:
    As detect shadow but with dead and dying creatures. A banshee is uncannily aware of the presence of death in all relative times. 1/day for every level the banshee has in this advanced class, the character can sense the presence of death. Using this talent is an attack action that requires concentration. It has a range of 100 feet + 50 ft/level and lasts as long as the banshee concentrates, up to a number of rounds equal to the banshee's level in this advanced class.

    The amount of information gleaned by this uncanny awareness depends on how long the banshee focuses her attention.
  • 1st Round: Presence or absence of currently dead or dying creatures. NOTE: When a banshee senses death, she must make a will save or a concentration check DC 10 + (distance/10) in order to maintain control of her faculties. If she fails this save, she is magnetically drawn to the site of death in a dazed state, unable to respond to other characters. The banshee may not elect to fail this save: in order to intentionally follow the trail of death, she must continue on to the death visions talent.

  • 2nd Round: If a character is in a situation that will likely result in their death (due to being outnumbered, caught flat-footed, or overpowered), they are considered dying for the purposes of this talent, and become detectable by this talent.

  • 3rd Round: Number of dead or dying creatures in the area. If the number is greater than or equal to 5, the banshee will feel sickened for 1d4 rounds due to empathy.
  • Death Visions: (prerequisite: detect dead)
    After making a successful detect dead check, the banshee is able to scry for further information about the impending deaths. Information gleaned by this talent depends on the effectiveness of a concentration check made independently of those used to detect dead.
    DCresults
    10no information can be gleaned
    15banshee may pick up on subconscious clues, such as doodles of related symbology, etc.
    20banshee may pick up on auditory clues, such as sounds associated with the location of the dead/dying character
    25banshee may pick up on visual clues, such as getting glimpses of a room or landmark
    30banshee will pick up on more prominent audio-visual clues, such as thoughts or speech of the dead/dying character immediately leading up to their death, or (if dying) in the current moment
  • Commune with Dead: (prerequisite: detect dead, death visions)
    A banshee with this talent may, with a successful concentration check and a totem, receive information from any spirit that is not banished to Hell or otherwise removed from this plane, or one with the ability and willingness to return to it. A totem may either be an item of personal or symbolic value to the dead character, or a piece of them. Similar to death visions, the concentration check allows for levels of success, and penalties may be assigned accordingly by the GM.
    DCresults
    20the banshee may hear the final thoughts or words of the desired dead character
    25the dead character may communicate to the banshee some unfinished business (whether it's what the banshee was looking for or not). this may involve sending the banshee on a quest, to deliver a message, or some other similar task that the dead character cannot complete due to their death.
    30the banshee psychically connects with the desired dead individual for 1d6 rounds, during which she may interrogate them as normal—while the banshee is in this psychic connection, her physical presence does not engage in conversation and other nearby characters are not privy to the interrogation.
  • Talent Tree - Wail
  • Wail: (prerequisites: any talent from the death talent tree)
    Starting at 3rd level, a banshee may wail as a full-round action once per day for every 2 levels she has in this class (rounded down). The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within the area of effect, must make a successful fortitude save. Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d4 rounds. Creatures that fail their save are dazed for 1d6 rounds. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is determined by 10 + character's level in this advanced class + character's charisma modifier. If a wailing banshee is damaged during a wail, she must make a will save (DC 15 + damage taken) to maintain the wail; otherwise it ends.

  • Improved Wail: (prerequisite: wail, any talent from the death talent tree)
    The banshee's wail grows more powerful, dealing damage to those within its purview. Effective range of the wail is 40 + (5 x the character's level in this advanced class) ft. Creatures that make their save are dazed for 1d4 rounds. Creatures that fail are stunned for 1d6 rounds and take damage equal to 10 x this character's level in this prestige class. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 5th level or lower that creates silence.

  • Terror: (prerequisite: wail, improved wail, any talent from the death talent tree)
    Once per day for every three levels a banshee has in this advanced class, they may add an additional 2d6 of negative energy plus terror effects to any attack with a range of touch. A creature damaged by a banshee's touch attack must make a will save (DC 10 + character's level in this advanced class + charisma modifier). Failure means the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect, an attack of opportunity is provoked wherein the banshee may choose (if able) to cast dispel magic as the 3rd level spell. Negative energy damage caused by the banshee's touch can only harm the living; it cannot heal the undead. This is a mind-affecting fear effect.
  • Class Features:
    Feats: Alertness, Combat Reflexes, Dodge, Frightful Presence, Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Mobility, Stealthy, Weapon Focus (touch), Wind Stance

    Bardic Magic: At each level, a banshee gains access to the bard spell list. As for bards, banshees' bonus spells are based upon their charisma score as dictated by the bonus spells chart in the ability scores SRD. Rather than selecting their known spells from the list, banshees are given set spells from each level up to level 4. Saving throws for their spells are determined by spellcaster level+charisma bonus+10.
  • 0-level: Dancing Lights, Mage Hand, Ghost Sound, Open/Close, Message, Prestidigitation
  • 1st: Lesser Confusion, Silent Image, Detect Charm, Animate Rope, Unseen Servant
  • 2nd: Darkness, Minor Image, Shatter, Whispering Wind
  • 3rd: Slow, Fear, Crushing Despair, Dispel Magic
  • 4th: Dimension Door, Hallucinatory Terrain

    Spells per Day:
    level01234
    110000
    210000
    311000
    422100
    523100
    623200
    734210
    834320
    935320
    1035431
  • Darkvision: At 4th level, banshees gain dark vision up to (10 x their level in this advanced class) ft.

    Traits and Weaknesses:
  • When a banshee uses detect death, she must make a will save or a concentration check DC 10 + (distance/10) in order to maintain control of her faculties. If she fails this save, she is magnetically drawn to the site of death in a dazed state, unable to respond to other characters. The banshee may not elect to fail this save: in order to intentionally follow the trail of death, she must continue on to the death visions talent.

  • Even when not using the detect death talent, a banshee who moves within 500 ft of dead or dying characters must make a will save not to be psychically drawn to them in a dazed state. DC is 10 + charisma modifier + character's level in this advanced class, as they are essentially resisting their own spell. The distance required to pass this will save adjusts based on the banshee's level in this advanced class (500 ft + 100 ft/character's level in this advanced class).

  • When in an environment thick with the presence of the dead, the banshee must pass a concentration check or become sickened for 1d6 turns (at which point, if they have not exited the area, they must attempt another concentration check).

  • Banshees gain the following immunities as undead creatures: death effects, disease, poison, lycanthropy, vampirism, ability drain.