Impure Prince

Description:

The forces of Xoriat, both daelkyrs and aberrations, have long since plagued to the lives of those on Eberron. There are some dedicated to combating this threat. Many druids take up the mantle of the Gatekeepers to make certain the the legions of Madness never again gain a foothold into the material world. But for as important as this effort is, it is a purely defensive tactic and not suited for everyone that wishes to fight these indescribable monsters. For those that seek a more... offensive.. method, the role of the Impure Prince calls to them. Unique in their ability to take some of the most powerful and pervasive tools of the Daelkyr and turn them back upon their former masters, these lonely warriors work with the Gatekeepers, striking at gatherings of aberrations to prevent the mortal minions from freeing their twisted masters.

Role: Impure princes are rangers that have dedicated themselves to the sole ambition of destroying the forces of Xoriat and their aberration minions on Eberron by taking their tools and turning them against them. While they still have many of the tricks and abilities of other rangers, their focus on using symbionts to augment their abilities becomes key.

Source: MoE, pg. 73

Alignment: Impure princes are often good or neutral of some fashion, but the path they take has a terrible toll on their minds. Having multiple symbionts attached and seeing first hand the horrrors of Xoriat does not leave such souls unstained.

Hit Dice: d10

Requirements:

To qualify to become an impure price, a character must fulfill all the following criteria.

Skills: Knowledge (dungeoneering) 5 ranks, Perception 5 ranks, Survival 5 ranks

Feats: Ego Mastery (see special).

Special: Speak Daelkyr, must have at least one attached symbiont, and have either the Seething Hatred feat, with aberrations selected, or Favored Enemy (aberrations) +2, as per the ranger class feature.

Class Skills:

The impure prince's class skills (and the key abilities for each skill) are Bluff (Chr), Climb (Str), Diplomacy (Chr), Disguise (Chr), Knowledge (dungeoneering), Knowledge (local), Knowledge (planes), Perception (Wis), Sense Motive (Wis), Stealth (Dex) and Survival (Wis)

Skill Points at Each Level: 4 + Int modifier.

Table: The Impure Prince

Class Features:

All of the following are class features of the impure princes prestige class.

Weapons and Armor Proficiency: Impure princes do not gain any new proficiencies with weapons or armor.

Spells per Day / Spells Known: At the indicated levels, an impure prince gains new spells per day as if he had also gained a level in a existing divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If he had more than one existing divine spellcasting class before becoming a impure prince, he must decide to which class she adds the new level for the purpose of determining spells per day.

If the Impure Prince has had divine spellcasting replaced through the use of an archetype, then he can instead choose to have levels in Impure Prince stack when determining the class feature(s) that replaced the divine spellcasting. Likewise, if the Impure Prince has the Seething Hatred feat, then he can also choose instead to have levels in Impure Prince stack when determining his studied target class feature.

Regardless, levels in Impure Prince can only apply to one choice, that choice must be made at the first level of this prestige class, and once choice has been made, it cannot be changed.

Lure Symbiont (Ex): At 1st level, impure princes learn how to lure symbionts out of hiding and trap them, rather than create them from scratch. To do this, the impure prince must spend one full day wandering in the wilderness, looking for an area where symbionts are likely to pass through. Once a place has been determined, he spends an amount of gold of key (and strange) lures and parts for his trap, equal to 25% of the base price of the desired symbiont. He then waits a number of days equal to 1 day per 1,000 gp of the base price of the desire symbiont. At some point during this time, a secret Survival check is made, with a DC equal to 10 plus the caster level of the symbiont. If successful, the impure prince returns at the end of the time to find the desired symbiont imprisoned in his trap, but otherwise intact.

If the check fails, or if the impure prince does not return to the place where he laid his trap within three days after the time period is finished, the symbiont escapes. If the terrain is highly inappropriate for symbionts to be found (i.e. deserts, mountains, frozen tundra), the DC for the Survival check is increased by +5. If the check fails by 10 or more, the symbiont is attached to a competent host or presents some other sort of challenge to the impure prince, as determined by the GM.

Symbiosis (Su): The impure prince can ignore an amount of attribute damage caused by symbionts equal to twice their impure prince class level.

Favored Enemy: At 2nd level, the impure prince increases his favored enemy bonus against aberrations by +2. If the impure prince does not already have favored enemy, as per the ranger class feature, he gains it, but must select favored enemy (aberrations). At 4th level, the impure prince increases his favored enemy bonus against aberrations by another +2. Neither of these increases affect any other favored enemy bonuses.

Symbiont Focus (Su): At 3rd level, any saving throw DC of any effect created by a symbiont attached to the impure prince is increased by +2. At 5th level, this bonus increases by another +2. This bonus does not apply to any other effects that the impure prince generates himself or to symbionts not currently attached to the impure prince.

Symbiont Synthesis (Su): At 5th level, the bond between impure prince and his symbionts is mastered to a point that the lords of Xoriat do not understand. The highest Ego score of symbionts attached to the impure prince does not gain the typical +2 per symbiont beyond the first. Lastly, the impure prince gains 1 additional hit point per Hit Dice per symbiont he has attached.