Monster Scion (Apath)

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Unofficial rules compendium
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A monster scion is a scion of a noble family that has the service of a monster as part of her heritage. Unlike a summoner, this monster scion's servant need not be an extra-dimensional creature and is is usually a dragon or magical beast, meaning the monster scion cannot simply dismiss it into thin air when it is not needed.

There is always a history of the relationship between the scion's family and the monster or its family, which might contain secrets that makes the life of the monster scion interesting in unusual ways.

Class Information

This is a prestige archetype.

Prestige Class: Monster scion from Pathfinder Campaign Setting: Paths of Prestige.

Build Class: Summoner.

The monster scion is a noble with a monstrous heritage.

Role: A monster scion relies on his eidolon to provide cover and mutual support. Together they make a dangerous fighting team able to win honor and glory.

Alignment: Any.

Hit Die: d8.

Class Skills

The monster scion's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

The following are class features of the Monster scion prestige class.

Weapon and Armor Proficiency

Monster scions are proficient with all simple weapons and with the lance and long sword. Monster scions are also proficient with light armor and shields. A monster scion can cast monster scion spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a monster scion wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass monster scion still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A monster scion learns and casts spells exactly like s summoner does.

Class Features

The monster scion has all the class features of the rogue, except as follows:

Affluent (Ex)

At each level, a monster scion gains a stipend worth a number of gold pieces equal to 750 multiplied by her class level. (He gains 750 gp at 1st level, an additional 1,500 gp at 2nd level, and so on.) Affluent, prestigious influence, aristocratic erudition, leadership, and greater leadership replaces trap sense.

Prestigious Influence (Ex)

At 2nd level, a monster scion can use her influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Services and nonmaterial goods available to a monster scion include:

  • Pay for lodgings, stabling, taxes, and tolls.
  • Improve her lifestyle quality.
  • Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
  • Obtain invitations to exclusive events, or entry into privileged locations.
  • Spread rumors or start a whispering campaign.
  • Purchase spellcasting services.
  • Employ an expert hireling to make a skill check with a check bonus of +10 plus her class level (50 gp).

A monster scion cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion. Affluent, prestigious influence, aristocratic erudition, leadership, and greater leadership replaces trap sense.

Aristocratic Erudition (Ex)

At 3rd level, a monster scion gains a bonus equal to 1/3 her class level on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the monster scion by the same amount. Affluent, prestigious influence, aristocratic erudition, leadership, and greater leadership replaces trap sense.

Servitor (Ex)

At 4th level, a monster scion gains a faithful NPC servitor of the same level as a cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the monster scion as would a cohort or follower, but instead can run various errands for her master while the monster scion is adventuring, such as delivering messages or maintaining the scion's manor in her stead.

Regional Expertise (Ex)

At 5th level, and again at 11th and 15th level, a monster scion gains a bonus feat from one of the lists below, depending on where he is from. These feats must be taken from the same list at each level (except for feats under the “general” category, which can be taken by nobles from any region). A monster scion need not meet the prerequisites for these feats. At their discretion, GMs may add other feats to these regions or create lists for other regions. This replaces the level 5, 11, and 15 sneak attack bonus.

Land of the Fallen Dragon Kings: Exotic Weapon Proficiency (dueling sword), Flanking Foil, Step Up, Weapon Focus (dueling sword).

The Empire of Devils: Careful Speaker, Enforcer, Intimidating Prowess, Skill Focus (Knowledge [planes]).

The Land of the Ten-Thousand Gods: Improved Unarmed Strike, Skill Focus (Perform [dance]), Voice of the Sibyl, Weapon Focus (unarmed strike).

The Elven Forest Kingdom: Agile Maneuvers, Breadth of Experience, Skill Focus (Knowledge [nature]), Weapon Focus (longbow).

The Shadow Kingdom: Blind-Fight, Diehard, Shadow Strike, Stealthy.

The Kingdom of Pharaohs: Exotic Weapon Proficiency (khopesh), Self-Sufficient, Skill Focus (Knowledge [history]), Weapon Focus (khopesh).

The Satrapy of the Desert: Animal Affinity, Quick Draw, Skill Focus (Appraise), Weapon Focus (scimitar).

The River Nations: Improved Dirty Trick, Improved Steal, Ironguts, Skill Focus (Knowledge [local]).

The Fallen Empire: Dazzling Display, Exotic Weapon Proficiency (falcata), Skill Focus (Bluff ), Weapon Focus (falcata).

The Gothic Kingdoms: Combat Reflexes, Focused Discipline, Skill Focus (Knowledge [nobility]), Stoic.

General: Acrobatic, Additional Traits, Alertness, Antagonize, Athletic, Cosmopolitan, Deceitful, Deft Hands, Fleet, Improved Initiative, Persuasive, Prodigy, Rhetorical Flourish, Run, Scholar.

Light Armor

At 6th level, the monster scion gains Armor Proficiency (light) as a bonus feat. If she already has this feat, she instead gains a combat feat she fulfills the prerequisites for. If she gained proficiency in light armor some other way, such as by multiclassing, there is no compensation.

Leadership (Ex)

At 7th level, the monster scion gains Leadership as a bonus feat. Affluent, prestigious influence, aristocratic erudition, leadership, and greater leadership replaces trap sense.

Greater Leadership (Ex)

At 13th level, a monster scion can recruit a cohort up to one level lower than herself and doubles the number of followers. At 19th level, he can recruit a cohort of the same level she is and quadruples the number of followers. Affluent, prestigious influence, aristocratic erudition, leadership, and greater leadership replaces trap sense.

Peerless Patrician (Ex)

At 20th level, once per round a monster scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20. This replaces master strike.


Table: Monster scion

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Cantrips, counter-summons, summon monster I, Planar channel 1d6, planar guide 1
2nd +1 +0 +0 +3 Counterport 2
3rd +2 +1 +1 +3 Summon monster II. Planar channel 2d6 3
4th +3 +1 +1 +4 Planar guide 3 1
5th +3 +1 +1 +4 Summon monster III, Planar channel 3d6 4 2
6th +4 +2 +2 +5 Eradication +1 4 3
7th +5 +2 +2 +5 Summon monster IV, Planar channel 4d6 4 3 1
8th +6/+1 +2 +2 +6 Planar scourge 4 4 2
9th +6/+1 +3 +3 +6 Summon monster V, Planar channel 5d6 5 4 3
10th +7/+2 +3 +3 +7 Counter-summons (immediate), planar guide 5 4 3 1
11th +8/+3 +3 +3 +7 Summon monster VI, Planar channel 6d6 5 4 4 2
12th +9/+4 +4 +4 +8 Eradication +2 5 5 4 3
13th +9/+4 +4 +4 +8 Summon monster VII, Planar channel 7d6 5 5 4 3 1
14th +10/+5 +4 +4 +9 Imediate counterport 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 Summon monster VIII, Planar channel 8d6 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Planar guide, planar purge. 5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Summon monster IX, Planar channel 9d6 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Eradication +3 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11 Gate, Planar channel 10d6 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Harmful counterport 5 5 5 5 5 5