Difference between revisions of "Sheut Monolith (Apath)"

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=== Shadow Quest (Su) ===
 
=== Shadow Quest (Su) ===
Sheut monoliths are often chaotic, rebellious characters. In order to turn them into guardians, part of their soul is bound to a site, usually a tomb. As long as this site is complete and not desecrated, the living monolith is free to act as she pleases, even to leave the guarded area. But if the site is robbed or desecrated, it becomes the sheut monolith's quest to return all missing items and to repair and reconsecrate the site. This works like ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' but the effect is nebulous, the sheut monolith can resist each day by making a Will save (DC 20). On a success the ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' is negated for that day, and all penalties reset. THe seuth monolith must save again each day or the ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' will resume, this applies regardless of if the has been negated by a Will save or other means.
+
Sheut monoliths are often chaotic, rebellious characters. In order to turn them into guardians, part of their soul is bound to a site, usually a tomb. As long as this site is complete and not desecrated, the living monolith is free to act as she pleases, even to leave the guarded area. But if the site is robbed or desecrated, it becomes the sheut monolith's quest to return all missing items and to repair and reconsecrate the site. This works like ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' but the effect is nebulous, the sheut monolith can resist each day by making a Will save (DC 20). On a success the ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' is negated for that day, and all penalties reset. The seuth monolith must save again each day or the ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' will resume, this applies regardless of if the has been negated by a Will save or other means.
  
 
The GM is encouraged to use this as an adventure hook and involve the sheut monolith's quest in the ongoing story of the campaign. As long as she stays reasonably on track and pursues the story, the ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' won't trigger, but if she pursues only her own agenda or pleasures, the spell triggers.
 
The GM is encouraged to use this as an adventure hook and involve the sheut monolith's quest in the ongoing story of the campaign. As long as she stays reasonably on track and pursues the story, the ''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest geas/quest]'' won't trigger, but if she pursues only her own agenda or pleasures, the spell triggers.

Revision as of 14:14, 1 August 2015

ApathApath Logo
Unofficial rules compendium
Notepad.png This is a work in progress.

The ancient lands of the desert are rife with aged ruins guarded by stony sentinels from bygone days, whose implacable gaze can still the heart of a miscreant or scare off a would-be tomb robber. The ancient race of sphinxes is said to have endowed the first living monoliths with their powers, raising statues to a semblance of life, but today, most of these paragons of justice are mortals who willingly take on the mantle of immortal guardians through ritual and devotion, imbuing themselves with the patience and eternal strength of stone. The sheut monolith is a living monolith of a casteless rogue, and as such not all seuth monoliths were willing guardians; some were just ordered to the task, or even made into living monoliths as a form of punishment.

Class Information

This is a prestige archetype. Sheut monoliths are immortal rogues with the might and resilience of stone.

Prestige Class: Living monolith from Pathfinder Player Companion: People of the Sands.

Build Classes: Rogue.

Role: Sheut monoliths are sacred guardians, using magical powers to hinder and destroy tomb robbers. They become living custodians of the complex they guard, learning every nook and cranny and mastering every trap and device. In a party, their role is to scout and find a way through the traps left by others.

Alignment: Any. Their alignment might be similar to that of the noble whose tomb they guard, but sometimes it is the opposite if the sheut monolith was unwilling.

Bonus Language: Sphinx. A sheut monolith can pick sphinx as a bonus language, in addition to those allowed by her race.

Hit Die: d8.

Class Skills

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha),

Skill Ranks Per Level: 8 + Int modifier.

Class Features

These are all the class features of the sheut monolith.

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand axe, throwing axe, sap, short sword, shortbow, and throwing arrow cord. They are not proficient with armor or shields.

Armor Bonus (Ex)

At 1st level, a sheut monolith receives +4 armor bonus to AC as a result of their ongoing petrification. This is an armor bonus (not natural armor) and does not stack with armor worn or effects like mage armor or magic vestment.

At 4th level, this bonus stacks with bracers of armor.

Fortified Flesh (Ex)

At 1st level, the flesh of a sheut monolith takes on the hardness of stone. A sheut monolith gains DR 1 and 10% immunity to critical hits and sneak attacks (as if wearing fortification armor). At 4th level and every three levels thereafter, this DR increases by 1 and the immunity to critical hits increases by 10%. When a sheut monolith uses his sheut stone to reduce his size, these defenses temporarily increase by an additional 1 and 10%, respectively. This replaces trapfinding.

Shadow Quest (Su)

Sheut monoliths are often chaotic, rebellious characters. In order to turn them into guardians, part of their soul is bound to a site, usually a tomb. As long as this site is complete and not desecrated, the living monolith is free to act as she pleases, even to leave the guarded area. But if the site is robbed or desecrated, it becomes the sheut monolith's quest to return all missing items and to repair and reconsecrate the site. This works like geas/quest but the effect is nebulous, the sheut monolith can resist each day by making a Will save (DC 20). On a success the geas/quest is negated for that day, and all penalties reset. The seuth monolith must save again each day or the geas/quest will resume, this applies regardless of if the has been negated by a Will save or other means.

The GM is encouraged to use this as an adventure hook and involve the sheut monolith's quest in the ongoing story of the campaign. As long as she stays reasonably on track and pursues the story, the geas/quest won't trigger, but if she pursues only her own agenda or pleasures, the spell triggers.

Sheut Stone (Su)

During his induction into this prestige class, a sheut monolith has a stone scarab embedded in his forehead, often set with gems or inlaid with precious metals. This stone is inscribed on its inner side with the monolith's true name and his oaths to the gods and pharaohs. It cannot be removed without his permission, cannot be dispelled (though it does not function in areas where magic does not work), and does not use a magic item slot.

The soul stone grants the sheut monolith a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.

At third level a sheut monolith can invoke the power of his sheut stone as a swift action, enabling him to shrink in size as if using reduce person (even if he is not a humanoid). The sheuth monolith can use this an additional time per day for every three levels after level 3. This replaces danger sense.

Stone Blood (Ex)

At 2nd level, the vital fluids and tissues of a sheut monolith can selectively petrify in response to injury. A sheut monolith automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain. This replaces evasion.

Stability (Ex)

At 4th level, a sheut monolith becomes exceptionally stable on his feet, gaining a +4 bonus to his CMD when he resists a bull rush or trip attempt while standing on the ground. This stacks with a dwarf 's stability trait and similar abilities. This replaces uncanny dodge.

Tombsight (Su)

At 6th level, a living monolith can perceive the balance of life and death within those he sees, as if using deathwatch and detect undead simultaneously. Tombsight and immune to disease replaces improved uncanny dodge.

This power can be used at will and lasts as long as the living monolith concentrates.

Immune to Disease

At 8th level, a living monolith becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot).

Attunement to Stone (Sp)

At 11th level, a sheut monolith can use meld into stone at will. The duration of this ability can be freely extended, and the sheut monolith does not age, eat, drink, breathe, or sleep while so melded. You can dimly see what goes on around you, but suffer a -10 penalty on Perception checks while melded.

Summon Sphinx (Sp)

At 12th level the sheut monolith gains a +4 bonus on Diplomacy checks to influence sphinxes, and can call upon the aid of the sphinxes. Once per day, the sheut monolith can call a sphinx to his presence and bargain for its services as if using planar ally to call upon an outsider. At 17th level, this ability functions as greater planar ally.

Communion with Stone (Su)

At 14th level, a living monolith achieves a unique communion with the earth, gaining tremorsense to a range of 30 feet. Once per day, the living monolith can communicate with rock and stone as if using stone tell. He gains Terran as a bonus language.

Assumption of Stone (Sp)

At 16th level a living monolith becomes immune to petrification. Also, he may use statue as a spell-like ability with a range of personal at will. Add any damage reduction the living monolith has to its hardness in statue form. The duration of this ability can be freely extended, and the living monolith does not age, eat, drink, breathe, or sleep while using it. If he is using his sheut stone to shrink himself, the duration of that ability does not count time in statue form against its duration.

Judgment of the Monolith (Sp)

At 18th level, a living monolith gains the divine authority to demand truthful answers. Once per day, a living monolith can conduct a ritual of inquisition. If performed on a dead body, this functions as speak with dead. Upon a living creature, it functions as a mark of justice that activates if the target lies to the living monolith. A living monolith can also use this power to entreat the spirits of the living and the dead to answer questions as if using contact other plane (treat as contacting a lesser deity).

Ageless Stone (Ex)

At 20th level, a living monolith becomes immortal. He ceases aging (though any aging effects already accrued remain in place) and becomes immune to energy drain and death effects, though he can still be killed by other means.

Table: Sheut Monolith

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/ +1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/ +1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/ +2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/ +3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/ +4 +4 +8 +4 Danger sense +4, rogue talent
13th +9/ +4 +4 +8 +4 Sneak attack +7d6
14th +10/ +5 +4 +9 +4 Rogue talent
15th +11/ +6/ +1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/ +7/ +2 +5 +10 +5 Rogue talent
17th +12/ +7/ +2 +5 +10 +5 Sneak attack +9d6
18th +13/ +8/ +3 +6 +11 +6 Danger sense +6, rogue talent
19th +14/ +9/ +4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/ +10/ +5 +6 +12 +6 Master strike, rogue talent, rogue's edge
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