Inaccurate?

Keeper of the Cerulean Sign

(Lords of Madness variant, p. 194)

The Cerulean Sign is an ancient rune of power, created untold eons ago by a race or deity long since vanished; now it has keepers.

Requirements

Skills: Gather Information 5 ranks , Knowledge (arcana) 8 ranks , Knowledge (dungeoneering) 8 ranks , Sense Motive 5 ranks

Feats: Aberration Banemagic , Craft Wondrous Item

Type: Cannot be an aberration.
Special: Must create a cerulean sign without aid.


Hit die

d6

Skill points

6 + Int

Class Features

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a keeper of the Cerulean Sign, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Cerulean Focus: Before becoming a keeper of the Cerulean Sign, you must successfully craft your own personal version of the sign. Once created, this item functions as a cerulean sign (see the sidebar). In addition, it serves as a focus for most of your class features. Without this focus, these abilities do not function.

Detect Aberrant Taint (Sp): As long as you wear your cerulean focus, you can detect the taint of aberrations. This ability functions as the spell detect aberration (see page 211), except that it also allows you to detect the presence or absence of any mind-affecting spells or supernatural abilities in effect on any creature, as long as the effect in question was placed there by an aberration. Additionally, it reveals any creature that willingly belongs to a cult that knowingly worships aberrations. A cultist who believes he is worshiping Pelor when in fact his devotions are led by a mind flayer in disguise would not register as tainted by the use of this ability, but a cultist who worships knowingly under a mind flayer would be revealed. You can use this ability a number of times per day equal to your class level.

Greater Banemagic (Su): At 2nd level, you gain the greater banemagic feature. This ability works like the Aberration Banemagic feat (see page 178), except that once per day you can triple the benefit gained. The damage increases by 6d6 instead of 2d6 and the save DC increases by 6 instead of by 2. You gain an extra use of this ability at every even-numbered class level (two times per day at 4th level, three times per day at 6th level, and so on).

Word of Revelation (Su): Starting at 3rd level, you can utter a word of revelation as a standard action once per day. This supernatural ability duplicates the effect of an area dispel magic that targets all spells or effects from the school of illusion that were originally cast by an aberration or aberration cultist within a 30-foot burst centered on you. Additionally, any aberration or aberration cultist in the area must make a Fortitude save (DC 10 + keeper level + Cha modifier) or take 1d4 points of Charisma damage.

Portal Warding (Su): Starting at 5th level, you can place a potent warding effect on any doorway or magic portal once per day. An aberration can pass through a warded doorway or magic portal only if it makes a successful Will saving throw (DC 10 + keeper level + Cha modifier); otherwise it cannot use the doorway or portal and takes 3d6 points of damage. An attempt to destroy the door or magic portal counts as an attempt to pass through it. You know whenever an aberration attempts to pass through the door or portal, and you also know if the aberration is successful or not, provided you are on the same plane as the warding.

You can maintain this effect indefinitely, but you can sustain only one warded portal at any time.

Mental Backlash (Su): Beginning at 7th level, once per day you can reflexively lash out at any aberration or aberration cultist that targets you but fails to affect you with a mindaffecting spell or ability. You can do so only if you make a saving throw against a mind-affecting spell or ability directed at you by an aberration or aberration cultist. When this power is activated, the aberration or cultist must make a Fortitude saving throw (DC 10 + keeper level + Cha modifier) or take 1d6 points of damage per keeper level and become nauseated for 1d4 rounds. A successful saving throw halves the damage and negates the nausea.

Cleanse Aberration (Sp): At 10th level, as a standard action once per day you can attempt to utterly destroy a single aberration within 30 feet. The aberration must make a Fortitude save (DC 20 + your Cha modifier) or be killed. If the aberration is destroyed, you heal a number of hit points equal to the number of hit points the aberration had when it died.

CERULEAN SIGN

The ancient cerulean sign is a potent symbol against aberrations and their ilk. Said to be an ancient glyph that captures and focuses the power of the natural world, an item of jewelry that bears a properly crafted cerulean sign becomes a potent ward against creatures from outside the natural order.

A cerulean sign is usually crafted as an amulet, but it can sometimes be found in the form of a mantle, medallion, periapt, or ring. As long as a cerulean sign is carried (either in the hand or in a pocket or container you are wearing, excluding those that create extradimensional spaces, such as bags of holding), it grants the carrier a +1 resistance bonus on all Will saving throws made against effects that originate from aberrations.

If worn, a cerulean sign also grants a luck bonus to your Armor Class and on all saving throws against attacks from aberrations, as well as a luck bonus on level checks made to penetrate an aberration's spell resistance. The magnitude of this luck bonus ranges from +1 to +5.

Moderate abjuration; CL 7th; Craft Wondrous Item, invoke the cerulean sign; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 60,000 gp (+4), 100,000 gp (+5).

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Cerulean focus, detect aberrant taint +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Greater banemagic 1/day +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Word of revelation +1 level of existing spellcasting class
4th +2 +1 +1 +4 Greater banemagic 2/day +1 level of existing spellcasting class
5th +2 +1 +1 +4 Portal warding +1 level of existing spellcasting class
6th +3 +2 +2 +5 Greater banemagic 3/day +1 level of existing spellcasting class
7th +3 +2 +2 +5 Mental backlash +1 level of existing spellcasting class
8th +4 +2 +2 +6 Greater banemagic 4/day +1 level of existing spellcasting class
9th +4 +3 +3 +6 +1 level of existing spellcasting class
10th +5 +3 +3 +7 Cleanse aberration, greater banemagic 5/day +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Decipher Script INT yes no
Disguise CHA no no
Forgery INT no no
Gather Information CHA no no
Hide DEX no yes
Intimidate CHA no no
Knowledge (arcana) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Move Silently DEX no yes
Search INT no no
Sense Motive WIS no no
Spellcraft INT yes no
Spot WIS no no
Use Magic Device CHA yes no

Spells for Keeper of the Cerulean Sign

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