Order of Ash

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Hit Die: d8.
Class Skills: Acrobatics, Bluff, Climb, Disable Device, Disguise, Intimidate, Perception, Sense Motive, Spellcraft, Stealth, Survival, and Swim.
Skill Points per Level: 4 + Int modifier.
Starting Wealth: 4d6 × 10 gp (average 140 gp)
Weapon and Armor Proficiency: Since the members of this Order spend years in study of weapons and the methods of murder, a member of the Order is proficient with all weapons. The Order has no proficiency in the use of armor or shields.

The Order of Ash is Kalivasha's enforcers, a secret society of Holy Assassins. They are her chosen and she gives them gifts that are beyond the understanding of most mortals. They follow the goddess Kalivasha, known also as the Night Goddess and the Mistress of Death. She is worshiped by those who revere death and the night. The Order of Ash is a society of warriors dedicated to the goddess. Most are found at birth and raise in the Order. Members are bathed in a pool prepared by the Hands of Fate. Those that survive become full members of the Order of Ash and gain the divine favor of their goddess.

Kalivasha is a demanding goddess. The Order of Ash are her enforcers and her hands upon the world. They work closely with the Order of Dust and protect the sacred places that both Orders hold dear. Few know of the Order and those that do watch the shadows for their approach. The Order of Ash is an effective deterrent for those who would cross the followers of Kalivasha. Although the Order of Ash is separate from the Order of Dust, both Orders follow the will of Kalivasha and work together whenever they can. The Goddess has decreed that the Order of Ash will protect the Order of Dust. They are protectors and destroyers for their goddess.

The Order of Ash members may be of any alignment except Lawful Good and Chaotic Evil. These extremes are incompatible with their goddesses outlook. They have the following abilities:

Level

Base Attack Bonus

Fort

Ref

Will

Special Spells per Day
1
2
3
4

1

+0

+2

+2

+0

Fast Movement, Sneak Attack +1d6, Armor of Faith

-

-

-

-

2

+1

+3

+3

+0

Uncanny Dodge (Dex to AC)

-

-

-

-

3

+2

+3

+3

+1

Evasion, Sneak Attack +2d6

-

-

-

-

4

+3

+4

+4

+1

Opportunist

0

-

-

-

5

+3

+4

+4

+1

Uncanny Dodge (can't be Flanked); Sneak Attack +3d6

0

-

-

-

6

+4

+5

+5

+2

Defensive Roll

1

-

-

-

7

+5

+5

+5

+2

Sneak Attack +4d6

1

-

-

-

8

+6/+1

+6

+6

+2

Damage Reduction 1/-

1

0

-

-

9

+6/+1

+6

+6

+3

Sneak Attack +5d6

1

0

-

-

10

+7/+2

+7

+7

+3

Uncanny Dodge (+1 against traps); Living Shadows

1

1

-

-

11

+8/+3

+7

+7

+3

Damage Reduction 2/+1; Sneak Attack +6d6

1

1

0

-

12

+9/+4

+8

+8

+4

Improved Evasion

1

1

0

-

13

+9/+4

+8

+8

+4

Uncanny Dodge (+2 against traps); Sneak Attack +7d6

1

1

1

-

14

+10/+5

+9

+9

+4

Damage Reduction 3/+1

2

1

1

0

15

+11/+6/+1

+9

+9

+5

Sneak Attack +8d6

2

1

1

1

16

+12/+7/+2

+10

+10

+5

Uncanny Dodge (+3 against traps)

2

2

1

1

17

+12/+7/+2

+10

+10

+5

Damage Reduction 4/+1, Sneak Attack +9d6

2

2

2

1

18

+13/+8/+3

+11

+11

+6

Skill Mastery

3

2

2

1

19

+14/+9/+4

+11

+11

+6

Uncanny Dodge (+4 against traps), Sneak Attack +10d6

3

3

3

2

20

+15/+10/+5

+12

+12

+6

Damage Reduction 5/+1

3

3

3

3


Spells: Beginning at 4th level, members of the Order gain the ability to cast a small number of divine spells. To cast a spell, the character must have a Wisdom score of at least 10 + spells level. The character's bonus spells are based on Wisdom and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the character gets 0 spells of a given level, such as 0 1st level spells at 4th level, the character gets only bonus spells. A character without bonus spells for that level are unable to cast spells of that level yet. Members of the Order of Ash prepares and casts spells just as a cleric.
Order of Ash Spells List
1st Level: Cause Fear; Command; Cure Light Wounds; Deathwatch; Detect Magic; Divine Favor; Doom; Entopic Shield; Guidance; Inflict Light Wounds; Light; Magic Weapon; Obscuring Mist; Random Action; Read Magic; Shield of Faith
2nd Level: Bull's Strength; Calm Emotions; Cure Moderate Wounds; Darkness; Death Knell; Delay Poison; Endurance; Hold Person; Inflict Moderate Wounds; Shatter; Silence; Undetectable Alignment
3rd Level: Bestow Curse; Contagion; Continual Flame; Daylight; Deeper Darkness; Dispel Magic; Locate Object; Meld into Stone; Negative Energy Protection; Obscure Object; Speak with Dead; Stone Shape; Water Breathing
4th Level: Death Ward; Discern Lies; Dismissal; Divine Power; Freedom of Movement; Greater Magical Weapon; Neutralize Poison; Poison; Restoration; Sending; Spell Immunity; Status; Tongues

Fast Movement: The member has a speed faster than the norm for his race by +10 feet. This ability is lost when wearing any kind of armor.

Sneak Attack: If an order member can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The member’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the member flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Order levels thereafter. Should the member score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A member can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The member must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A member cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Armor of Faith: When the Order allows an Initiate to join, they take the prospect to a special pool of water blessed by the Hand of Fate. The initiate is "baptized" and gains 1d6 + Wis Modifier as natural armor. The initiates skin becomes pale and is as hard as steel to the touch. Upon immersion, the initiate must make a fort save DC (15 + AC Bonus gained) or the initiate dies.

Also, the goddess passes judgment upon those who enter the pool and those who are unsure of their conviction or are opposed to the goddess are instantly slain. A character devoted to another god who enters the pool must make a Fort save DC (30 - Wis Bonus) or be slain. Characters who make the save must make a Wis save DC (15 + Bonus AC gained) or be driven insane. Death in this manner is both horribly painful and totally irreversible.

Magical rings, and bracers stack with the AC bonus gained. Items that give the character a Natural Armor bonus (i.e. Amulet of Natural Armor) do not stack with this ability. Characters that don armor lose this bonus.

Uncanny Dodge: This ability is exactly like the Rogue's ability.

Evasion: At 3rd level and higher, a member can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the member is wearing light armor or no armor. A helpless member does not gain the benefit of evasion.

Opportunist: Once per round, the member can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the member’s attack of opportunity for that round. Even a member with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Defensive Roll: The member can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the member can attempt to roll with the damage. To use this ability, the member must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the member’s evasion ability does not apply to the defensive roll.

Damage Reduction: This ability works exactly like the Barbarian's ability. At 11th Level, the Order of Ash member becomes resistant to damage from normal weapons. Only weapons of at least a +1 magical enhancement bonus damage the character.

Living Shadows: The Order of Ash member has the ability to merge with shadows. This ability is usable only in areas of heavy shadow. A +20 bonus is added to the characters Stealth skill when using this ability. Bright light negates this bonus.

Improved Evasion: This ability works like evasion, except that while the member still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless member does not gain the benefit of improved evasion.

Skill Mastery: The member becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A member may gain this special ability multiple times, selecting additional skills for it to apply to each time.