VII. ANÁLISIS E INTERPRETACIÓN DE LOS RESULTADOS
7.2. Liderazgo
Of all the elemental forces that make up the universe, the most powerful and the most diffi cult to control is the one that lies between and joins the others: void. Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence. Void is like the silence between notes of music, giving rhythm and shape to the whole. To those who understand the relationship of void to all other things, and who have the innate ability to personally perceive that relationship, distance and form become inconsequential.
Void disciples begin their training as spellcasters, and they continue to gain spellcasting ability as they rise in level. They are generally students of a particular school or adherents to particular faith or philosophy.
Like other spellcasters, NPC void disciples play the role of wise elders or keepers of religious teachings and legends. Those who have mastered the path of void are charged with the task of listening across the world’s underlying stream of void for the births of those who have an innate affi nity for void, and supervising the training of these individuals as they mature.
Adaptation: The void disciple prestige class represents a wise master if not an outright hermit, so it’s a good choice for more solitary characters. Any group of void disciples is likely to be far-fl ung—and given their ability to scry on one another, distance poses less of an organizational problem than it otherwise would.
Hit Die: d6.
REQUIREMENTS
To qualify to become a void disciple, a character must fulfi ll all the following criteria.
Alignment: Any neutral.
Skill: Spellcraft 10 ranks.
Feats: Heighten Spell, Spell Penetration.
Spells: Able to cast 3rd-level arcane or divine spells.
CLASS SKILLS
The void disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the
Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifi er.
CLASS FEATURES
The following are class features of the void disciple. Weapon and Armor Profi ciency: Void disciples gain no weapon or armor profi ciencies.
Spells per Day/Spells Known: A void disciple con- tinues her magical training while mastering the powers of void. At 2nd, 4th, 5th, 6th, 8th, 10th, 11th, and 12th level, the character gains new spells per day (and spells known, if applicable) as if she had also gained one level in a previous spellcasting class. She does not, however, gain any other benefi t a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class in which she could cast 3rd-level spells before becoming a void disciple, the player must decide to which class to add each void disciple level for the purpose of determining spells per day and spells known.
Sense Void (Su): The fi rst technique taught to the void disciple is the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. The void disciple’s con- sciousness actually departs her body and extends into the world, allowing her to use her normal senses (sight, hear- ing, touch, taste, smell) to perceive whatever area, person, or thing she directs her attention to. The void disciple must make a Spellcraft check, with the DC determined by dis- tance, not familiarity.
Table 2–24: The Void Disciple
Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day 1st +0 +0 +0 +2 Sense Void (physical senses, 1/day)
2nd +1 +0 +0 +3 — +1 level of existing class
3rd +1 +1 +1 +3 Sense Void (2/day)
4th +2 +1 +1 +4 Moment of clarity (2/day) +1 level of existing class 5th +2 +1 +1 +4 Sense Void (magical senses, 3/day) +1 level of existing class
6th +3 +2 +2 +5 — +1 level of existing class
7th +3 +2 +2 +5 Altering the course, sense void (4/day)
8th +4 +2 +2 +6 Moment of clarity (3/day) +1 level of existing class 9th +4 +3 +3 +6 Sense Void (empathic senses, 5/day)
10th +5 +3 +3 +7 Void release +1 level of existing class
11th +5 +3 +3 +7 Sense Void (6/day) +1 level of existing class
12th +6 +4 +4 +8 Void suppression, +1 level of existing class
moment of clarity (4/day)
73
CH
AP
T
E
R 2
PR E S T IG E CL A S S E S Distance DC Line of sight 5Up to 1 mile (same village) 10
Up to 10 miles (same province) 15 Up to 100 miles (same clan’s territory) 20 Up to 1,000 miles (another clan’s territory) 25
A void disciple cannot sense across planar boundaries. Thus, a void disciple standing on one side of a gate could not extend her senses through it.
With every four levels a void disciple attains beyond 1st, she gains the ability to perceive deeper levels of real- ity. At 5th level, a void disciple can use detect magic and detect evil at will. At 9th level, she can use dis-
cern lies and read emotional states, gaining a +10
bonus on Sense Motive checks. At 13th level, she can detect thoughts at will.
A void disciple can use this ability once per day at 1st level. With every two
levels she attains beyond 1st, she can use the ability an additional time per day (twice at 3rd level, three times at 5th, and so on). Moment of Clarity (Su): A void disciple of 4th level or higher can grant an ally the temporary ability to per- form any skill or feat (with the exception of ancestor feats). The void disciple must use a s t a n d a r d a c t i o n t o touc h t he target. The target gains either one feat or a number
of ranks in one skill equal to his relevant ability modifi er for that skill. For example, a
character with Dexterity 14 could gain 2 ranks in Ride, for a total skill modifi er of +4. The effect lasts for 1 round per lev- el of the void disciple. The void disciple can use this super- natural ability twice per day at 4th level, plus an additional use for every four additional levels she attains.
Altering the Course (Su): Once per day, a void disciple of 7th level or higher can add a +20 bonus on any single attack roll, skill check, or ability check she makes. She cannot transfer this bonus to another character by any means. This supernatural ability requires no action, and lasts only the duration of the single check.
Void Release (Su): Three times per day, a void disciple of 10th level or higher can touch an ally, allowing that charac- ter to use his highest ability score modifi er in place of any one lower modifi er (target’s choice) for a number of rounds equal to half the void disciple’s level. For example, a severely wounded fi ghter could use his high Strength modifi er in place of his low Dexterity modifi er for a few rounds, increas- ing his Armor Class, Refl ex save bonus, and ranged attack
bonus (as well as Dexterity- based skills).
Void Suppres-
sion (Su): Once
per day, a void disciple of 12th level or higher can make a melee
touch attack to force the target to use his lowest ability score modi- fi er in place of any one higher modifi er (void dis- ciple’s choice) for 5 rounds. For example, a void disciple could force an ogre to use his low Intelli-
gence modifi er in place of his high Strength modi- fi er, severely weak- ening the brute’s
physical blows. Void Strike
( Su) : O nc e
per day, a 13th- level void dis-
c i p l e c a n make a melee touch attack to bestow 1d4 negative levels on the target. The void disciple gains 5 tem- porary hit points for each negative level she bestows. If the target has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature a –1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or spe- cial abilities). Additionally, a spellcaster loses one spell or spell slot from his highest available level. Negative levels stack. Assuming the target survives, he regains lost levels after 13 hours pass. This ability relies on the void disciple’s mastery of void, not negative energy, so it cannot be used to benefi t undead. Il lu s. b y T . B ax a