View source
From Fax Encyclopedicus
for
Psionic Loup du Noir
Jump to:
navigation
,
search
The '''Loup du Noir''' is nature's wrath personified. By donning the skins of animals, he can acquire their traits and eventually transform into them. They take their name from an old legend about werewolves, and indeed many of the Loup du Noir prefer the skins of wolves to other animals for their uses. '''Abilities:''' Strength, Charisma, and Wisdom are key scores for you, though Constitution and Dexterity will prove useful for your close-quarters combat style. '''Races:''' Loup du Noir come from all races, though there are more elves than others. '''Alignment:''' Loup du Noir can be of any alignment. '''HD:''' d8 ===Requirements=== '''BAB:''' +5 '''Abilities:''' One Favored Enemy '''Feats:''' Animal Affinity, Psionic Body, Mind Over Body '''Skills:''' Handle Animal 8 ranks, Knowledge (Nature) 8 ranks, Knowledge (Psionics) 5 ranks '''Powers:''' Must be able to manifest ''bite of the wolf'' and ''claws of the beast'' '''Manifester Level:''' Manifester Level 5 '''Special:''' Must possess at least one animal pelt ===Class Features=== '''Class Skills''' (6 + Int): Autohypnosis, Climb, Craft, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Spot, Survival '''Proficiencies:''' A loup du noir gains no proficiencies. '''Manifesting:''' At every level indicated, a loup du noir gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of loup du noir to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a loup du noir, he must decide to which class he adds the new level of loup du noir for the purpose of determining power points per day, powers known, and manifester level. '''Dedication (Su):''' At first level, a loup du noir chooses an animal pelt for which he has an affinity and dedicates it for his transmutative uses. The pelt must be of an Animal of no more than two sizes smaller or one size larger (so that a Medium loup du noir could use as small as a Tiny pelt or as large as a Large one), and cannot be of a creature of HD exceeding the combined total of the loup du noir's level plus his Charisma modifier. This pelt cannot be later altered (but see the Acquisition ability below). A pelt does not take up an item slot, but is drawn around the body like a cloak (if large enough) or around the forearm like a bracer (for smaller pelts). A number of times per day equal to his Wisdom modifier plus his class level, a loup du noir can don this pelt and transform into the animal for a number of minutes equal to his Charisma modifier. The pelt merges with the skin of the loup du noir, subsuming all equipment into itself if there is any in the way. While transformed, the loup du noir gains any (Ex) abilities that the animal may have. He also gains all racial skill bonuses, feats, natural armor bonus, ability adjustments, natural attacks, and speeds of the chosen animal. You can find a creature's racial ability adjustment by subtracting ten from its ability score. He retains his own ability scores and type, but changes size and appearance into an average creature of the correct type. He also loses any racial bonuses granted to him by his natural form. This ability can only be used with pelts that belong to creatures of the Animal type. Activating and deactivating this ability is a standard action. A loup du noir cannot speak other than the sounds a normal animal of that type can make while in a Dedicated form, nor can he wear armor or use weaponry. Any equipment he carries melds into the new form and becomes ineffectual. Rings and amulets remain effective while the loup du noir is in a Dedicated form. When a loup du noir receives extra pelts (through the Extra Pelts feat or the Acquisition class feature), this ability can be activated with any pelt. The loup du noir does not receive activations per pelt; rather, he receives a total number of activations equal to his Wisdom modifier plus his class level, divided as he chooses between his pelts. '''Combat Style (Ex):''' A loup du noir is so used to using natural weapons that he gains further ability with them. At 1st level, a loup du noir gains the Multiattack feat even if he doesn't qualify for it. This ability improves at 4th level, granting a loup du noir a single extra attack with all primary natural attacks when making a full-attack, albeit at a -2 penalty. This feature does not stack with other effects that grant extra attacks, such as ''haste''. Finally, this ability reaches its apex at 7th level, granting a loup du noir iterative attacks as if he were not using natural weaponry with his primary natural attacks and a single extra attack with all secondary natural attacks when making a full-attack, albeit at a -2 penalty. This feature does not stack with other effects that grant extra attacks, such as ''haste''. '''Ranger Abilties:''' Levels of loup du noir stack with levels of ranger for the purposes of determining the effects of wild empathy and the strength of his animal companion (if he has one). '''Scent (Ex):''' At 2nd level, a loup du noir's nose becomes a powerful sensory instrument. He gains the Scent ability. If he changes into a shape that has Scent or has Scent already, this instead improves the range of that Scent by 15'. '''Acquisition (Su):''' Starting at 3rd level, a loup du noir can acquire new pelts for use with his Dedication ability. He may not have more pelts Dedicated at one time than his total Wisdom modifier plus one-half his class level. Dedicating a new pelt takes four hours of solitary meditation. A loup du noir cannot Dedicate the pelt of an animal he has not assisted in slaying. Acquired pelts must follow all rules set down under the Dedication ability. '''Evasion (Ex):''' At 5th level, a loup du noir can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the loup du noir is currently in a Dedicated shape. A helpless loup du noir does not gain the benefit of evasion. '''Camouflage (Ex):''' At 5th level, a loup du noir can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. '''Adaptation (Su):''' At 6th level, a loup du noir can speak any language he knows while in a Dedicated form. Furthermore, any magical properties of the following types of equipment are effective while the loup du noir is in a Dedicated shape: rings, amulet, helm, boots, and goggles. '''Hide in Plain Sight (Ex):''' While in any sort of natural terrain, a loup du noir of 8th level or higher can use the Hide skill even while being observed. '''Transformation (Su):''' At 8th level, a loup du noir's magical equipment remains partially effective while he is in a Dedicated shape. Any magical properties of the following types of equipment are effective while the loup du noir is in a Dedicated shape: amulet, ring, helm, boots, cloak, goggles, armor, and belt. '''Improved Evasion (Ex):''' This ability works like evasion, except that while the loup du noir still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless loup du noir does not gain the benefit of improved evasion. '''Evolution (Su):''' At 10th level, a loup du noir can use his Dedication and Acquisition abilities with creatures of the Magical Beast type, though these count as two pelts when determining the total number of pelts held by the loup du noir. ===Loup du Noir Progression=== {|border=1px !Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special !!Manifesting |- |'''1st''' || +0 || +0 || +2 || +2 || Dedication, Combat Style (Natural Weapons), Ranger Abilties || - |- |'''2nd''' || +1 || +0 || +3 || +3 || Scent || +1 level of existing manifesting class |- |'''3rd''' || +2 || +1 || +3 || +3 || Acquisition || - |- |'''4th''' || +3 || +1 || +4 || +4 || Improved Combat Style (Natural Weapons) || +1 level of existing manifesting class |- |'''5th''' || +3 || +1 || +4 || +4 || Evasion, Camouflage || - |- |'''6th''' || +4 || +2 || +5 || +5 || Adaptation || +1 level of existing manifesting class |- |'''7th''' || +5 || +2 || +5 || +5 || Combat Style Mastery (Natural Weapons) || - |- |'''8th''' || +6 || +2 || +6 || +6 || Hide in Plain Sight, Transformation || +1 level of existing manifesting class |- |'''9th''' || +6 || +3 || +6 || +6 || Improved Evasion || - |- |'''10th''' || +7 || +3 || +7 || +7 || Evolution || +1 level of existing manifesting class |} ===Loup du Noir Lore=== '''Knowledge (Nature) DC 10:''' Loup du Noir take the forms of animals to augment their psionic powers. '''Knowledge (Nature) DC 16:''' Loup du Noir are capable of great feats of combat both in and out of natural forms. They are also psionically capable and are frequently found in the wilds as guardians of nature. '''Knowledge (Nature) DC 22:''' Loup du Noir typically take the forms of animals that are native to their environments in an effort to blend in. Some stronger Loup du Noir are capable of taking the forms of beasts that are not animals. Rumors exist of Loup du Noir who take the form of dragons. ===Sample NPC=== '''Simon Albright'''<br> Ranger 3/Psychic Warrior 3/Loup du Noir 2<br> Medium Humanoid (Human, Psionic)<br> '''HP''' 44 (8 HD)<br> '''Speed''' 30 ft. (6 squares)<br> '''Init:''' -1<br> '''AC''' 14; touch 9; flat-footed 14<br> '''BAB''' +7; '''Grp''' +9<br> '''Attack''' melee +10 ''flaming longsword +1'' (1d8+3 plus 1d6 fire, 19-20/x2) or by alternate form (see text)<br> '''Full-Attack''' melee +10/+5 ''flaming longsword +1'' (1d8+3 plus 1d6 fire, 19-20/x2) or by alternate form (see text)<br> '''Space''' 5 ft.; '''Reach''' 5 ft.<br> '''Special Attacks''' Favored Enemy (Dwarves)<br> '''Special Qualities''' Wild Empathy (+6), Dedication (1 pelt), Scent<br> '''Saves''' Fort +7 Ref +3 Will +4<br> '''Abilities''' Str 14, Dex 8, Con 12, Int 10, Wis 14, Cha 16<br> '''Feats''' Animal Affinity, Power Attack, Psionic Body, Combat Expertise<sup>B</sup>, Improved Trip<sup>B</sup>, Mind Over Body<sup>B</sup>, Track<sup>B</sup>, Endurance<sup>B</sup>, Rapid Shot<sup>B</sup>, Multiattack<sup>B</sup><br> '''Powers''' ''bite of the wolf, claws of the beast, catfall, offensive prescognition'' -- ML 4<br> '''Power Points''' 9<br> '''Equipment''' ''Chain shirt +1'', ''flaming longsword +1'', black bear pelt<br> '''Challenge Rating''' 8<br> '''Alternate form:''' As Black Bear (see MM), except replace feats with Simon's feats. [[category:Train of Thought]] [[category:Train of Thought Prestige Classes]]
Return to
Psionic Loup du Noir
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages