Prestige Class: Keeshé
Unique - Only one exists at a time.
Requirements: To qualify to become Keeshé, a character must fulfill all of the following requirements
Race: Nalkaran
Alignment: Lawful Evil
Feats: Dodge, Mobility
Skills: Balance 5 ranks, Hide 10 ranks, Move Silently 10 ranks, Tumble 8 ranks
Special: Must have spent at least 5 years in specialized training at The House of Blades in Nalkara.
BAB: As Rogue
Saves: As Rogue
Class Skills: Balance, Climb, Decipher Script, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Use Magic Device
Skill Points at Each Level: (8+Int modifier)
1st Level - Poison Use, Uncanny dodge, Oath of Loyalty, spells
2nd Level - Evasion
3rd level - Sneak Attack +1d6
4th level - Shadow Jump 20 ft.
5th level - Hide in Plain Sight
6th level - Bonus Feat, Shadow Jump 40 ft., Sneak Attack +2d6
7th level -
8th level - Defensive Roll, Shadow Jump 80 ft.
9th level - Bonus Feat, Sneak Attack +3d6,
10th level - Shadow Jump 160 ft.
Sneak Attack - This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels (3rd, 6th, and 9th). If Keeshé gets a sneak attack bonus from another source the bonuses on damage stack.
Poison Use - Keeshé is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Spells - Beginning at 1st level, Keeshé gains the ability to cast a number of arcane spells. To cast a spell, Keeshé must have an Intelligence score of at least 10 + the spell’s level, so if she has an Intelligence of 10 or lower, she cannot cast these spells. Keeshé's bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + her Intelligence bonus. When she gets 0 spells per day of a given spell level she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
Keeshé's spell list appears below. Keeshé casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), Keeshé can choose to learn a new spell in place of one she already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell Keeshé can cast. Keeshé may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.
Oath of Loyalty (Su) - Upon entering this prestige class, Keeshé becomes immune to the effects of spells or abilities that would cause her to betray her Queen. (Charm Person, Charm Monster, Dominate Person, Dominate Monster, Quest/Geas, Suggestion). If she ever willingly betrays this oath, Keeshé permanently loses all of her special abilities and can never again progress in this class.
Hide in Plain Sight (Su) - At 5th level, Keeshé can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, Keeshé can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.
Bonus Feat - At 6th and 9th level, Keeshé gains a bonus feat from the following list. (Acrobatic, Agile, Alertness, Blind-Fight, Deft Hands, Improved Critical, Improved Initiative, Magical Aptitude, Nimble Fingers, Weapon Finesse, or Weapon Focus.)
Evasion (Ex) - At 2nd level and higher, Keeshé 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 she is wearing light armor or no armor. If helpless, Keeshé does not gain the benefit of evasion.
Improved Evasion (Ex) - This ability works like evasion, except that while Keeshé still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. If helpless, Keeshé does not gain the benefit of improved evasion.
Shadow Jump (Su) - At 4th level, Keeshé gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. Keeshé can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance Keeshé can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex) - Starting at 5th level, once per day, when Keeshé would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
Unique - Only one exists at a time.
Requirements: To qualify to become Keeshé, a character must fulfill all of the following requirements
Race: Nalkaran
Alignment: Lawful Evil
Feats: Dodge, Mobility
Skills: Balance 5 ranks, Hide 10 ranks, Move Silently 10 ranks, Tumble 8 ranks
Special: Must have spent at least 5 years in specialized training at The House of Blades in Nalkara.
BAB: As Rogue
Saves: As Rogue
Class Skills: Balance, Climb, Decipher Script, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Use Magic Device
Skill Points at Each Level: (8+Int modifier)
1st Level - Poison Use, Uncanny dodge, Oath of Loyalty, spells
2nd Level - Evasion
3rd level - Sneak Attack +1d6
4th level - Shadow Jump 20 ft.
5th level - Hide in Plain Sight
6th level - Bonus Feat, Shadow Jump 40 ft., Sneak Attack +2d6
7th level -
8th level - Defensive Roll, Shadow Jump 80 ft.
9th level - Bonus Feat, Sneak Attack +3d6,
10th level - Shadow Jump 160 ft.
Sneak Attack - This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels (3rd, 6th, and 9th). If Keeshé gets a sneak attack bonus from another source the bonuses on damage stack.
Poison Use - Keeshé is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Spells - Beginning at 1st level, Keeshé gains the ability to cast a number of arcane spells. To cast a spell, Keeshé must have an Intelligence score of at least 10 + the spell’s level, so if she has an Intelligence of 10 or lower, she cannot cast these spells. Keeshé's bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + her Intelligence bonus. When she gets 0 spells per day of a given spell level she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
Keeshé's spell list appears below. Keeshé casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), Keeshé can choose to learn a new spell in place of one she already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell Keeshé can cast. Keeshé may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.
Oath of Loyalty (Su) - Upon entering this prestige class, Keeshé becomes immune to the effects of spells or abilities that would cause her to betray her Queen. (Charm Person, Charm Monster, Dominate Person, Dominate Monster, Quest/Geas, Suggestion). If she ever willingly betrays this oath, Keeshé permanently loses all of her special abilities and can never again progress in this class.
Hide in Plain Sight (Su) - At 5th level, Keeshé can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, Keeshé can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.
Bonus Feat - At 6th and 9th level, Keeshé gains a bonus feat from the following list. (Acrobatic, Agile, Alertness, Blind-Fight, Deft Hands, Improved Critical, Improved Initiative, Magical Aptitude, Nimble Fingers, Weapon Finesse, or Weapon Focus.)
Evasion (Ex) - At 2nd level and higher, Keeshé 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 she is wearing light armor or no armor. If helpless, Keeshé does not gain the benefit of evasion.
Improved Evasion (Ex) - This ability works like evasion, except that while Keeshé still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. If helpless, Keeshé does not gain the benefit of improved evasion.
Shadow Jump (Su) - At 4th level, Keeshé gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. Keeshé can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance Keeshé can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex) - Starting at 5th level, once per day, when Keeshé would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
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