Promienna Muza zginęła podczas oblężenia Sanktuarium Yiga. Jej nienawiść do plugawych węży była tak wielka, że nie chciała się wycofać, mimo oczywistej przewagi wroga, i pała przeszyta dziesiątkami ostrzy. Została pochowana w grobowcu w Kamiennym Ogrodzie, z pietyzmem wykonanym przez jej plemię.
General Aveshai przeżył bitwę, a jego siła i odwaga była jednym z powodów, dla których ludzie odnieśli zwycięstwo. W jakiś czas potem wyruszył daleko na południe, w poszukiwaniu pozostałości swojej rasy.
Generał Rotilius Havelar pozostawał przez jakiś czas gubernatorem Saventh-Yhi, w końcu jednak przez przypadek wydało się, że jest orkiem (kapelusz spadł mu z głowy podczas podczas huraganu). Nieżyczliwi mówią, że akurat ten podmuch wiatru wywołał jego zastępca. Odszedł na wcześniejszą emeryturę i powrócił do Eleder.
Juliver wraz z Eando Kline'em wyszli z walki bez szwanku. Nie zostali jednak w mieście długo. Szybko ruszyli na kolejną wyprawę w głąb interioru.
Ezren Xarelto odzyskał ludzką postać. Został mianowany dowódcą garnizonu i gubernatorem miasta po odejściu Rotiliusa. Nie cieszył się jednak tą funkcją długo. Pewnej nocy zniknął. Strażnicy podobno zauważyli półprzezroczyste istoty, przypominające koszmarne meduzy, unoszące się nad jego rezydencją. Nikt nie wie, co się z nim stało, jednak z pewnością poznał wiele ciekawych miejsc i czasów.
Fidelia Xarelto jako kolejna wysoko postawiona wojskowa, stanęła na czele Saventh'Yhi. Nie chciała jednak przybierać tytułu gubernatora. Zamiast tego, została przewodniczącą Rady Miejskiej oraz wodzem plemienia Bokongo Dzielnicy Sztuki. Wyszła za mąż za czterech najdzielniejszych wojowników plemienia, czym zapoczątkowała plemienny zwyczaj zarówno poliandrii, jak i matriarchatu.
Sarin została ożywiona, a następnie przebudzona przez Holokausta. Powróciła wraz z swym dworem do Usaro, gdzie przez nadchodzące lata sprawowała rządy silnej łapy.
Djask Derindi powrócił do rodzinnego plemienia, a te przyjęło go bardzo życzliwie. Przenośna dziura, cała wypełniona fantami i skradzionymi bogactwami, miała istotny wpływ na tę decyzję.
Holokausto został wskrzeszony. pozostał w armii Pretorii, z czasem awansując na majora. Robił to co zwykle (czyt. palił i wysadzał). Zgromadził za to potężną kolekcję medali. Niestety, jego eksperymenty z czarem rój żywiołaków stały się przyczyną największego pożaru w nowożytnej historii miasta, po którym musiał dość pilnie zmienić pracę i miejsce zamieszkania.
Sasha Nevah zniknęła. Prawdopodobnie została porwana. Podejrzewa się Czerwone Skorpiony. Poszukiwania trwają.
Heldrun, Nauta i Mdadje kontynuowali naukę w szkole, stając się powoli mistrzami nowej Gildii. Po kilku nieudanych zamachach, podpaleniach i świadczeniu sobie wzajemnych uprzejmości, Gildia Magii Saventh-Yhi formalnie weszła w skład Gildii Arkanistów, zachowując jednak faktyczną autonomię i znajomość unikalnych czarów, zdobytych na wężoludziach.
Obambo Nkechi nadal nawiedzał miasto, robiąc w jego mniemaniu "śmieszne" dowcipy. Wiele panien i mężatek przysięgało, że podczas bezksiężycowych nocy budziły się, czując widmowe ręce na swoich pośladkach.
Felippie pewnego dnia został znaleziony martwy w wychodku.
Jaques de Haq zalegalizował swój biznes i dzięki zdobytym kontaktom handlowym, wrodzonym zdolnościom, a także przekupstwu, stał się jednym z najbogatszych baronów kupieckich Pretorii.
Khalidowi-Shah w końcu udało się zdjąć Klątwę Wiecznego Błota i powrócił na Plan Żywiołu Ziemi. Fontannę przejęła Gildia Magii.
czwartek, 18 września 2014
wtorek, 12 sierpnia 2014
RADIANT MUSE
RADIANT MUSE
Female
lillend bard 8
CN Large outsider (azata, chaotic, extraplanar)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 32, touch 16, flat-footed 26 (+8 armor, +1 deflection, +6 Dex, +8
natural, –1 size)
hp 192 (7d10+8d8+105)
Fort +9, Ref +17, Will +15; +4 vs. bardic performance, language-dependent,
and sonic
Immune electricity, petrification, poison; Resist cold 10, fire 10
OFFENSE
Speed 30 ft., fly 70 ft. (average)
Melee +1 cold iron
longsword +17/+12/+7 (2d6+7/19–20), tail slap +11 (2d6+2)
Ranged +2 composite holy longbow +21/+16/+11 (2d6+6
plus 2d6 holy/×3)
Space 10 ft.; Reach 10 ft.
Special
Attacks bardic performance 38 rounds/day (countersong, dirge of doom,
distraction, fascinate, frightening tune, inspire competence +5, inspire
courage +3, inspire greatness, inspire heroics, soothing performance,
suggestion), constrict (2d6+4)
Spell-Like
Abilities (CL 7th; concentration +13)
3/day—darkness,
hallucinatory terrain (DC 20), knock, light
1/day—charm
person (DC 17), speak with animals, speak with plants
Bard Spells
Known (CL 15th; concentration +21)
5th (4/day)—
mass cure light wounds, mass
suggestion (DC 21), greater dispel magic, greater heroism
4th (5/day)—dimension
door, dominate person (DC 20), greater
invisibility, neutralize poison
3rd (6/day)—charm
monster (DC 19), crushing despair (DC 19), cure serious wounds, good hope, haste
2nd
(7/day)—blindness/deafness (DC
18), blur, glitterdust (DC 18),
hold person (DC 18), whispering wind
1st
(7/day)—cure light wounds, hideous laughter (DC 17), grease (DC
17), hypnotism (DC 17), remove fear, ventriloquism
0 (at
will)—dancing lights, daze (DC 16), detect magic, ghost
sound (DC 16), prestidigitation,
read magic
STATISTICS
Str
18, Dex 22, Con 23, Int 16, Wis
18, Cha 23
Base
Atk +13; CMB +18; CMD 35 (can’t be tripped)
Feats
Combat Casting, Improved Initiative, Improved Precise
Shot, Point-Blank Shot, Precise Shot, Rapid Shot,
Toughness,
Weapon Focus (composite longbow)
Skills
Craft (sculpture) +20, Intimidate +22, Knowledge (arcana)
+16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (religion) +12,
Perception +15, Perform (dance) +23, Perform (oratory) +23, Perform (string) +25,
Sense Motive +21, Survival +19, Use Magic Device +21;
Racial
Modifiers +4 Survival
Languages
Celestial, Common, Draconic, Infernal; truespeech
SQ
bardic knowledge +4, lore master 1/day, versatile performance
(dance: Acrobatics, Fly; string: Bluff, Diplomacy)
Combat
Gear +1 flaming arrows (3),
+1 frost arrows (3), +1 merciful arrows (2), +1 monstrous humanoid
bane arrows (3), scrolls of comprehend languages (3), +4 glamered
mithral chain shirt, green crystal +2 composite holy longbow (+4
Str) with 19 arrows, +1 cold iron
longsword, belt of mighty constitution +2, ring of protection
+1, masterwork harp
poniedziałek, 11 sierpnia 2014
Czy wiesz, że...
... bezpośrednią przyczyną powstania zdegenerowanej formy wężoludzi było odcięcie przez elfią wojowniczkę Savith głowy Yigowi? Był on manifestacją, uosobieniem wężowej rasy jako takiej i po dekapitacji zmienił się w bezrozumną bestię. Po jego "śmierci" cały gatunek podążył jego śladem, pogrążywszy się w barbarzyństwie i degenracji. Choć czystej krwi, inteligentni, wężoludzie nadal wykluwali się z jaj, to niezwykle rzadko.
niedziela, 10 sierpnia 2014
Ancient Serpentfolk Knowledge
Contagious Flame
School evocation [fire]; Level magus 6, sorcerer/wizard 6
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets three or more rays
Duration 3 rounds
Saving Throw none; Spell Resistance yes
DESCRIPTION
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round-these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds-a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.
Create Pit
School conjuration (creation); Level sorcerer/wizard 2, summoner 2; Domain caves 2
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no Editor's Note
DESCRIPTION
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space.. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
Dragon's Breath
School evocation [acid, cold, electricity, or fire]; Level alchemist 4, magus 4, sorcerer/wizard 4
CASTING
Casting Time 1 standard action
Components V, S, M (a dragon scale)
EFFECT
Range 30 ft. or 60 ft.
Area cone-shaped burst or line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon scale used:
Black dragon: 60-foot line of acid.
Blue or bronze dragon: 60-foot line of electricity.
Green dragon: 30-foot cone of acid.
Gold or red dragon: 30-foot cone of fire.
Silver or white dragon: 30-foot cone of cold.
Brass dragon: 60-foot line of fire.
Dust of Twilight
School conjuration [darkness]; Level bard 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action
Components V, S, M (coal dust)
EFFECT
Range medium (100 ft. + 10 ft./level)
Targets creatures and objects in a 10-ft. spread
Duration instantaneous
Saving Throw Fortitude negates (fatigue only); Spell Resistance no
DESCRIPTION
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.
Hungry Pit
School conjuration (creation); Level sorcerer/wizard 5, summoner 5; Domain caves 5
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Reflex half; see text; Spell Resistance no
DESCRIPTION
This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.
Pain Strike
School evocation [evil, pain]; Level sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.
Unwilling Shield
School necromancy; Level bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
CASTING
Casting Time 1 standard action
Components V, S, M (ruby dust worth 250 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.
When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.
If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other.
School evocation [fire]; Level magus 6, sorcerer/wizard 6
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets three or more rays
Duration 3 rounds
Saving Throw none; Spell Resistance yes
DESCRIPTION
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round-these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds-a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.
Create Pit
School conjuration (creation); Level sorcerer/wizard 2, summoner 2; Domain caves 2
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no Editor's Note
DESCRIPTION
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space.. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
Dragon's Breath
School evocation [acid, cold, electricity, or fire]; Level alchemist 4, magus 4, sorcerer/wizard 4
CASTING
Casting Time 1 standard action
Components V, S, M (a dragon scale)
EFFECT
Range 30 ft. or 60 ft.
Area cone-shaped burst or line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon scale used:
Black dragon: 60-foot line of acid.
Blue or bronze dragon: 60-foot line of electricity.
Green dragon: 30-foot cone of acid.
Gold or red dragon: 30-foot cone of fire.
Silver or white dragon: 30-foot cone of cold.
Brass dragon: 60-foot line of fire.
Dust of Twilight
School conjuration [darkness]; Level bard 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action
Components V, S, M (coal dust)
EFFECT
Range medium (100 ft. + 10 ft./level)
Targets creatures and objects in a 10-ft. spread
Duration instantaneous
Saving Throw Fortitude negates (fatigue only); Spell Resistance no
DESCRIPTION
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.
Hungry Pit
School conjuration (creation); Level sorcerer/wizard 5, summoner 5; Domain caves 5
CASTING
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Reflex half; see text; Spell Resistance no
DESCRIPTION
This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.
Pain Strike
School evocation [evil, pain]; Level sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.
Unwilling Shield
School necromancy; Level bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
CASTING
Casting Time 1 standard action
Components V, S, M (ruby dust worth 250 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.
When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.
If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other.
sobota, 9 sierpnia 2014
Fire Servant
Rather than being a normal animal or beast, your companion or familiar is infused with energies from Elemental Plane of Fire.
Prerequisites: animal companion, familiar, or mount class feature.
Benefit: Your animal companion, familiar, or mount gains the fire-infused template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals. Do not change creature's HD, saves, or skill ranks for changing its creature type.
Prerequisites: animal companion, familiar, or mount class feature.
Benefit: Your animal companion, familiar, or mount gains the fire-infused template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals. Do not change creature's HD, saves, or skill ranks for changing its creature type.
niedziela, 27 lipca 2014
Przyczynek do Felietonu vol. 35 - drużyna
Jak ja widzę Bohaterów Pretorii, Zdobywców Saventh-Yhi. Role główne, zaś w nawiasach drugorzędne.
Fidelia - striker (skill monkey), Rotilius - striker (bez drugorzędnej roli), Ezren - controller (leader), Holokausto - striker (controller), Djask - leader (controller), Juliver - waste of space, Sasha - waste of space. Stąd kilka wniosków:
1. W podstawowym składzie, tak z Holokausto, jak i Rotiliusem, jest równowaga: striker - striker - controller - leader.
2. Możliwa jest tak wymiana strikerów, czyli wybór dwóch osób z trzech, z grupy: Fidelia - Holokausto - Rotilius.
3. W typowym układzie zaklęć zarówno Ezren jak i Djask są nie do zastąpienia, bo są jedynymi postaciami pełniącymi główne rolę odpowiednio controllera i leadera.
4. W przypadku innego złożenia, Holokausto mógłby warunkowo zastąpić tak Djaska, jak i Ezrena.
Fidelia - striker (skill monkey), Rotilius - striker (bez drugorzędnej roli), Ezren - controller (leader), Holokausto - striker (controller), Djask - leader (controller), Juliver - waste of space, Sasha - waste of space. Stąd kilka wniosków:
1. W podstawowym składzie, tak z Holokausto, jak i Rotiliusem, jest równowaga: striker - striker - controller - leader.
2. Możliwa jest tak wymiana strikerów, czyli wybór dwóch osób z trzech, z grupy: Fidelia - Holokausto - Rotilius.
3. W typowym układzie zaklęć zarówno Ezren jak i Djask są nie do zastąpienia, bo są jedynymi postaciami pełniącymi główne rolę odpowiednio controllera i leadera.
4. W przypadku innego złożenia, Holokausto mógłby warunkowo zastąpić tak Djaska, jak i Ezrena.
niedziela, 20 lipca 2014
Vermin Keeper (druid archetype)
Not all druis are interested in animals and plants. Some are concerned with strange insectile lifeforms and those druids are called vermin keepers. Often shunned and feared, they live on the corner of civilization with their chitinous servants.
Vermin Empathy (Su): A vermin keeper can improve the attitude of vermin as a normal druid can with animals and she gains Vermin Heart as a bonus feat. Vermin have a starting attitude of unfriendly. The vermin keeper can also improve the attitude of animals, but she takes a –4 penalty on the check.
This ability replaces wild empathy.
Nature Bond (Ex): A vermin keeper who chooses an animal companion must select a vermin companion. If choosing a domain, the vermin keeper must choose from the Air, Community, Darkess, Destruction, and Earth domains.
Spider Walk (Su): At 3rd level, a vermin keeper cannot be hed by web and she gains immunity to all web attacks, magical or otherwise. The vermin keeper can move in such terrain without any penalty or restrain.
This ability repleces woodland stride and trackless step.
Vermin Resilience (Ex): At 4th level, a vermin keeper gains immunity to all diseases, including supernatural and magical diseases.
This ability repleces resist nature's lure.
Wild Shape (Su): At 6th level a vermin keeper can assume the form of a Small or Medium vermin, at 8th level a Tiny or Large vermin, and at 10th level a Diminutive or Huge vermin. This effect functions as beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers). A vermin keeper cannot use wild shape to adopt an animal form.
Venom Immunity (Ex): A vermin keeper gains this ability at 7th level.
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