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Astral Investigator

Page history last edited by PBworks 17 years, 6 months ago
  • The astral investigator serves the Astral Investigation Agency, a group of celestials dedicated to eradicating threats posed by Demons and Devils intruding onto other planes. There is no greater reward for an astral investigator to see good triumph where evil was sure to reign otherwise.

 

Requirements

To qualify to become an astral investigator, a character must fulfill all the following criteria.

Alignment: Any Lawful or Any Good

Skills: Knowledge(Religion) 4 Ranks, Knowledge(The Planes) 4 Ranks, Diplomacy 8 Ranks

Spells: Able to cast 1st-level divine spells

Special Ability: Turn Undead

Special: Must be accepted into the Astral Investigation Agency or uncover and solve an important mystery with their help. Must not have any outsider blood in lineage.

 

Abilities

Hit Die: d8

Class Skills: Concentration (CON), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Gather Information (CHA), Knowledge(Religion), Knowledge(The Planes) (INT), Listen (WIS), Profession (WIS), Speak Language (n/a), Spot (WIS)

Skill Points: The astral investigator gains 4 + INT modifier skill points per level.

 

LevelBABFortRefWillSpecial Spells per Day
1st +0 +2 +0 +2 Brilliant retribution +1 Existing Divine Spellcaster Class
2nd +1 +3 +0 +3 Consecrate weapon +1 Existing Divine Spellcaster Class
3rd +2 +3 +1 +3 Aura of resistance +1 Existing Divine Spellcaster Class
4th +3 +4 +1 +4 Positive boon (d10) +1 Existing Divine Spellcaster Class
5th +3 +4 +1 +4 Angelic fortitude, aura of faith
6th +4 +5 +2 +5 Sacred retribution +1 Existing Divine Spellcaster Class
7th +5 +5 +2 +5 Aura of menace +1 Existing Divine Spellcaster Class
8th +6 +6 +2 +6 Positive boon (d12) +1 Existing Divine Spellcaster Class
9th +6 +6 +3 +6 Fiendish exorcism +1 Existing Divine Spellcaster Class
10th +7 +7 +3 +7 Divine immaculation

 

Spells per Day/Spells Known

  • An astral investigator continues advancing in divine spellcasting ability as well as acquiring the abilities of those in AIA.
  • Thus, when a new astral investigator level is gained, the character gains new divine spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class.
  • She does not, however, gain any other benefit a character of that class would have otherwise gained (unless noted, see below). This means that she adds the level of astral investigator to the level of another divine spellcasting class the character has, then determines spells per day accordingly.
  • If a character had more than one divine spellcasting class before she became an astral investigator, the player must decide which class to assign each level of astral investigator for the purpose of determining divine spells per day and spells known.

 

 

Brilliant Retribution (Su) (or Fluorescent Magnificence)

  • At 1st level, the astral investigator can manifest special celestial energy that has the power to temporarily stun demons, devils, and other evil fiends from beyond the stars.
  • Brilliant retribution functions similarly to turn undead, but only affects outsiders with the evil subtype ("fiends").
  • In addition, an astral investigator continues to improve her previous divine class's turn undead checks, but not turning damage. Add the character's astral investigator level to her previous divine class's level for purposes of determining the most powerful undead turnable. She is more likely to affect a single powerful undead with her turning ability, but less likely to affect more than one of them.
  • Feats and abilities that apply to turn undead (such as Extra Turning) do not apply to brilliant retribution.
  • Times per Day: An astral investigator may attempt to use brilliant retribution a number of times per day equal to 3 + her Charisma modifier. This pool is separate from her turn undead pool.
  • Range: The astral investigator affects the closest fiends first and cannot affect any that are more than 60 feet away or that have total cover. She doesn't need line of sight to a target, but she does need line of effect.
  • Check: As a standard action, the astral investigator makes a Charisma check and consults the Turning Check Table, using her previous divine class level plus her astral investigator level to determine the most powerful fiend she can affect. Fiends with the true seeing special quality are considered 4 hit dice higher than their actual hit dice. Astral investigators with 10 or more ranks in Knowledge (the planes) gain a +2 bonus on these checks.
  • Damage: If the roll is high enough to affect any fiends, she then rolls 2d6 + class level + Charisma modifier for brilliant retribution damage. This is how many total hit dice of fiends she may affect. Fiends with the true seeing special quality are considered 4 hit dice higher than their actual hit dice.
  • Effect and Duration: An fiend affected by the brilliant retribution becomes dazed for 1 round, blinded for 1d3+1 rounds, and dazzled for 1 minute. If the astral investigator possesses at least twice the hit dice of the evil outside, she banishes the fiend back to its home plane. If already on the fiend's home plane, instead the fiend becomes permanently blinded.

 

 

Consecrate Weapon (Su) (or Heavy Hand of the Administration)

  • At 2nd level, the astral investigator's weaponry becomes infused with divine energy.
  • All melee weapons possessed by an astral investigator are considered lawful or good for the purpose of overcoming damage reduction. As soon as the aligned weapon leaves her possession, the weapon loses its alignment.
  • The alignment of the weapon must be chosen when the ability is used, and it cannot become both lawful and good at the same time. You can spend a swift action to toggle the alignment between lawful or good. An evil astral investigator cannot align her weapon to good. Likewise, a chaotic astral investigator cannot align her weapon to lawful.

 

 

Aura of Resistance (Su) (or Reluctance of the Committee)

  • By 3rd level, the astral investigator can activate a protective aura she's learned from intense study of the angels.
  • By spending a brilliant retribution attempt as a move action, the astral investigator can create an energy resistance aura with a 20 ft radius centered on herself. The aura lasts for one minute. All allies (including the caster) who remain within 20 ft of the astral investigator gain energy resistance to all energies equal to 5 plus the astral investigator's class level. For example, an eighth level astral investigator can grant acid resistance 13, cold resistance 13, electricity resistance 13, fire resistance 13, and sonic resistance 13 to all nearby allies.
  • An astral investigator can only activate a single aura at a time. If she attempts to activate a new aura, then the previous ones end and the new one begins.

 

 

Positive Boon (or Wage Raise)

  • At 4th level, the astral investigator attunes herself to the sacred cleansing energies of the divine.
  • For all conjuration[healing] spells on her spell list that involve a variable amount of d8 dice, she now rolls the same amount of d10 dice. At eighth level, she rolls d12 dice.

 

 

Angelic Fortitude (Ex) (or Stomach of the Supervisor)

  • At 5th level, the astral investigator's body becomes fortified against corrupting spells and effects.
  • She receives a +4 sacred bonus versus poison effects and immunity to petrification.

 

 

Aura of Faith (Su) (or Company Motto)

  • At 5th level, the astral investigator can share the resolve of her faith with her allies.
  • By spending a brilliant retribution attempt as a move action, the astral investigator can create a celestial aura with a 20 ft radius centered on herself. The aura lasts for one minute. All allies within the radius gain the benefit of her consecrate weapon special ability.
  • An astral investigator can only activate a single aura at a time. If she attempts to activate a new aura, then the previous one ends and the new one begins.

 

 

Sacred Retribution (Su) (or Wrath of the Bureaucrat)

  • At 6th level, the astral investigator can scorch fiendish creatures through brilliant energy created by her weapon.
  • As a swift action, she can spend a brilliant retribution attempt to deal an extra 2d6 points of damage with all successful melee attacks against fiends until the end of the round.

 

 

Aura of Menace (Su): (or Red Tape Nightmare)

  • At 7th level, the astral investigator can activate a righteous aura she's learned from her zealous research of the archons.
  • By using a move action and spending a brilliant retribution attempt, she can generate an aura similar to an archon's aura that lasts for one minute. Any hostile creature within a 20-foot radius of the astral investigator must succeed on a Will save (DC 10 + class level + Charisma mod) to resist its effects.
  • Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the astral investigator. A creature that has resisted or broken the effect cannot be affected again by the same aura for 24 hours. Affected intelligent creatures realize who is generating the aura and may act to end the effect.
  • An astral investigator can only activate a single aura at a time. If she attempts to activate a new aura, then the previous one ends and the new one begins.

 

 

Fiendish Exorcism (Ex) (or Grounds for Dismissal)

  • By 9th level, the astral investigation's knowledge of planar travel allows her to restrict the tenuous channels that summoned fiends use to travel, and she can force them to return to their point of origin.
  • When using brilliant retribution against a summoned fiend, whether called through a wizard's summon monster spell or a demon's summon spell-like ability, the astral investigator need only match the outsider's hit dice, rather than double its hit dice, to banish the fiend back to its home plane. If it is already on its home plane, it is instead permanently blinded.

 

 

Divine Immaculation (Ex) (or Internship)

  • Upon attaining 10th level, an astral investigator ascends to the halls of the Astral Investigation Agency and undergoes the rite of angels, an ancient ritual that ensures her a piece of divinity and a promising entry-level position.
  • Her type changes to outsider (native), she gains damage reduction equal to 10/evil, and she sprouts her own angelic wings. The wings grant her a move speed of 60 ft and good maneuverability. Unlike most fliers, an astral investigator can fly while wearing heavy armor, but she must stay beneath a medium load. Medium or heavier armor reduces her move speed to 40 ft, as normal.

Comments (1)

Anonymous said

at 11:58 pm on Aug 27, 2006

light spell, +4 'turn resist' for true see, blindness (1d3+1 round 1 minute dazzle), elysium domain level 5

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