Forgotten Memories, Slumbering Thoughts
Hit Die: d6
Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (history), Knowledge (planes), Knowledge (religion), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Use Magical Device (Cha)
Skill Ranks Per Level: 2 + Int modifier
Starting Wealth: 2d6 x 10 gold pieces; average: 60 gold pieces
|1st||+0||+0||+0||+2||Axioms, Aura, Soul Bound, Spellcasting, Sneak Attack 1d6, Reflection|
|2nd||+1||+0||+0||+3||Cloak of Shadows, Touch of Darkness|
|3rd||+1||+1||+1||+3||Sneak Attack 2d6|
|4th||+2||+1||+1||+4||Cloak of Shadows|
|5th||+2||+1||+1||+4||Sneak Attack 3d6, Call Shadows, Sustaining Shadow|
|6th||+3||+2||+2||+5||Deathwatch, Cloak of Shadows, Hide in Plain Sight|
|7th||+3||+2||+2||+5||Sneak Attack 4d6|
|8th||+4||+2||+2||+6||Cloak of Shadows|
|9th||+4||+3||+3||+6||Sneak Attack 5d6|
|10th||+5||+3||+3||+7||Consecrate, Sustaining Shadow, Cloak of Shadows, Darkvision, Shadow Jump 40 feet|
|11th||+5||+3||+3||+7||Sneak Attack 6d6, Create Shadows|
|12th||1||+4||+4||+8||Slippery Mind, Shadow Jump 80 feet|
|13th||1||+4||+4||+8||Sneak Attack 7d6|
|14th||2||+4||+4||+9||Death Ward, Shadow Jump 160 feet|
|15th||2||+5||+5||+9||Sneak Attack 8d6, Shadow Master, Sustaining Shadow, Create Greater Shadows|
|16th||3||+5||+5||+10||Hallow, Shadow Jump 320 feet|
|17th||3||+5||+5||+10||Sneak Attack 9d6|
|19th||4||+6||+6||+11||Sneak Attack 10d6|
Weapon and Armor Proficiencies: A Void is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of Void and cannot be changed.
Voids are also proficient with light armor, but not with shields. The somatic components required for Voids spells are simple, so members of this class can cast Void spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a Void wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component.
Axioms: Death is inevitable.
Death is a part of life. It is not an ending, but a beginning; not a punishment, but a necessity.
Death is an orderly process, without deceit, concealment, and randomness.
No one should ever die alone.
Help others die with dignity at their appointed time, and no sooner.
Honor the dead, for it is their lives and deeds that gave us the world we live in today. Forgetting them is to forget where we are now, and why.
Aura: You emit an aura of goodness.
Soul Bound: At 1st level, Voids form a powerful bond with an object. A bonded object is an item a Void uses to channel their goodness.
Voids begin play with a bonded object at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a Void attempts to cast a spell or channel energy without his bonded object worn or in hand, he must make a Wisdom check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used to store any one spell that the Void knows and is capable of casting. It can then be used to cast said spell. This spell is treated like any other spell cast by the Void, including casting time, duration, and other effects dependent on the Void’s level. This spell cannot be modified by metamagic feats or other abilities. The first spell is stored upon creation. Another spell cannot be stored in the bonded item until the one currently stored is expended. Storing a spell takes one hour.
A Void can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a Void with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the Void who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the Void slays or heals another creature. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gold pieces per Void level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A Void can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Spellcasting: A Void casts divine spells that are drawn from the Void spell list presented in Spell Lists. A Void must choose and prepare her spells in advance. To prepare or cast a spell, a Void must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Void’s spell is 10 + the spell level + the Void’s Wisdom modifier. Like other spellcasters, a Void can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Voids meditate for their spells. Each Void must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells. A Void may prepare and cast any spell on the Void spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Void Spell List:
Detect Secret Doors
Hide from Undead/Deathless
Glyph of Warding
Freedom of Movement
Dispel Magic, Greater
Find the Path
Guards and Wards
Word of Recall
Hold Person, Mass
Moment of Prescience
Planar Binding, Greater
Prying Eyes, Greater
Trap the Soul
Hold Monster, Mass
Sneak Attack: If a Void can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Void’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Void flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two Void levels thereafter. Should the Void score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Void can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The Void must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Void cannot sneak attack while striking a creature with concealment.
Reflection: At first level, a Void can manifest a memory of death. This Reflection, an entity representing one who is lost, acts as a companion to the Void. This Reflection starts out with the stats of a human skeleton, but levels up along with the Void (assuming the Void is taking more levels in Void). Below is a leveling chart for the Reflection.
|Class Level||Bonus HD||Natural Armor Adjustment||Strength/Dexterity Adjustment||Special|
|1st-2nd||+0||+0||+0||Link, Dark Empowerment|
Class Level: The character’s Void level. The Void class levels are the base for determining the Reflection’s abilities and the alternative lists available to the character.
Bonus HD: Extra twelve-sided (d12) Hit Dice. Remember that extra Hit Dice improve the Reflections’s base attack and base save bonuses. An Reflections’s base attack bonus is the same as that of a Void of a level equal to the Reflection’s HD. An Reflection has good Will save and weak Fortitude and Reflex saves (treat it as a character whose level equals the reflection’s HD). An Reflection gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the Reflection’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the Reflection’s Strength and Dexterity scores.
Link (Ex): A Void can give orders to his Reflection as a free action. Reflections understand any languages that his master speaks and obeys him as best as it can.
Dark Empowerment (Ex): If a Void possesses any feats or other extraordinary abilities that boost Reflections he summons, he may also apply these bonuses to the Reflection at the moment of its creation.
Evasion (Ex): If an Reflection is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an Reflection takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Cloak of Shadows: Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your Void level on Stealth checks. At 4th level, once per day as a swift action, you can make your outline a shadowy and indistinct, as the blur spell, for a number of minutes equal to your class level. When you reach 6th level, you can use the blur effect three times per day. At 8th level, your form permanently becomes hazy and you continually have a blur effect. At 10th level, two times per day as a swift action, you can make your true location more difficult to discern, as if you were affected by the displacement spell, for 10 rounds.
Touch of Darkness: As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your Void level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Call Shadows: You create 1 Shadow. This Shadow follow the same rules as your Reflection.
Sustaining Shadow: Starting at 5th level, your bond to the Plane of Shadow allows you to absorb dark energies, mitigating certain biological needs. You need eat only a single meal per week to maintain health. At 10th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your spells for the next day). At 15th level, you gain immunity to nonmagical diseases and poisons. Finally, at 20th level, you no longer need to breathe, and need never eat or sleep.
Deathwatch: You gain a constant deathwatch effect as a supernatural effect. Dispel magic cannot cancel this effect, but will suppress it for 1 minute per spell level of the dispel used if failing the saving throw. Activating or deactivating this ability is a swift action.
Hide in Plain Sight: A Void can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a Void can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Consecrate: You exude an aura of goodness and positive energy. Your aura now also acts exactly as the consecrate spell constantly centered on you, with a caster level equal to your own.
Darkvision: You gain darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Create Shadows: You create 1d2 + 1 Shadows. These Shadows follow the same rules as your Reflection.
Shadow Jump: At 10th level, a Void 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 dim light. A Void can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a Void can jump each day doubles (80 feet at 12th, 160 feet at 14th, and 320 feet at 16th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Slippery Mind: This ability represents the Void’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Void with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Death Ward: You gain a constant death ward effect as a supernatural effect. Dispel magic cannot cancel this effect, but will suppress it for 1 minute per spell level of the dispel used if failing the saving throw. Activating or deactivating this ability is a swift action.
Shadow Master: At 10th level, whenever a Void is in an area of dim light, she gains DR 10/— and a +2 luck bonus on all saving throws. In addition, whenever she successfully scores a critical hit against a foe who is in an area of dim light, that foe is blinded for 1d6 rounds.
Create Greater Shadows: You create 1d4 + 1 Shadows. These Shadows follow the same rules as your Reflection. You may also create 1 Wraith instead of creating the Shadows.
Hallow: Your aura now also acts exactly as the hallow spell effect constantly centered on you, with a caster level equal to your own.
Substitute Silver: You are capable of using your own innate power of the Reflections to summon them instead of relying on silver ingots. You no longer require material components when summoning Reflections.
Shade: You become a shade.