JARAZINE
Alignment: Any
Hit Die: d8.
Class Skills
The Jarazine's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local, religion & history) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Jarazine
----- Spells per Day ----- Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 1st +0 +0 +2 +2 Jarazinic music, Jarazinic knowledge, countersong, fascinate, inspire courage +1 - - - - 2nd +1 +0 +3 +3 Familiar 1 - - - 3rd +2 +1 +3 +3 Inspire competence 2 - - - 4th +3 +1 +4 +4 2 1 - - 5th +3 +1 +4 +4 3 1 - - 6th +4 +2 +5 +5 Suggestion 3 2 - - 7th +5 +2 +5 +5 3 2 1 - 8th +6/+1 +2 +6 +6 Inspire courage +2 3 3 1 - 9th +6/+1 +3 +6 +6 Inspire greatness 3 3 2 - 10th +7/+2 +3 +7 +7 3 3 3 1 11th +8/+3 +3 +7 +7 4 3 3 1 12th +9/+4 +4 +8 +8 Song of freedom 4 3 3 2 13th +9/+4 +4 +8 +8 4 4 3 2 14th +10/+5 +4 +9 +9 Inspire courage +3 4 4 3 3 15th +11/+6/+1 +5 +9 +9 Inspire heroics 4 4 4 3 16th +12/+7/+2 +5 +10 +10 4 4 4 4 17th +12/+7/+2 +5 +10 +10 5 4 4 4 18th +13/+8/+3 +6 +11 +11 Mass suggestion 5 5 4 4 19th +14/+9/+4 +6 +11 +11 5 5 5 4 20th +15/+10/+5 +6 +12 +12 Inspire courage +4 5 5 5 5
Class Features
All of the following are class features of the Jarazine.
Weapon and Armor Proficiency: A Jarazine is proficient with all simple weapons, plus the short bow, short composite bow, Shawnal Halfspear and the Shawnal Shortspear. Jarazines are proficient with light armor and shields (except tower shields). A Jarazine can cast Jarazine spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Jarazine wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Jarazine still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A Jarazine casts divine spells, which are drawn from the Jarazine spell list. He can cast any spell he from the Jarazine spell list without preparing it ahead of time. Every Jarazine spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Jarazine must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Jarazine's spell is 10 + the spell level + the Jarazine's Charisma modifier.
Like other spellcasters, a Jarazine can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Jarazine. In addition, he receives bonus spells per day if he has a high Charisma score.
As noted above, a Jarazine need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Jarazinic Knowledge: A Jarazine may make a special Jarazinic knowledge check with a bonus equal to his Jarazine level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Jarazine has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful Jarazineic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Jarazine may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge 10 Common, known by at least a substantial minority drinking; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
Jarazineic Music: Once per day per Jarazine level, a Jarazine can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Jarazineic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Jarazine level and a minimum number of ranks in the Perform skill to qualify; if a Jarazine does not have the required number of ranks in at least one Perform skill, he does not gain the Jarazineic music ability until he acquires the needed ranks.
Starting a Jarazineic music effect is a standard action. Some Jarazineic music abilities require concentration, which means the Jarazine must take a standard action each round to maintain the ability. Even while using Jarazineic music that doesn't require concentration, a Jarazine cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Jarazine has a 20% chance to fail when attempting to use Jarazineic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A Jarazine with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Jarazine (including the Jarazine himself ) that is affected by a sonic or language-dependent magical attack may use the Jarazine's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Jarazine's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The Jarazine may keep up the countersong for 10 rounds.
Fascinate (Sp): A Jarazine with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Jarazine, and able to pay attention to him. The Jarazine must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Jarazine attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a Jarazine makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the Jarazine cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Jarazine continues to play and concentrate (up to a maximum of 1 round per Jarazine level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Jarazine to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A Jarazine with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Jarazine sing. The effect lasts for as long as the ally hears the Jarazine sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Jarazine levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A Jarazine of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Jarazine. The Jarazine must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Jarazine's music. Certain uses of this ability are infeasible. The effect lasts as long as the Jarazine concentrates, up to a maximum of 2 minutes. A Jarazine can't inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A Jarazine of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Jarazine's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn't count against a Jarazine's daily limit on Jarazineic music performances. A Will saving throw (DC 10 + 1/2 Jarazine's level + Jarazine's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su): A Jarazine of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Jarazine attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Jarazine must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Jarazine sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp): A Jarazine of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's Jarazine level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Jarazine can't use song of freedom on himself.
Inspire Heroics (Su): A Jarazine of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Jarazine levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Jarazine must sing and an ally must hear the Jarazine sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Jarazine sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Jarazine of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
FAMILIARS - Jarazine are only able to gain a Hawk familiar at second level, when they return to Jarazine holdings to receive the gift of the familiar from their mentors. Through a special ritual the hawk is bonded to the Jarazine.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
Familiar Special Hawk Master gains a +3 bonus on Spot checks in bright light
Familiar Basics: Use the basic statistics for a creature of the familiar's kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Master Class Level Natural Armor Adj. Int Special 1st-2nd +1 6 Alertness, improved evasion, share spells, empathic link 3rd-4th +2 7 Deliver touch spells 5th-6th +3 8 Speak with master 7th-8th +4 9 Speak with animals of its kind 9th-10th +5 10 - 11th-12th +6 11 Spell resistance 13th-14th +7 12 Scry on familiar 15th-16th +8 13 - 17th-18th +9 14 - 19th-20th +10 15 -
Jarazine Spell List
Level 1 Level 2 Level 3 Level 4 Alarm Animal Messenger Clairaudence/Clairvoyance Arcane Eye Comprehend Languages Augury Displacement Detect Scrying Detect Magic Detect Thoughts Glyph of Warding Divination Detect Poison Gust of Wind Non-detection Identify Locate Object Illusionary Script Rary's Telepathic Cond Message Misdirection Protection from the Elements Scrying Obscuring Mist Obscure Object Secret Page Status Resist Elements Protection from Arrows ? Slow True Seeing Sanctuary Whispering Wind Suggestion Zone of Truth Tongues Undetectable Aura