Scions of Adnauk
| Level | Class | HP |
BAB |
Fort Save |
Ref Save |
Will Save |
Skill points |
Feats | Special |
Spells per Day |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | Ranger 1 | 8 | 1 | +2 | +2 | +0 | - | Heat Endurance, Sandskimmer | 1st favored environment (warm deserts), Track, wild empathy | - |
| 2nd | Paladin 1 | 13 | 2 | +4 | +2 | +0 | P 1 | Aura of good, detect evil, smite evil 1/day | - | |
| 3rd | Paladin 2 | 18 | 3 | +5 | +2 | +0 | P 2 | ? | Divine grace, lay on hands | - |
| 4th | Paladin 3 | 23 | 4 | +5 | +3 | +1 | P 3 | Aura of courage, divine health | - | |
| 5th | Paladin 4 | 28 | 5 | +6 | +3 | +1 | P 4 | Turn undead | 1 | |
| 6th | Scion 1 | 33 | 6 | +8 | +3 | +3 | P 4, S 1 | ? | Buoyancy, river mastery | 1 |
| 7th | Scion 2 | 38 | 7 | +9 | +3 | +4 | P 4, S 2 | River’s vigor 1/day | 1 | |
| 8th | Scion 3 | 43 | 8 | +9 | +4 | +4 | P 4, S 3 | River walk, the river’s life is mine | 1 | |
| 9th | Scion 4 | 48 | 9 | +10 | +4 | +5 | P 4, S 4 | ? | Smite evil 2/day | 2 |
| 10th | Scion 5 | 53 | 10 | +10 | +4 | +5 | P 4, S 5 | Divine power 1/day | 2 | |
| 11th | Scion 6 | 58 | 11 | +11 | +5 | +6 | P 4, S 6 | Control water, river’s vigor 2/day | 2 | |
| 12th | Scion 7 | 63 | 12 | +11 | +5 | +6 | P 4, S 7 | ? | Restoring immersion | 2 |
| 13th | Scion 8 | 68 | 13 | +12 | +5 | +7 | P 4, S 8 | Smite evil 3/day | 2, 1 | |
| 14th | Scion 9 | 73 | 14 | +12 | +6 | +7 | P 4, S 9 | Divert river | 2, 1 | |
| 15th | Scion 10 | 78 | 15 | +13 | +6 | +8 | P 4, S 10 | ? | Divine Power 2/day | 2, 1 |
Size/Type: Medium Humanoid (Human)
Hit Dice: per chart, HP per chart + (2 x level)
Initiative: +1
Speed: 30 ft
Armor Class: 13 (+1 dex +2 heavy shield), touch 11, flat-footed 12
Base Attack/Grapple: per chart/BAB-1
Attack: Scimitar BAB-1 melee (1d6-1/18-20x2) or shortbow BAB+1 ranged (1d6/x3)
Full Attack: Scimitar BAB-1 melee (1d6-1/18-20x2) or shortbow BAB+1 ranged (1d6/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: per chart
Special Qualities: per chart
Spells per day: per chart
Spell DC: 12 + spell level
Saves: Fort per chart +2, Ref per chart +1, Will per chart +2
Abilities: Str 8, Dex 13, Con 14, Int 10, Wis 15, Cha 12
Skills:
Ranger skills - Heal +6, Profession (sailor or farmer) +6, Spot +6, Survival +6, Handle Animal +5, Swim +3, Knowledge (Religion) +2
Paladin skills - points per chart: Diplomacy (+1 cha); Knowledge (religion) 1/2 (+0 int), Sense Motive 1/2 (+2 wis), Swim 1/2 (+4 ranger -1 str)
at 5th level a Scion of Adnauk will have the following skills: Heal +6, Diplomacy +5, Profession (sailor or farmer) +6, Spot +6, Survival +6, Handle Animal +5, Swim +5, Knowledge (Religion) +4, Sense Motive +4
Scion skills - points per chart: Swim; Diplomacy 1/2, Gather Information 1/2, Knowledge (Nature) 1/2, Knowledge (Religion) 1/2
Skill Bonuses: +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks in warm deserts (ranger)
Feats: per chart
Gear: per chart below
Alignment: Lawful Good
Languages: Common
Buoyancy (Ex)
You become buoyant in water, giving you a +4 circumstance bonus on Swim checks. Additionally, your armor has been blessed by a cleric of Adnauk, which means the armor check penalty for your armor is not doubled for the purposes of Swim checks. If you ever lose your armor, or if you want a new suit blessed, a cleric of Adnauk can perform the ceremony to bless your armor at any temple devoted to your patron deity. The blessing is free of charge for scions.
River Mastery (Ex)
As a member of this class, you gain a +1 insight bonus on attack rolls and damage rolls against river-dwelling aquatic creatures.
Spellcasting
At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a scion of Adnauk, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
River’s Vigor (Su)
Beginning at 2nd level, you can emulate the vigor and unstoppable power of the river during a spring flood, gaining 5 temporary hit points per scion class level for 1 minute per scion class level once per day. From 6th level on, you can use river’s vigor two times per day (the temporary hit points gained with each use of this ability do not stack).
River Walk (Sp)
At 3rd level and higher, you can tread on river water as though you were affected by a water walk spell from. You can use this ability once per day for every three scion of Adnauk levels. Your caster level for this ability is equal to your class level.
The River’s Life Is Mine (Su)
At 3rd level and higher, you gain fast healing 5 whenever you begin your turn in or adjacent to a square containing a river.
Smite Evil (Su)
Beginning at 4th level, once per day you can attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal an extra 1 point of damage per class level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for the day. You must declare the use of the smite before making the attack roll. Starting at 8th level, you can smite twice per day. If you have levels in a class that grant a smite evil ability (such as paladin), you gain extra uses of that ability, and the levels of that class stack with your scion of Adnauk class levels to determine the power of your smite evil ability.
Divine Power (Sp)
At 5th level, you gain the benefit of divine power, as the spell, once per day. Your caster level is equal to your class level. If you activate this ability while submerged up to your waist (or deeper) in a river, the amount of time you benefit from the ability does not count toward the duration of the effect until you move out of water of this depth. Once the duration begins to count down, however, it does not stop even if you proceed to immerse yourself in waist-deep water. At 10th level, you can use this ability twice per day.
Control Water (Sp)
Beginning at 6th level, you can use control water, as the spell, three times per day. Your caster level is equal to your class level.
Restoring Immersion (Sp)
When you attain 7th level, you become able to draw upon the power of Adnauk once per day to benefit from a restoration effect if you immerse yourself completely in water for a short time. Restoring negative levels requires that you be immersed for 1 minute per negative level. Curing ability score damage requires 5 rounds per point, and restoring drained ability score points requires 1 minute per point. You can receive more than one benefit during each period of immersion you undergo. For example, you could restore three negative levels and four drained ability points by remaining immersed for 7 consecutive minutes.Your caster level for this ability is equal to your class level.
Divert River (Sp)
At 9th level, you become capable of changing the course of a river for a short time. With slow-moving rivers, this is the equivalent of casting both versions of control water simultaneously: lower water downstream of your location, and raise water aimed at where you divert the river. Water overflows the river’s bank where you specify, rather than following the natural contours of the river. With fast-moving rivers, the effect is more dramatic: The river downstream is affected as though the lower water version of control water had been cast, and a flash flood effect, as the spell (see page 114), originates at the point on the river that you specify. Regardless of the speed of the river, the effect lasts for 2 hours unless you choose to end it sooner.
Multiclass Note
A paladin who becomes a scion of Adnauk may continue advancing as a paladin.
Scion of Adnauk Gear
| Lvl | Budget | Weapons | Armor | Consumables | Gear |
| 1 | 891.4 /900 (8.6) |
Mw handaxe Sling & 10 bullets |
Mw sm wooden shield Mw leather armor |
Oil, 3 pt Blackeye vial, 2 Healer's Kit Deep draught, 2 Potion: Cure Light, 2 Potion: Magic Stone |
Backpack Grappling hook Hooded lantern Mirror, sm Silk rope 50' Signal whistle Waterskin Filter mask Sun lenses |
| 2 | 1100 /1100 (8.6) |
Upgrade: +1 shield | +Potion: Shield of Faith +2, 2 | ||
| 3 | 485.9 /500 (22.7) |
-Sling & 10 bullets +Mw light crossbow & 10 bolts |
+Potion: Cure Light, 3 | ||
| 4 | 725 /800 (97.7) |
-Potion: Shield of Faith +2, 2 -Potion: Cure Light, 5 -Potion: Magic Stone +Wand: Create Water +Wand: Cure Light |
|||
| 5 | 1,000 /1,000 (97.7) |
+Bracers of Armor +1 | |||
| 6 | 1,400 /1,300 (0) |
+Feather Token: Bird | +Medal of Gallantry (cpl adv) | ||
| 7 | 1,450 /1,600 (150) |
+Cloak of Resistance +1 | +Feather Token: Swan Boat | ||
| 8 | 2,000 /2,200 (350) |
-Backpack +Handy Haversack |
|||
| 9 | 2,000 /2,600 (950) |
+Cloak of Resistance +1 | -Waterskin +Replenishing Skin |
||
| 10 | 4,000 /4,000 (950) |
+Gauntlets of Ogre Power | |||
| 11 | 5,900 /5,000 (50) |
Upgrade: +1 Pearlsteel Handaxe | -Bracers +1 Upgrade: +1 cool leather armor |
||
| 12 | 5,000 /6,000 (1,050) |
Upgrade: +1 Crossbow | Upgrade: Cloak of Resistance +2 | ||
| 13 | 9,450 /8,000 (-400) |
+Elemental Gem (water) | +Cloak of the Porpoise (see below) | ||
| 14 | 9,000 /10,000 (600) |
Upgrade: +1 cool desiccation resistant leather armor | |||
| 15 | 14,000 /14,000 (600) |
-Gauntlets of Ogre Power +Belt of Giant Strength +4 |
|||
| 16 | 18,000 /18,000 (600) |
+Iridescent Spindle Ioun Stone (sustains w/o air) |
Cloak of the Porpoise
This cloak appears to be made of leather until the wearer enters fresh water. At that time the cloak of the porpoise adheres to the individual, and they appear nearly identical to a porpoise (as the polymorph spell, except that it allows only manta ray form). They gain a +2 natural armor bonus, the ability to hold their breath, blindsight, and a swim speed of 80 feet, like a real porpoise.
The wearer also gains a porpoise's slam attack, which deals 2d4 damage. This attack can be used in addition to any other attack the character has, using their highest melee attack bonus. The wearer can release their arms from the cloak without sacrificing underwater movement if so desired.
Blindsight (Ex)
Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex)
A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, water breathing; Price 7,200 gp; Weight 1 lb.