Sarkrith ThaneHD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Sarkrith Body, Scent, Mask Scent, Vow of Magic Hate, Sarkith Craft, Brutal and Efficient |
2 | +2 | +3 | +3 | +0 | Adaptative Resistance, Sharp Scent, +1 Str, +1 Con |
3 | +3 | +3 | +3 | +1 | Adrenaline Boost, +1 Str, +1 Con |
4 | +4 | +4 | +4 | +1 | Resist Blows, Bonus Feat, +1 Str, +1 Con |
5 | +5 | +4 | +4 | +1 | Magic Hate Field, Growth , +1 Str, +1 Con |
6 | +6 | +5 | +5 | +2 | Hunt the Witch , +1 Str, +1 Con |
7 | +7 | +5 | +5 | +2 | Greater Adrenaline Boost, +1 Str, +1 Con |
8 | +8 | +6 | +6 | +2 | Hunt the Witch, Bonus Feat, +1 Str, +1 Con |
9 | +9 | +6 | +6 | +3 | Mask Presence, Killing Focus, +1 Str, +1 Con |
10 | +10 | +7 | +7 | +3 | Fierce Loyalty, Hunt the Witch, +1 Str, +1 Con |
11 | +11 | +7 | +7 | +3 | Brutal Adrenaline Boost, Sarkith Champion, +1 Str, +1 Con |
Skills: 4+int modifier, quadruple at 1st level. The Sarkrith Thane’s class skills (and the key ability for each skills) are Balance(Dex), Climb(Str), Craft (Int), Disguise (Cha), Jump(Str), Knowledge (any, Int), Intimidate(Cha), Listen(Wis), Profession (Wis), Survival (Wis) and Spot (Wis).
Proficiencies:Simple and martial weapons, light, medium and heavy armor and all shields, including tower shields
FeaturesSarkrith Body:At 1st level a Sarkrith Thane loses all racial bonus he had before and gains Monstrous humanoid traits (basically dark vision 60 feets). He's a medium sized Monstrous humanoid with base speed 40 feet.
In addition the Sarkrith Thane gains a bonus to Nat Armor equal to his Con modifier and is immune to the Blindness and scent-nullification of Pure Silver artifactwork armor. All of its abilities are Ex.
Scent: The Sarkrith Thane has the Scent basic ability
Mask Scent: Once per day as an immediate action, the Sarkrith Thane can mask its scent, which prevents it from being detected with the scent ability. This ability lasts for 1 hour. At 5 HD and every 5 HD after that, you gain an extra use of this ability.
Vow of Magic Hate: The Sarkrith wage a war that few understand. Beings of logic and cold calculation, sarkriths cannot abide the unpredictable altough undeniably powerful forces of magic. To the Sarkrith, peace means control, and magic in the hands of anyone is a symbol that the Sarkrith do not have control.
The Sarkrith can never willingly use spells/powers/SLAs/PLAs or similar, use magic/psionic/similar items (alchemical are still ok) or fail its saves against spells,even harmless ones. Not even magic compulsion/control/mindrape/similar can
force the Sarkrith to perform those actions. The Sarkrith Thane can use Survival instead of Spellcraft to identify magics and qualify for feats.
In addition, anyone trying to polymorph/metamorphosis/alter self/shapechange into a Sarkrith or steal/copy its abilities automatically gains the Vow of Magic Hate ability, which then can't be removed by any means, since it is an inherent part of its very being.
Sarkith Craft: Despite their own bodies having strong anti-magic properties, Sakriths aren't delusional enough to think they can purge magic of the world with their bare hands, and have thus greatly refined the art of nonmagic craft. The Sarkrith gains
Pure Crafting as a bonus feat if he invested at least 4 ranks in Craft(weapons and Armor), and can craft Pure Metal items in half the normal time. It may even craft them in just 1/4 time, altough that leaves them fatigued. It may acelerate even more to crafting them in just 1/10th time, but that'll leave them Exhausted. A Sarkrith cannot craft items while fatigued or exhausted. This acelerated crafting also applies to combining and separating items with Pure Alloy, Greater Alloy and Noble Alloy.
Brutal and Efficient: Sarkrith Thanes are the strong arm of the Sarkrith, tasked with guarding its important members and taking the fight to the enemy. Sarkrith Thane levels count as and stack with Fighter levels for purpose of qualifying for bonus feats. In addition the Sarkrith Thane gains an enanchment bonus to Str and Con equal to 1/3 HD (minimum +1) and SR equal to 11+HD.
Ability Score Increase:The Sarkrith Thane gains +1 Str and +1 Con at every level but first, for a total of +10 Str and +10 Con at 11th level.
Adaptative Resistance: At 2nd level any time a Sarkrith Thane takes damage from a spell/power/SLA/PLA/smilar or another effect that deals energy damage, the Sarkrith Thane gains resistance 5+HD against that specic element for 2 rounds.
Sharp Scent: At 2nd level the Sarkrith Thane ignores all cover (but not total cover) and concealment(including all forms of invisibility and total concealment) from enemies inside its Scent range.
Adrenaline Boost: At 3rd level the Sarkrith Thane can take an extra move action once during a round. It can use this ability a number of times per day equal to its Con bonus.
Resist Blows: At 4th level the Sarkrith Thane treats all damage dealt by bludgeoning weapons as subdual damage.
Bonus Feat: At 4th and 8th level the Sarkrith Thane gains a bonus feat it qualifies for as a fighter.
Magic Hate Field: Such is the hate of magic of a Sarkrith Thane that it can shut magic down all around with its sheer force of will. At 5th level once per hour per 5 HD, a Sarkrith Thane can create an Antimagic Field centered on itself and CL=Bab as an immediate action.
Growth: At 5th level the Sarkrith Thane grows a size category. In addition it can now craft Pure Metal gear for itself at the same cost as if it was still medium sized, but such customized gear is only good for its own body.
Hunt the Witch: Altough they specialize in martial combat, Sarkrith Thanes know well that casters pose a significant threat and learn special tecniques to counter them. At 6th, 8th and 10th level pick one of the following abilities.
Burn the Witch-Mundane Fire can provide the ultimate cleansing tool. When the Sarkrith Thane hits an oponent (but not an object) with a mundane lit torch, it may produce a targeted Greater Dispel Magic with CL=Bab+Str mod and no cap. A number of times per day equal to its Con mod, it may throw a mundane lit torch as an improvised thrown weapon that produces an area greater dispel magic centered on the place where the torch fell. If it has 15 HD or more, it may instead produce a disjuction on the target when it hits with a melee attack, or throw the lit torch as an improvised weapon to produce an area disjuction, spending double the uses of the area dispel, save DC being 10+Bab. In addition it may also channel its Magic Hate Field into a Lit Torch as a move action, in which case the effect becomes centered on said torch and lasts as long as it burns (but doesn't carry over to anything else lit by said torch).
Shoot the Witch-The Sarkrith Thane ignores adverse wind conditions with its shooting attacks, even magic ones like Wind Wall. In addition it can as a move action attach a trailing rope or chain of enough length to the projectile. If it hits, it can then as an immediate action pull the trailing rope/chain to drag the target to the closest adjacent square to the Sarkrith Thane if it wins a Bab+Str check (applying size modifiers). The target can pull free by either destroying the trailing rope/chain or pulling out the projectile with a Str check with DC equal to the damage dealt.
Stalk the Witch-The Sarkrith Thane gains Track as a bonus feat even if it doesn't meet the prerequisites, and gains a +5 bonus tracking creatures able to cast spells/powers/SLAs/PLAs/similar, and can now also track entrances to personal extradimensional spaces such as Rope Trick and Mage's mansion. Add +5 to the tracking difficulty in that case. Once the entrance is found, it can enter inside them whitout problem. It can also track the destination of any planar travel from the point it moved from/to, in which case the DC increases by +10. Double the Sarkrith Thane's scent range.
Greater Adrenaline Boost: At 7th level the Sarkrith Thane can spend an use of Adrenaline boost to instead gain an extra standard action once during a round. It can't use both abilities on the same round.
Mask Presence: Thanks to their cold blood and logic, a veteran Sarkrith Thane knows how to evade senses that have been “automatized” by magic. At 9th level 1/day per 3 HD as an immediate action the Sarkrith Thane can render itself completely undetectable to creatures whitout Int score, under any kind of charm/dominate/command or/and summoned/called creatures. In addition it doesn't trigger magic traps, Alarm/Symbol spells and similar while this is active. This lasts for 1 hour.
Killing Focus: When a Sarkrith Thane attacks a target, it gains a cumulative +1 to attack and damage rolls against that same target for each extra attack performed against it. When it attacks another target it automatically loses this bonus. But it can spend any amount of time between two attacks while retaining Killing Focus, as long as both attacks are against the same target.
Fierce Loyalty: At 10th level if you would be rendered unable to act by any effect (including death), you may instantly perform a basic attack with a weapon of your choice (including drawing a weapon as part of this last attack), that ignores all miss chances (including mirror image and similar) and DR and automatically threatens a critical hit (if it would already threaten a critical hit, then it's an automatic critical hit).
Brutal Adrenaline Boost: At 11th level the Sarkrith Thane can spend 3 uses of Adrenaline boost to instead gain an extra fullround action once during around. It still can't use more than one Adrenaline Boost ability per round.
Sarkith Champion: At 11th level pick one of the following options. Neither can be replicated/copied/stolen by any other class ability, magic or other effect.
Thane Guardian- Weapons and armor are natural extensions of your body, the front of battle your home. You gain the Powerful Build ability, gain +1 HP per HD and count yourself as a Fighter one level higher than your actual Sarkrith Thane level for qualifying for feats (still stacking with actual fighter levels). You also gain any one bonus feat you qualify for.
Thane Scholar- You specialize in more fancy tecniques to crush your foes. Choose a Martial school. Sarkrith Thane levels now grant full IL to all purposes related to that school, and you may use Str and Survival instead of the usual school's associated ability score and skill. Any Su maneuvers from that school become Ex when performed by you. You also learn one maneuver from that school you qualify for up to 6th level, which you can use 1/minute and may also be recharged by any other maneuver recharging method you learn.
Thane Scout- There's no reason why you can't mix some finesse with your brutality. Hide and Move Silently are now always class skills for you and you gain 28 skill points that must be spent right away. Sarkrith Thane levels stack with Rogue levels for purposes of sneak attack, you ignore Armor and Shield Check penalty and can use all rogue abilities regardless of the armor you're wearing. If a pure metal weapon allows you to perform critical hits on a certain kind of creature, you can also perform sneak attacks on that same kind of creature.
Thane Radical-Your hate of magic is still as strong as ever, but now you ask yourself why not use the weapons of the enemy against them? You can now use magic items and accept benefical spells from others, as well as drop or rise your SR at any time as a free action.
CommentsYes, that's their original fluff. A race of lizardmen that HATE magic more than Pelor hates the undead. At least they aren't hypocrital about it. The Thane is CR 11 and only has masterwork gear. They're actually quite strong physically speaking, in particular with extra actions and some nice tricks, but alas that just isn't enough. Even their personal AMF was kinda nerfed in comparison to the real deal.
Yet those guys aspire to conquer everything, so they have balls I'll give them that. No protection against scrying, no flying, no way to deal with incorporeal, but they stick with their no-magic policy and still get to be arrogant about it. No wonder they're living underground for now.
This was gonna be a challenge to properly implement, not just a mage-slayer monster, but a whole race that refuses to use magic, so I went ahead and made a full new
Subsystem for them. So the Sarkrith Thane can now go around with completely mundane gear and kick ass.
Then I still threw in some extra mage-slayer style tricks, big Str and Con boosts, superior senses, some stealth and extra synergies as a capstone.
So if you want to play an inquisitor lizard, the Sarkrith Thane's for you!