NerraHD: d8
Level BAB Fort Ref Will Features
1 +1 +0 +2 +2 Man in the Mirror, Mirror Sheath, Shard Blade
2 +2 +0 +3 +3 Mirror Magic Initiate, Shard Spray, Dex +1
3 +3 +1 +3 +3 Reflective Spell Resistance, Mirror Jump, Cha +1
4 +4 +1 +4 +4 Mirror Magic, Dex +1
5 +5 +1 +4 +4 Greater Shard Spray, Dex +1, Cha +1
6 +6/+1 +2 +5 +5 Mirror Magic Master, Dex +1
Class Skills (6+ Int Modifier): Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Sleigh of Hand, Spot, Tumble, Use Magic Device.
Proficiencies: Nerra are proficient with simple and martial weapons and with light and medium armor.
Man in the Mirror: A Nerra loses all other racial bonus and gains outsider traits (basically darkvision 60 feet). It is a medium sized outsider with base land speed of 30 feet, resistance to cold, electricity and fire equal to his HD and vulnerability to sound.
In addition, the Nerra gains a Natural Armor bonus equal to his charisma modifier.
Mirror Sheath (Su): The Nerra has a special extradimensional storage space that he can access through any mirror or reflective surface (including his own skin), this storage space can hold up to 5 pounds per HD.
Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.
As the Nerra grows in power, so does the shard blade. At 4th level it gains a +1 enhancement bonus on attack and damage rolls, this enhancement bonus increases by +1 every 4 HD thereafter (+2 at 8 HD, 3 at 12 HD, etc). At 7th level it gains the Keen property, and at 10th level it gains the Wounding property.
If the shard blade leaves the Nerra’s possession it vanishes one round later, if the blade is lost or destroyed the Nerra can recreate it in his hand as a move action.
Mirror Magic Initiate (Sp): A Nerra is a master of deception and magic that tricks the sight comes naturally to him. When applicable, the save DCs for these spell-like abilities is 10+1/2 HD+ Cha modifier, with a caster level equal to his HD.
The Nerra can use Disguise Self once per day per character level and Mirror Image once per day per two character levels.
Shard Spray (Su): Starting at 2nd level, once per day per character level, the Nerra can release a shower of sharp glass from his hand. The shard spray is a ranged attack with a range of 30 feet, plus 10 feet per character level past second and deals 1d4 points of slashing damage per HD. In addition, wounds caused by the shard spray bleed for an additional 1 damage per round until it is stopped by either a DC 10 Heal check or by any Cure spell. Periodic damage from multiple shard sprays stacks.
At 5th level the shard spray grows in strength. Its damage increases to 1d6 and the periodic damage increases to 2. The Nerra can also use his shard spray as a cone attack with a range equal to half the range of the targeted attack, dealing 1d6 points of damage per two HD.
Ability Score Increase: The Nerra gains +1 to Dexterity at levels, 2, 4, 5 and 6, and gains +1 to Charisma at levels 3 and 5.
Reflective Spell Resistance (Sp): At 3rd level, the Nerra gains spell resistance 12+HD, any time a targeted spell fails to pierce this resistance it is reflected back at the caster, who becomes either the spell’s target or point of origin. The Nerra also becomes immune to gaze attacks, and all such attacks are reflected back to the origin. The Nerra can drop or rise its SR at any time as a free action even if it isn't its turn.
Mirror Jump (Su): At 3rd level the Nerra may travel short or long distances through the plane of mirrors. As a standard action, by touching a mirror or another reflective surface (clear glass, still water or shiny metal), he can enter the plane of mirrors and instantly exit through any other mirror within 20 feet per HD. If no mirror is available in range, the Nerra becomes stuck in the mirror plane until he can find a mirror to cross through.
Starting at 13 level, this ability can be used to cross long distances, as per the Shadow Walk spell, with a caster level equal to the Nerra's HD. This transport must begin and end at a mirror. This function of Mirror Jump can be used once per day per four HD.
Mirror Magic Adept (Sp): The Nerra can use
Invisibility and
Misdirection once per day per HD.
Mirror Magic Master (Sp): The Nerra can use
Mislead and
False Vision once per day per two HD.
Comments
So yes. This is meant to fill in for the Varoot, Kalareem and Sillit. The mirror people have some fun things going for them.
Out of the box the nerra is a finesse warrior with several skills useful in social scenarios. Mirror sheath is a useful little thing I added so the first level didn't resume to "skill points, resistances and a weapon". Fortitude saves were left low because there was already plenty of high "basic stats" (BAB, Ref, will and skills).
Shard spray deals slashing damage and is subject to damage reduction, following similar rules to those presented in Complete Psionic regarding powers such as Crystal Shard.
The spell-like abilities are very good for combat and social scenarios. Invisibility and Misdirection are not in the original monster, but I needed something for level 4 since Mislead and False Vision are both 5th level spells. These two are pretty much just weaker versions of those two spells, so not a big stretch.
Dexterity and Charisma increases round up the Nerra. These are the two ability scores that figure most prominently between the three basic monsters.
So, there you have the Nerra. Good followups would be rogue and other sneaky classes I presume.
And indeed, Shard Blade can give free EWP with any one exotic slashing weapon. Luckily, the Spiked Chain isn't a slashing weapon. Heh.
Done by Draken from GITP