Inspired by the mythical Inugami. This monstrous prestige class uses mechanics and abilities from Hexblade, the Inu Yokai family in the Inuyasha series, the Barghest
Monster Class, the Fiend of Possession class, and the Fiend of Blasphemy class.
Minimum of 5 Hit Dice
Must posses a "Bite" Natural Attack
Minimum Base Will and Fortitude saves of +4 each
Must be reduced to 0 HP or lower by "Slashing" damage.
|Monstrous Enlightenment, Mark the Damned, Bestial Butcher|
|Mortal Enlightenment, Karmic Recurrence, Manslayer|
|Spiritual Enlightenment, Karmic Regalia, Ghost Killer|
|Dark Enlightenment, Karmic Reckoning, Fiend Hunter|
|Immortal Enlightenment, Karmic Rebirth, Divinity Destroyer|
: An Inugami gains no additional proficiencies with weapons or armour.Class skills (6+Int)
: Bluff, Climb, Concentration, Diplomacy, Disguise, Hide, Intimidate, Jump, Knowledge (Each taken individually), Listen, Move Silently, Sense Motive, Spellcraft, Spot, Survival, Tumble. LVL 1
(EX): The Inugami is treated as being both the Magical Beast type and the Outsider type at all times. Inugami levels stack with other classes for the purpose of determining the Caster level of spells and spell-like abilities, but do not grant an increase in Spells Known or Spells per Day. Mark the Damned
(SU): At will as Move Action an Inugami may attempt to Mark foes in a cone (5 ft range per HD) forcing the target to make a Will save DC (10+HD/2+Cha mod). Failing this save grants the Inugami +1 to rolls against the target; additional Marks after the first stack, increasing the bonus to rolls, and refresh the Mark's duration. (The bonus to rolls from a Mark typically only applies to D20 rolls and damage rolls; all other applications are subject to DM approval). A Mark of the Damned lasts (one round per HD) and all Marks on a target may be removed as one instance of a curse produced by the spell Bestow Curse. A Mark Bearer may make a new save against all of its Marks as a Standard Action.Bestial Butcher
(EX): The saliva of an Inugami carries a potent jinx and the Inugami makes good use of this power to wear down mighty foes. On a successful Bite attack the subject cannot benefit from natural health regeneration (Including, but not limited to: resting for eight hours, Fast Healing, Regeneration, or being the subject of a Heal check) for Cha Mod rounds. A Marked target instead suffers this penalty until at least one Mark is removed or the Inugami elects to end this effect as a Free Action.
The Inugami may also apply this with a non-threatening lick, or similar action that would apply the Inugami’s saliva directly to a target; this is typically a melee touch attack that provokes Attacks of Opportunity, but most Inugami will only use this method when the target is not likely to attack them in the first place.LVL 2
(EX): Marks of the Damned now last (1 Minute per HD) instead of (1 round per HD). The Inugami may now track a Marked target, even if there is no evidence of the target’s passing; in those cases the Inugami may determine the current direction of a Marked target as if following the 'Trail' of the Mark across Firm Ground, applying all modifiers to the Survival check DC as appropriate. Reattempting the save against Marks now requires a Fullround Action.Karmic Recurrence
(SU): The Inugami may now attempt to Mark a single target within range as a Swift Action.Mortal’s Enlightenment
(EX): The Inugami no longer needs to Breathe and the Inugami’s movement speeds increase by 10.LVL 3
(EX): Marks of the Damned now last (1 Hour per HD). Marks now require a Caster Level check vs (10+HD) to be removed by magical/supernatural means; any and all methods of removing Marks now only remove a single Mark at a time. Reattempting the save against Marks now requires one Minute of uninterrupted meditation.Karmic Regalia
(SU): The Inugami’s natural weapons and equipment now benefit from the Ghost Touch property; this effect persists for one round after the Inugami loses contact with the piece of equipment.Spiritual Enlightenment
(EX): The Inugami no longer needs to eat or drink, but may still benefit from doing so. The Inugami also gains a fly speed equal to twice its land speed (Poor Maneuverability). Should the Inugami already possess a fly speed, or later gain another fly speed, the highest Fly Speed increases by 10 and the Highest maneuverability increases by one step; these adjustments last until the Inugami loses that other Fly speed and cannot increase the Inugami’s maneuverability beyond (Good)LVL 4
(EX): Marks of the Damned now last (1 Day per HD). The Inugami may now track a Marked target across planes, even if there is no evidence of the target’s passing; in those cases the Inugami may determine the current plane of a Marked target as if following the 'Trail' of the Mark across Hard Ground, applying non-environmental modifiers to the Survival check DC as appropriate. Reattempting the save against Marks now requires ten Minutes of uninterrupted meditation.Karmic Reckoning
(SU): The Inugami now deals (Cha Mod) damage when applying a Mark of the Damned to a target.Dark Enlightenment
(EX): An Inugami’s Weapons and Natural attacks deal damage as if they were one size larger. The Inugami may also Mark the Damned in place of a Natural Attack.LVL 5
(EX): Marks of the Damned now last 1 Month (28 days) per HD. NPCs must make a Will save DC (10+Cha Mod) the first time they interact with the bearer of the Mark, or speak of that Mark Bearer by name, each day; failing this save lowers the NPC’s social attitude toward that bearer of Mark by one step. Reattempting the save against Marks now requires one Hour of uninterrupted meditation.Karmic Rebirth
(SU): Attacking and injuring a Marked target now restores one point of health per Mark upon that target. Immortal Enlightenment
(EX): The Inugami no longer ages and is not subject to nonlethal damage, ability drain, or energy drain.
Prerequisites: Survival 12 ranks
Benefit: By spending one hour searching for hidden rifts between the realms you may make a survival check DC (25) to attempt to cross over to another plane. If you are in pursuit of a creature, or have a target arrival point in mind, you arrive within [1d20] miles of that target creature/location; otherwise you arrive in, or near, a relatively safe location.
When travelling in a group you may spend one hour per party member to transport them with yourself when you use this feat; this requires a single Survival check DC (25 +1 per person being transported). Alternately you may spend a single hour to transport the group with a Survival Check DC .
An Inugami gains a benefit of +1 on the survival check to use Plane Walker for every concurrent Mark on the target Plane.
----- -----Standard Social Attitudes
|Hostile|||Will take risks to hurt you|||Attack, interfere, berate, flee|
|Unfriendly|||Wishes you ill|||Mislead, gossip, avoid, watch suspiciously, insult|
|Indifferent|||Doesn't much care|||Socially expected interaction|
|Friendly|||Wishes you well|||Chat, advise, offer limited help, advocate|
|Helpful|||Will take risks to help you|||Protect, back up, heal, aid|