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.
|Predecessor Beast, Mark of the Damned, Spirit’s Blessing|
|Devil Bite, Spirit’s Gift, Greedy Dog|
|Spirit’s Sacrifice, Burden of the Crossroads, |
|Kodoku Curse, Headless Hound Spirit|
|Blessed Progenitor Beast|
: 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.Ability boost
: The ability scores of an Inugami increase as it grows more powerful. It gains the following increases to its ability scores at each level:
LVL 1: +1 Dex and +1 Wis
LVL 2: +1 Str and +1 Int
LVL 3: +1 Con and +1 Cha
LVL 4: +1 Int and +1 Wis and +1 Cha
LVL 5: +1 Str and +1 Dex and +1 Con
For a total of +2 to each ability score at Inugami Level 5. LVL 1
Predecessor Beast (EX): The Inugami is a being that has transcended its original form. The Inugami gains the Outsider (Native) type and it may elect to be treated as the most beneficial of its original type, the Outsider type, or the Magical Beast type at any point in time. An Inugami does not age and needn’t sleep, eat, or even breath, although a Spellcaster Inugami must still rest for the appropriate amount of time to prepare spells. 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 of the Damned (SU): Once per day per Hit Die an Inugami may attempt to Damn a target within Medium range as Move action, forcing the target to make Will save DC (10+HD/2+Cha mod); failure grants the Inugami +1 to all rolls against the target. Multiple Marks of the Damned stack granting a bonus to equal to total number of Marks that target currently bears. A Marked target can always be Tracked, even if it has traveled across planes or there is no evidence of its passing; in those cases the Inugami may determine the current direction and plane of residence of a Marked target as if following the 'Trail' of the Mark across Hard Ground, applying non-weather modifiers to the Survival check DC as appropriate. As a Swift action the Inugami may remove any number of Marks upon a target or end the effect entirely, though few Inugami do so willingly.
Each day after the subject is Marked NPCs must make a Will save DC (10+Inugami Level) the first time they interact with, speak of, or otherwise acknowledge the bearer of the Mark; failing this save lowers the subject’s social attitude toward that bearer of Mark by one step. Family members of Marked beings automatically succeed on the save to interact with their relative, but are still subject to the effects of other Mark bearers.
Marked subjects may make a Will save against their Mark once per Month on the night of the new moon in the plane/realm they were originally Marked; each successful save removes a single Mark of the Damned and the curse is entirely removed should the number of Marks on a target reach zero. Otherwise each Mark of the Damned in a subject may be removed individually as if they were the product of the Bestow Curse spell.
Spirit’s Blessing (EX/SU): The Inugami movement speeds increase by 10 and its flying maneuverability improves by one step. These benefits stack with any other increases to speed or improvements to flight mobility the Inugami might receive.
As a Full Round Action the Inugami may increase the duration of either a beneficial spell or beneficial Supernatural effect on a target within Close range by half the original duration, or a minimum of (Inugami Level) rounds. This ability cannot be used on any individual instance of a cast spell or an instance of a Supernatural effect activation more than once; spells/effect that affect multiple targets receive this blessing on a per-target basis.
LVL 3 Devil Bite
(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 their Mark is removed or the Inugami elects to remove this effect as a swift 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 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.Greedy Dog
(SU): Upon killing a creature the Inugami may make Dispel checks against Cha Mod beneficial Spells/SLAs and/or beneficial Supernatural effects with a non-permanent duration (rolling a Spellcraft check against vs 11 + the creature’s HD) the creature had active at the moment of its demise to claim the effects for itself. Inugami may either attempt to make a single spellcraft check to identify what spells are available against DC (20 + Half Creature HD), or it may select at random and only gain half as many spell/effects as usual. Acquiring a beneficial effect in this way effectively 'casts' the beneficial effect using the Inugami's HD as its "Caster Level" and half of the Inugami's HD as the "Spell Level".
Inugami who possess the Barghest
ability to "Feed' may elect to use Greedy Dog while "Feeding", but an Inugami may only attempt to use Greedy Dog once per slain enemy. Spirit’s Gift
(EX/SU): The Inugami increases in size by one category; this increases its Natural armor by 1, but does not modify its ability scores. The Inugami may elect to apply or remove any changes in size upon assuming another appearance or form, such as when it possesses a host using the Headless Spirit Hound ability or when using its Change Shape ability.
As a Standard Action the Inugami may transfer any single beneficial effect with a listed duration from itself to a willing being within Medium range, granting that willing being the benefits of that Gift for remaining duration of the spell/effect.
Burden of the Crossroads(SU): As a Move Action the Inugami make take a single ongoing spell, or Supernatural effect, with a non-instant duration away from a being within Close range. Unconscious or willing targets do not receive any save against this effect while unwilling targets may make a will save DC (10+Inugami Level) to resist this ability. Upon receiving an detrimental effect in this way the Inugami may immediately make the appropriate save against the original DC to reduce or negate the effect. An Inugami cannot be targetted with this ability.
Spirit’s Sacrifice(EX/SU): The Inugami gains the Mettle special ability.
Whenever an Inugami successfully saves against a magical or Supernatural effect it may immediately attempt to redirect the effect to a new target within Close range. The redirected effect uses the the original DC and attack roll (should it require an attack roll) but it benefits from any current Marks of the Damned on the new target. If the original effect could apply to multiple subjects (or to an area) the redirected effect instead only affects a single target. The use of this ability does not require any action on the Inugami's part.
Kodoku Curse (SU): As a Swift Action an Inugami may target a Damned being within Long Range, removing any number of Marks from a target to burden that target with a Kodoku Curse for an equal number of rounds. For this duration all NPCs within Medium range disregard all former allegiances with the Cursed subject and must make a will save DC (10+Inugami Level+Cha) each round to avoid adopting increasingly hostile attitudes against the Cursed subject.
Upon fully adopting a Hostile attitude a NPC will attempt to harm the Cursed subject to the best of their ability. Should an already Hostile NPC fail an additional save against the Kodoku Curse that NPC develops an irrational lifelong hatred against the Cursed subject that will persist even after the Kodoku curse ends; NPCs affected like this will typically attack the Cursed subject on sight and might attempt to incite others to do the same.
Any NPC that successfully attacks a Cursed target receives a Mark of the Damned without the benefit of a save, although those who gain Marks in this way are later allowed a save at the normal Mark DC after one day has passed. The NPC who slays the bearer of the Kodoku Curse takes on what remains of the Curse’s duration and the remaining Marks on the slain Damned subject; the slayer is entitled a Will save DC (10+Inugami Level+Cha mod) to resist the Kodoku Curse’s effect.
Both the Kodoku Curse and the persistent effect on this curse may have on a Hostile NPC can be removed as if they were curses created by a Bestow Curse spell, though each Hostile NPC must have the effect removed on an individual basis.
Headless Spirit Hound(EX/SU): As a Standard action, or at the end of either a Charge or Bullrush, an Inugami adjacent to a Marked subject may sacrifice half of its current health to attempt to possess that bearer of the Mark. This is, for the most part, treated as a possession attempt as per the Magic Jar spell and the Marked subject receives a Will save DC (10+Inugami Level+Cha) to negate the effect entirely.
Should the target fail this save the Inugami’s body is melded seamlessly into the Possessed target. The Inugami may select which, if any, of its carried/worn magical items and extant magical effects are temporarily applied to the host at the time of the possession; after this the Inugami may elect to don or remove one of its own magical items/effects as a Standard Action. Should the host successfully resist the possession attempt, or die while possessed by the Inugami, the Inugami reforms in a square adjacent to the host with the same health it had upon making the possession attempt. If the Inugami elects to end the possession early (a standard action) it will instead reform within Close range at full health.
At the Inugami’s option it may exist within the possessed subject unobtrusively, causing the subject no harm and sharing the subject’s senses, or it may elect to control the subject as per the Magic Jar spell. Every (HD/2) hours the host is allowed a Will save at the same initial DC to eject the Inugami. An unconscious host receives no saves during the time it spends unconscious, but may immediately make a new save upon awakening; loud noises, injury, or any change in condition that would normally awaken the host will still do so if the Inugami elects to control the Host's body while it is asleep.
An Inugami who successfully controls a creature for 24 hours is treated as having Polymorphed, as per the spell, into the host creature. The host is thereafter considered slain and it's body destroyed, granting the Inugami the ability to Change Shape into this form at will.
Blessed Progenitor Beast(EX): The Inugami is a being of great power: a creature that has endured great suffering, spread great strife, and hunted great quarry. At fifth level the Inugami becomes a truly terrifying predator capable of enduring the test of time and ignoring the cycle of samsara. As long as a single Marked creature remains alive the Inugami simply will not die.
Upon ‘dying’ the Inugami’s body is utterly annihilated and its awareness of everything except for its Marked targets is entirely suppressed. Each round the fallen Inugami may attempt to possess a creature bearing its Mark of the Damned as per the Headless Spirit Hound ability, except that it may do so to any of the creatures it has Marked regardless of where the Inugami ‘died’ or Mark bearer’s current location. Each failed possession attempt reduces the number of Marks upon all subjects that the fallen Inugami has Damned by one. The Inugami will only truly die once all instances of its Mark have been removed.
Any currently Marked subject may be used as the Inugami’s remains when attempting to bring the Inugami to life, typically by means of a spell like Raise Dead or Resurrection, and such methods have their associated costs halved when used to bring an Inugami back to life. An Inugami that is successfully brought back to life never suffers any penalties from the process. It always returns to life with full Health and fully retains any spells per day or uses of its special abilities it had at the time of its demise.
Should an Inugami fail to return to life the items it carried may be found in a small pile at the location where it was 'slain'. If the Inugami is returned to life before these items are disturbed by a sentient creature the items are automatically returned to the Inugami.
Prerequisites: Survival 9 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 per concurrent Mark on the target plane when making the survival check to use Plane Walker.
----- -----Range Clarifications:
Close range: (25 + 2.5*HD) feet
Medium range: (100 + 10*HD) feet
Long range: (400 + 40*HD) feet
Several abilities are marked (EX/SU) denoting that the activation of the ability and any effects applied to a target are considered Supernatural effect, while any passive effects for the Barghest are considered Extraordinary.
--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|