Inspired by the mythical Inugami. A living curse wrought from a beast that has suffered greatly, the Inugami is the ‘natural’ progression of the
Barghest Monster Class.
Prerequisites:
Must possess a "Bite" Natural Attack
Must have been reduced to 1 HP or lower by "Slashing" damage.
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HD: d8
Level | BAB | Fort | Reflex | Will | Special |
1st | +1 | +2 | +2 | +2 | Monstrous Enlightenment, Mark of the Damned, Bestial Butcher |
2nd | +2 | +3 | +3 | +3 | Mortal Enlightenment, Forced Fate, Manslayer |
3rd | +3 | +3 | +3 | +3 | Spiritual Enlightenment, Special Hex, Spirit Killer |
4th | +4 | +4 | +4 | +4 | Dark Enlightenment, Fatalism, Fiend Hunter |
5th | +5 | +4 | +4 | +4 | Immortal Enlightenment, Broken Samsara, Divinity Destroyer |
FeaturesProficiencies: An Inugami gains no additional proficiencies with weapons or armor.
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:
Monstrous Enlightenment(EX): The Inugami type changes to Fey; do not recalculate Base Attack Bonus, Saves, or Skill Points. Inugami levels stack with the Inugami's Hit Dice, and with levels in other classes, when determining the DC and strength of Hit Dice based abilities and when determining the Caster Level of spells and spell-like abilities; abilities from the Inugami class do not receive this bonus. Inugami levels 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 project a (5 * Inugami HD) foot cone of malicious intent. Enemies within this cone must make a Will save DC (10 + Inugami HD/2 + Cha bonus) or become Marked, granting the Inugami +1 Luck Bonus to all 'd20' rolls and Damage rolls against them; additional Damning Marks after the first stack to increase the bonus to rolls and refresh the Damning Mark's duration. A Damning Mark lasts (Inugami HD) Minutes and all Damning Marks on a target may be removed as one instance of a curse produced by the spell “Bestow Curse” cast by a Sorcerer of Inugami’s Hit Dice.
A Marked creature may make a new save against all of its Damning Marks as a Fullround Action. On a successful save all marks are removed.
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 opponents. When the Inugami successfully Bites an enemy the victim stops benefiting from all natural Hit Point restoration for 1 Minute; this includes but is not limited to Fast Healing, Regeneration, Resting for 8 Hours, and being the subject of a Heal check.
If the victim of Bestial Butcher is Marked or becomes Marked before the effect ends then the the victim halves any magical healing or supernatural effects they benefit from; nonnumeric effects, like regrowing a limb with a "Regeneration" spell, have a 50% chance of failing. Marked victims suffer the effect of Bestial Butcher until all Damning Marks are removed and then for 1 Minute afterwards.
The Inugami may also apply Bestial Butcher with a non-threatening lick or a kiss or any other action that would apply the Inugami’s saliva directly to a target; unless otherwise specified applying saliva this way is a Melee Touch Attack performed as a Fullround Action that provokes Attacks of Opportunity.
LVL 2:
Mortal’s Enlightenment(EX): The Inugami no longer needs to eat or drink, but may still benefit from doing so, and all of the Inugami’s movement speeds increase by 10 feet. The Inugami gains a further (Damning Marks * 5 feet) bonus to all movement speeds when tracking or directly pursuing a Marked victim.
Forced Fate(SU): The Inugami may now attempt to Mark a single target it can see as a Swift Action; As a Move Action the Inugami may attempt to Mark two targets; as a Standard Action the Inugami may attempt to Mark three targets. The Inugami may select the same target multiple times.
The each victim of Forced Fate must make a Will Save against Mark the Damned’s DC to resist gaining the Damning Marks the Inugami assigned to them; a victim targeted with multiple instances of Forced Fate in a single round only makes a single save to resist all Damning Marks that round.
Manslayer(EX): Damning Marks now last (Inugami's HD) Hours and reattempting the save against Damning Marks now requires One Minute of uninterrupted meditation.
The Inugami may now track a Marked target across any medium or terrain even if there is no evidence of the target’s passing; the Inugami may determine the current direction of a Marked target as if following a 'Trail' across Firm Ground, applying all modifiers to the Survival check DC as appropriate.
LVL 3:
Spiritual Enlightenment(EX): The Inugami no longer needs to Breathe and gains a Fly speed equal to twice its land speed with Poor Maneuverability. Should the Inugami already possess a fly speed the two flight abilities are combined; the Inugami uses the better Fly Speed +10 feet and the higher maneuverability +1 step.
Special Hex(SU): The Inugami may now change the effect of any of its spells, SLA, or Supernatural abilities to Mark the Damned instead of the normal effect. The ability uses the range, area, and other parameters of the original attack but replaces the original effect of the attack with Mark the Damned; should the Inugami have a feat or ability that would increase the DC of the original attack, this effect applies to the Mark the Damned DC when using Spirit Hex. A spell, SLA, or Supernatural ability used with Spirit Hex is expended as if used normally.
Enemies that fail a save against any of the Inugami’s spells, SLA, or Supernatural abilities now gain one Damning Mark; there is no save to avoid these Damning Marks, though the victim may attempt to remove their Damning Marks as usual.
Spirit Killer(EX): Damning Marks now last (Inugami's HD) Days and reattempting the save against Damning Marks now requires One Hour of uninterrupted meditation.
All methods of removing Damning Marks now only remove a single Damning Mark at a time.
LVL 4:
Dark Enlightenment(EX): The Inugami’s Attacks now deal 1 additional die of damage and Mark the Damned now applies 2 Damning Marks on a failed save.
Fatalism(SU): The Inugami may replace any Attack Action with a use of Mark the Damned.
The Inugami now applies a single Damning Mark to victims that are damaged by its attacks, supernatural abilities, spells, or SLA; there is no save to avoid these Damning Marks, though the victim may attempt to remove their Damning Marks as usual.
Fiend Hunter(EX): Damning Marks now last (Inugami's HD) Weeks and reattempting the save against Marks now requires One Day of uninterrupted meditation.
The Inugami may now track a Marked target across planes even if there is no evidence of the target’s passing; 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.
Tracking a Marked target on the same plane now functions as if following a ‘Trail’ across Soft Ground
LVL 5:
Immortal Enlightenment(EX): The Inugami no longer suffers penalties for aging, reverses any penalties from aging it may have suffered already, and has no maximum age.
Broken Samsara(SU): When the Inugami successfully damages a Marked victim the Inugami regains (1d6 + Victim’s Marks) Hit Points. Other creatures that damage a Marked creature regain half this amount of Hit Points.
Creatures that die while Marked have a (Damning Marks * 2.5%) chance of being excluded from the cycle of rebirth. Check once upon the creature’s death; if this check results in Broken Samsara triggering then mortal magic attempting to revive the creature, interrogate the creature’s spirit, or capture the creature’s soul automatically fails. Only “Wish”, “Miracle”, “True Resurrection”, or similarly powerful effects can restore a Broken Samsara victim to life; roll against this chance for each instance of the revival effect to determine whether that attempt succeeds.
The Inugami always bypasses this chance of failure against creatures it has Marked.
Divinity Destroyer(EX): Damning Marks now last (Inugami's HD) Months and reattempting the save against Marks now requires One Week of uninterrupted meditation.
NPCs across any distance and on any plane must make a Will save DC (10 + Victim’s Damning Marks) the first time they interact with a Marked creature, or speak of a Marked creature by name, each day; failing this save lowers the NPC’s social attitude toward that Marked creature by one step.
--New feats:
Debt Collector:“I always take my toll; blood or gold.”
Prerequisites: None
Benefit: In lieu of receiving immediate payment for Goods or Services Rendered you may reach an agreement with customers to collect payment at a later date. Until payment is received you gains a bonus to Attack rolls, Listen checks, Search checks, Spot checks, and Survival checks against this customer, henceforth known as a Debtor.
Debt | Bonus |
Up to 1 GP | +0 |
2 GP to 100 GP | +1 |
101 GP to 1,000 GP | +2 |
1,001 GP to 10,000 GP | +3 |
10,001 GP to 100,000 GP | +4 |
100,001 GP or more | +5 |
In a One Minute long ritual the Debtor may pay some, or all, of their debt in currency that has been in their possession for at least one hour; this currency is instantly transported into your possession across any distance and through any boundaries unless said boundary would prevent either teleportation or planar travel. Should this payment attempt fail you are instantly made aware of both the attempt and the failure.
Special #1- In some cases the agreement between you and the Debtor may include clauses stipulating that interest, based on either the original value of the debt or the current value of the debt, is to be added to the debt after the debt has not been paid for specified intervals of time. Both you and the Debtor must agree to such a clause before it can be incorporated into the main agreement; most Debt Collectors require the Debtor to agree to this clause as a condition for the main agreement to come into effect.
Special #2- You may also consider damage to your property, or casualties among people close to you, as a form of Debt. Damaged property is valued at 75% the total cost of replacing the property, including transportation fees and service fees, while casualties are calculated as 75% the final cost to revive the slain beings. You must be able to describe the Debtor in limited detail and must either possess proof of the Debtor's involvement with the property damage or deaths, or obtain an admission of guilt from the Debtor.
Plane Walker"There is no escape."
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 location in mind, you arrive within [2d12] miles of the target location in a random direction; otherwise you arrive in, or near, a relatively safe location on the relevant plane.
When travelling in a group you may spend Ten additional Minutes per party member to transport them with yourself when you use this feat; this requires a single Survival check DC (30). Alternately you may spend a single hour to transport the group with a Survival Check DC [30 +2 per additional person being transported].
You may half the time required to activate Plane Walker by increasing the Survival Check DC by 2, with each additional DC increase of 2 for this purpose further halving the time it takes to activate this feat; One Hour is reduced to 30 Minutes, then 15 Minutes, then 75 Rounds, then 32 rounds, then 16 rounds, then 8 rounds, then 4 rounds, then 2 rounds, then 1 round, then to a Standard Action, then to a Move Action, and finally to a Swift Action.
Likewise you may half the distance of your arrival point from your target location by increasing the Survival Check DC by 2, with each additional DC increase of 2 for this purpose further halving the deviation distance; [2d12] miles is reduced to [1d12] miles, then [1d6] miles, then [1d3] miles, then [1d20 * 400] feet, then [1d20 * 200 feet], and so on.
*Special: Inugami gain a +1 bonus on the Plane Walker Survival Check for every Damning Mark currently on the target Plane.
Beast Majeure"[Inarticulate Screaming]"
Prerequisites: None
Benefit: The Save DC for your special abilities becomes (10 + HD) if this would be higher than the normal DC.
Condemning Combatant"I will carve defeat into your flesh."
Prerequisites: At least one level of Inugami
Benefit: You may subtract a number from your Attack Rolls for the rest of your turn to apply the same number of Damning Marks on a successful hit. This penalty is in addition to any penalties from using Power Attack feat or other such feats and abilities.
Cursing Caster"I'm sure that hurt. But don't worry; this will hurt even more."
Prerequisites: At least one level of Inugami
Benefit: You may subtract a number from the Caster Level of a spell or SLA to apply the same number of Damning Marks to targets that fail their saving throw against that effect; magical effects that do not allow a Saving Throw apply one Mark the Damned for every two points of Caster Level penalty you take.
Abomination Annihilator"Suffer eternally."
Prerequisites: All 5 levels of Inugami
Benefit: Damning Marks no longer expire and reattempting the save against Marks now requires One Month of uninterrupted meditation. NPCs must make a Will Save DC (10 + Victim's Damning Marks) the first time they interact with, or speak of, a Marked victim each day; if the NPC fails this save they receive a Mark of the Damned.
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Standard Social AttitudesAttitude | Treatment | Typical Actions |
Nemesis | |Will give life to harm you | |Will take suicidal action to harm you |
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 |
Fanatical | |Will give life to serve you | |Fight to the death on your behalf |