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Kurasatch Udareen

(Source: Heart of Shadow)

Requirements

Race: Orc (female).
Skills: Knowledge (arcana) 8 ranks, Knowledge (shadow) 8 ranks, Knowledge (spirits) 8 ranks, Spellcraft 4 ranks.
Feats: Magecraft (charismatic or spiritual), any two Spellcasting feats.
Special: Must pass the kurasatch udareen's rituals of acceptance.


Hit Die: d4.

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (local: Northern Marches) (Int), Knowledge (Shadow) (Int), Knowledge (spirits) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Kurasatch udareen gain no additional proficiency with weapons or armor.

Bonus Feat: The kurasatch udareen gains a bonus feat at 3rd, 5th, and 9th level. The feat chosen must either be an item creation or metamagic feat.

Improved Spellcasting (Ex): Kurasatch udareen levels grant similar benefits as channeler levels with regards to the art of magic, bonus spells, and bonus spell energy. This means that kurasatch udareen levels stack with channeler levels for the purpose of determining the highest-level spells the character can cast.

Additionally, each time the character achieves a new kurasatch udareen level, she gains one new spell of any level and school she can cast. A kurasatch udareen can also learn additional spells according to the normal rules for learning spells.

Finally, the character's maximum spell energy increases by one point for every level of kurasatch udareen she gains.

Shadow Magic (Su): The kurasatch udareen are known as the mother-brides of the dark god, and their close ties with him allow them to cast magic unhindered by the dispelling effects of the black mirrors. This is possible because the kurasatch udareen channel the stolen magic of the coriths to power their spells. Furthermore, while within the area of effect of a black mirror, the kurasatch udareen's spell energy pooll increases by a number equal to her kurasatch udareen level.

However, this special dispensation comes with two costs. First, the kurasatch udareen must pay the dark god in blood for the energy she uses. Each arc, the priestess must sacrifice a number of HD of sentient beings equal to her class level. If an arc passes and the kurasatch udareen has not made this sacrifice, she loses the shadow magic class ability, suffers 1 hit point of damage for each HD not accounted for, and her spell energy pool lowers by 1 for each HD not accounted for. These hit points and the spell energy pool decrease cannot be restored by ordinary or magical healing, and are only recovered once the preistess has repaid her debt in full.

The second cost of being able to tap the arcan energy stolen by the dark god is that the kurasatch udareen becomes dependent on her god's assistance; whenever she would suffer Constitution damage to pay for spell energy she does not have (including when she has no spell energy and is attacked by an astirax), she suffers double the normal Constitution damage.

Spellcasting: At 4th and 7th level, the kurasatch udareen gains a Spellcasting feat of her choice. A kurasatch udareen who qualifies may choose Greater Spellcasting instead.

Dark Road

The kurasatch udareen are keepers of dark lore passed on to them in terrible whispers and nightmare visions sent in the dead of the night: the true names of demons and foul spirits; dark rituals; potent brews; and dire spells to bind flesh and boil blood. The dark god has seen fit to bestow this knowledge selectively, resulting in the emergence of several focused magical traditions, each associated with the kurasatch udareen of particular tribes. The different magical traditions followed by the kurasatch udareen are known as dark roads. Three are known to exist amongst the tribes.

At 1st level, a kurasatch udareen must choose which road she will follow (this is generally the same road as that focused on by her tribe and by the mother-wives who inducted her). As a kurasatch udareen grows in power, the dark god reveals ever greater secrets. At 1st, 5th, and 10th level, the kurasatch udareen gains a gift, a dark mark of the dark road upon which she walks. The dark roads of the kurasatch udareen are highly ritualized, such that all kurasatch udareen that walk a particular dark road learn the same spells. Each level, the kurasatch udareen learns every spell on the following lists that she is os sufficient level to cast. She can cast any spell on this list, even if she doesn't have the appropriate feat for the spell's school. These spells are learned in addition to the spells she gains every three levels through improved spellcasting.

New spells listed below are marked with an asterisk. Note that the descriptions for these spells were erroneously omitted by FFG and have never been added to any errata; their names are listed here for completeness.Other spells that are not in the OGL have been linked to the New Spells page on this web site.

Spell-like abilities listed below have a caster level equal to the character's caster level or the minimum caster level required to cast the spell, whichever is higher. Save DCs are based on the character's key spellcasting ability.

The Iron Road: The witch that walks the Iron Road understands the dark song of metal–its thirst for blood, how to make it cut deep, and how to imbue it with dire enchantments. The kurasatch udareen of the Burnt Mother Tribe are the most adept to walk the Iron Road, with only a few lesser tribes, all in the Burnt Mother's thrall, also being privy to the secreta of this dark road.

First Mark of the Iron Road (Su): At 1st level, the kurasatch udareen's skin becomes as hard as iron and she gains a +1 natural armor bonus to AC.

Second Mark of the Iron Road (Su): At 5th level, the kurasatch udareen gains the supernatrural ability to manipulate the iron that flows in a creature's blood. Any attack she makes, including ray spells and natual attacks, gains the wounding special ability.

Third Mark of the Iron Road (Sp): At 10th level, the kurasatch udareen may use blood iron* as a spell-like ability once per day.

Spells Learned

0 Level–guidance
1st Level–channel might, inspiration, magic weapon
2nd Level–bleed power, shatter
3rd Level–blade of bone*, keen edge, greater magic weapon
4th Level–rusting grasp, stoneskin
5th Level–fabricate, major creation, permanency
6th Level–disintegrate, ironwood, wall of iron
7th Level–blood iron*, transmute metal to wood
8th Level–iron body, repel metal or stone
9th Level–antipathy

Road of Black Ice: The dark heart of winter beats in the chest of the kurasatch udareen who walks this road. The spirits of the air and ice, the demons of the howling winds and bitter snow, are all hers to command. The Frozen Mother Tribe claim the most powerful kurasatch udareen to walk the Road of Black Ice.

First Mark of the Road of Black Ice (Sp): At 1st level, the kurasatch udareen may use chill metal as a spell-like ability at will, but it has a range of touch.

Second Mark of the Road of Black Ice (Su): At 5th level, the kurasatch udareen gains the supernatural ability to manipulate the cold hatred that runs through her veins. Any attack she makes, including ray spells and natural attacks, gain the +1 freezing burst special ability.

Third Mark of the Road of Black Ice (Sp): At 10th level, the kurasatch udareen may use control weather as a spell-like ability once per day.

Spells Learned

0 Level–ray of frost
1st Level–chill touch, endure elements
2nd Level–chill metal, freeze blood*, gust of wind
3rd Level–sleet storm, summon monster III (small air elemental with cold subtype), wind wall
4th Level–ice storm, solid fog,summon monster IV (ice mephit)
5th Level–cone of cold, control winds, summon monster V (medium cold subtype air elemental, winter wolf)
6th Level–freezing sphere, summon monster VI (large cold subtype air elemental)
7th Level–control weather, summon monster VII (huge cold subtype air elemental)
8th Level–polar ray, summon monster VIII (greater cold subtype air elemental)
9th Level–storm of vengeance, summon monster IX (elder cold subtype air elemental)

Road of Blood: The kurasatch udareen that walks the Road of Blood learns that the crimson liquid of life holds the key to manipulating both the mind and the spirit. Her dark powers involve potent enchantments and dire charms that befuddle and enslave. All other orcs fear the Mother of Blood Tribe as much for the devious machinations of their priestess-mothers as for their martial strength and sheer weight of numbers.

First Mark of the Road of Blood (Su): At 1st level, a kurasatch udareen of the Road of Blood gains dark insights into the nature of the mind and the spirit, learning how to work more potent enchantments and charms. The kurasatch udareen adds +1 to the DC for all saving throws against spells from the enchantment school. This ability stack with the Spell Focus and Greater Spell Focus feats.

Second Mark of the Road of Blood (Su): Three times per day at 5th level, a kurasatch udareen of the Road of Blood can quicken (as the Quicken Spell feat) any spell that she has learned from the Road of Blood spell learned list below. She may apply this effect to any spell whose level is equal to or less than her class level. Activating this power is a free action and has no effect on the spell's cost or its casting time.

Third Mark of the Road of Blood (Sp): At 10th level, the kurasatch udareen may use dominate person as a spell-like ability twice per day.

Spells Learned

0 Level–daze, lullaby
1st Level–lesser confusion, woeful speech
2nd Level–hold person, withering speech
3rd Level–ray of exhaustion, suggestion
4th Level–crushing despair, confusion, lesser geas
5th Level–dominate person, inspirational speech, nightmare
6th Level–mass suggestion, symbol of persuasion
7th Level–mass hold person, symbol of weakness
8th Level–demand, mass charm monster
9th Level–dominate monster, mass hold monster

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +2 +0 +2 Dark roads, improved spellcasting, shadow magic
2nd +1 +3 +0 +3
3rd +1 +3 +1 +3 Bonus feat
4th +2 +4 +1 +4 Spellcasting
5th +2 +4 +1 +4 Dark roads
6th +3 +5 +2 +5 Bonus feat
7th +3 +5 +2 +5 Spellcasting
8th +4 +6 +2 +6
9th +4 +6 +3 +6 Bonus feat
10th +5 +7 +3 +7 Dark roads