Deathwarden Chanter

"The Deathwarden chanters are the most prestigious, respected, and mysterious members of the Deathwarden Dwarves. They lead the rituals to prepare souls and bodies for their journey into the afterlife, and they direct the actions of the other dwarves when the physical remains of their charges or the Veil of Souls itself is threatened.

Most chanters are clerics or fighter/clerics. Sometimes a dwarf bard takes up the mantle of the Deathwarden chanter, and even less common are the paladins or rangers that become chanters. Members of other classes are either too undisciplined, too focused on the world of the living, or have incompatible philosophies with the Deathwardens.

The chanters, like the Deathwardens as a whole, are an enigma to most people of Playground. The common folk know that the dwarves protect the bodies of the fallen and guard the Veil of Souls, but none know their methods or why guarding the gate against the living is so important. As the leaders of the clan, the chanters are more aloof and reserved toward outsiders than all others and go about their strange business without feeling the need to explain themselves to those outside the clan."

Hit Die: d8.

Requirements

To qualify to become a Deathwarden chanter, a character must fulfill the following criteria.
Race: Dwarf
Alignment: Any lawful
Base Attack Bonus: +4
Skills: Concentration 5 ranks, Knowledge(ghost lore) 3 ranks, Knowledge(the planes) 3 ranks, Knowledge(religion) 5 ranks, Perform(sing).
Feats: Iron Will, Spell Focus(Evocation)
Spells: Able to cast 3rd-level divine spells
Patron Deity: Any but Eul or the Destroyer
Special: Must have participated in a Hallowing Ceremony with the permission of the Deathwarden dwarves; must have destroyed one undead of 3 HD or more through the use of positive energy.

Class Skills

The Deathwarden chanter's class skills (and the key ability for each skill) are: See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the Deathwarden chanter prestige class.
Weapon and Armor Proficiency: Deathwarden chanters gain no proficiency with any weapons, armor, or shields.

Spellcasting: A Deathwarden chanter continues training in divine magic. Thus, when a new Deathwarden chanter level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional uses of wild shape, metamagic or item creation feats, and so on). This essentially means that he adds the level of Deathwarden chanter to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.

Smite Undead (Su): With this ability, a chanter can attempt to smite undead with a normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. This extra damage is from positive energy and is not affected by damage reduction. If the chanter accidentally smites a creature that is not undead, the smite has no effect but is still used up. If the chanter has a smite ability from another class (such as paladin), he may use that smite ability separately or combine them into a single strike if the target meets all criteria for all smites (such as evil and undead for a paladin/chanter).

Undead's Foe: A chanter's class level stacks with his cleric and paladin levels for the purpose of turning undead.

Iron Soul (Ex): Upon attaining 2nd level, a Deathwarden chanter gets a +4 bonus on saving throws against death effects and on saving throws to remove a negative level.

Deathwarden Chanter Runes
Level +
Wis Modifier
  Rune
1 Spell rune
2 Ward rune
3 Turning rune
4 Armor rune
5 Thunder rune
6 Law rune
7 Clan rune
8 Veil rune
9 Song rune
10 Ancestor rune
Great Rune (Sp): Deathwarden chanters come to understand how to create powerful runes, which they can inscribe on items and locations. At 3rd, 6th, and 9th level, the chanter chooses one rune. His level + Wisdom modifier determines how many runes he can choose from at any given time. He can't choose the same rune twice.
A rune must be drawn, painted, or engraved on a solid surface or object. Some are active runes, which begin functioning as soon as they are completed, while others are passive runes, triggered by certain conditions set at the time of the rune's creation. Passive runes are given triggering conditions similar to a glyph of warding and protect an area up to 5 square feet per caster level. This area may be a flat surface, an object, a doorway, or a section of corridor.
Some runes require a sacrifice by the chanter. For example, a rune that functions like a spell glyph from a glyph of warding requires the chanter to use one of his spell slots to power that rune. Until the rune is triggered or negated, the chanter cannot use that spell slot. Once the rune is triggered or negated, the chanter can once again prepare spells with that slot after his next period of rest and time of prayer.
Drawing a rune takes 10 minutes and requires concentration, just as if the chanter were casting a spell. A chanter can finish all but the last symbol of a rune, allowing him to finish it later as a single standard action (a chanter can complete another chanter's rune only if he knows that rune and succeeds on a Spellcraft check against DC 20). However, an incomplete rune is vulnerable to outside interference—any creature walking upon or disturbing the incomplete rune negates it entirely, just as if it were a spell that had been interrupted during casting.
A completed rune is anywhere from 1 to 5 feet in diameter, depending on the desires of the chanter who created it. Once completed, a rune is no more difficult to notice than an ordinary drawing. Safely removing a rune requires the use of dispel magic or a similar spell (the dispel check is made against the caster level of the chanter who created it) or a Disable Device check (DC 25 + 1/2 chanter's class level + chanter's Wis modifier).
For runes that have saving throws, the DC of the save is equal to 10 + 1/2 chanter's class level + chanter's Wis modifier.
A chanter can dissipate one of his own runes by touching it and spending a standard action concentrating on it. If the dissipated rune requires a sacrifice to create it (such as a spell slot), the sacrificed ability cannot be used until the rune is discharged or dissipated, after which it returns at the normal rate for its type (such as after 8 hours of rest, when other spells are prepared). All runes have a duration of "permanent until discharged" unless otherwise stated.
Deep Chant (Su): This ability, gained by a chanter at 5th level, has two different functions, both of which require a full-round action and only one of which can be used per day. First, it can be used to send a telepathic message to all Deathwarden dwarves within a 1-mile radius of the chanter's location. This message can be no more than ten words long. Second, a deep chant can act as a boosted turn undead attempt, as if the chanter had the Divine Energy Focus feat. This does not count toward his normal number of turning attempts per day and does not stack with the Divine Energy Focus feat.

Shepherd Soul (Su): Once per day, a chanter of 7th level or higher can force a soul within 50 feet to depart the Material Plane and enter the True Afterlife, as if using a dismissal spell. The chanter uses his caster level, not his chanter level, to determine the modifier to the effect's save DC.

LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1+0+0+0+2Smite undead 1/day, undead's foe+1 level of existing divine spellcasting class
2+1+0+0+3Iron soul+1 level of existing divine spellcasting class
3+2+1+1+3Great rune+1 level of existing divine spellcasting class
4+3+1+1+4Smite undead 2/day+1 level of existing divine spellcasting class
5+3+1+1+4Deep chant 1/day+1 level of existing divine spellcasting class
6+4+2+2+5Great rune+1 level of existing divine spellcasting class
7+5+2+2+5Shepherd soul+1 level of existing divine spellcasting class
8+6+2+2+6Smite undead 3/day+1 level of existing divine spellcasting class
9+6+3+3+6Great rune+1 level of existing divine spellcasting class
10+7+3+3+7Deep chant 2/day+1 level of existing divine spellcasting class



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