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Table des matières
Incarnation du néant
Source : De nouvelles classes de prestige de niveau épique (dernière révision dans Recueil de visions épiques)
(Retour à la liste des classes de prestige, retour à la pages des personnages)
Introduction
L’incarnation du néant se spécialise dans le “n'être pas”. Elle s’exerce dans l’art d’éviter toute détection et d’échapper à tout danger, et forge son corps et son esprit pour résister à toute blessure. À son apogée, l’incarnation du néant repousse les limites de son pouvoir au point qu'elle peut tout simplement ignorer un immense panel d’effets physiques et mentaux - comme si elle n’était absolument pas là. On fait parfois références aux incarnations du néant comme les “immaculés” ou les “intouchables”.
Les roublards et les maîtres des ombres constituent le gros des rangs des incarnations du néant. Peu d’autres personnages possèdent le talent nécessaire pour devenir un immaculé, bien que d’anciens moines qui en remplissent les conditions trouvent souvent cette classe à leur goût.
Les PNJ incarnations du néant pourraient tout aussi bien ne pas exister, puisque personne ne peut se rappeler d’eux. Il est possible de vivre dans le logement directement adjacent à celui d’une incarnation du néant sans seulement soupçonner ses talents, mais surtout sans même être conscient d'avoir un voisin.
Informations techniques
Dés de vie : d6.
Conditions
Pour pouvoir devenir une incarnation du néant, il faut satisfaire aux conditions suivantes :
- Alignement : Tout sauf loyal.
- Dons épiques : Vigueur habile ou Volonté habile.
- Spécial : Aptitude de classe d'Esprit fuyant, aptitude de classe d'Esquive totale.
Compétences de classe
- Les compétences de l’incarnation du néant (et la caractéristique dont chacune dépend) sont : Acrobaties (Dex), Bluff (Cha), Déplacement silencieux (Dex), Détection (Sag), Discrétion (Dex), Équilibre (Dex), Évasion (Dex), Fouille (Int), Perception auditive (Sag), Utilisation d’objets magiques (Cha).
- Points de compétence à chaque niveau : 6 + modificateur d'Intelligence.
Particularités de la classe
Voici les particularités et aptitudes de la classe d'incarnation du néant :
Incarnation du néant | |
---|---|
Niveau | Spécial |
1 | Aura de blanc |
2 | Esquive totale améliorée |
3 | Présence du néant |
4 | Résistance physique |
5 | Esprit de blanc |
6 | Résistance mentale |
7 | Frappe nulle |
8 | Résistance physique supérieure |
9 | Forme vide |
10 | Résistance mentale supérieure |
Armes et armures
The Void Incarnate Level Special 1 Blank aura 2 Improved evasion 3 Void presence 4 Mettle of fortitude 5 Blank mind 6 Mettle of will 7 Null strike 8 Improved mettle of fortitude 9 Empty form 10 Improved mettle of will
Weapon and Armor Proficiency: The void incarnate gains no proficiency in armor or weapons.
Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura. For every four levels gained above 1st, the void incarnate can share this aura with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the aura’s benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.
Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate’s presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate’s next turn. This is a mind-affecting effect. You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action. This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target’s void incarnate class level.
Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.
Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell. For every four levels gained above 5th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect’s benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.
Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every four levels gained above 7th.
Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).
Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don’t exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor). For every four levels gained above 9th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the empty form to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect’s benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).
Ex-Void Incarnates A void incarnate who becomes lawful may not progress in levels as a void incarnate. He retains all class abilities.