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Agent Of Ravens (prestige class)

Requirements ! Alignment: Any good. ! Base Attack Bonus: +4 ! Spellcasting: ability to cast 1rst-level divine spells. ! Special: Must meet an existing agent on friendly terms and then pray in the chapel of Ravenloft. Hit Die: d8 Skill Ranks/Level: 4 + Int modier Class Skills: Bluff, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (local), Knowledge (religion), Perception, Profession, Sense Motive, Stealth, Survival, Swim Level 1 2 3 4 5 6 7 8 9 10 BAB +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special raven harrier, speak with ravens, enduring vitality conceal motive, command restorative touch 1/day command restorative touch 2/day command restorative touch 3/day advanced commands, command restorative touch 4/day master of ravens, command Spells/Day --+1 level existing spellcasting class +1 level existing spellcasting class +1 level existing spellcasting class +1 level existing spellcasting class +1 level existing spellcasting class +1 level existing spellcasting class +1 level existing spellcasting class +1 level existing spellcasting class +1 level existing spellcasting class

Class Features
Spellcasting: From 2nd level on, you gain one level in an existing divine spellcasting class. Raven Harrier (Ex): At rst level, an agent of ravens is joined in his or efforts by a special animal companion, a celestial raven. Its statistic are normal for a raven with the celestial template, except for the following: Its hit points are equal to half your total hit points; for purposes related to effects of HD, use your total HD; the raven uses your base saving throw bonuses plus its own ability score modiers; it has an intelligence of 3. Your raven is extremely agile and never provokes attacks of opportunity for moving into or out of a threatened square. When ghting an opponent with your raven, that opponent is automatically considered anked. If your raven is killed, a replacement appears the next time you prepare spells. Your raven harrier has the following special ability: Aura of Evil Nondetection (Su): Everyone within ten feet of your raven benets from a special aura that makes it difcult for evil creatures to spy upon them. This is treated as the nondetection spell, though it only hinders the efforts of evil creatures to magically spy on you. The DC for an evil creature to overcome your ravens aura is 15+your agent of ravens level. Additionally, any auras you already possess instead become centered on your raven. They do not cease to function if you fall unconscious, but they do if your raven is slain. Commands At each odd level, you may choose a new command to teach your raven. Harry (Ex): As a swift action, you may command your raven to harry an opponent. Each round, they must make a Will save (DC 10+1/2 your class level + Cha mod) or be rendered at-footed against the agent of ravens until their next turn. Distract (Ex): As a swift action, you can command your raven to distract a single opponent within 30 of you. If they attempt to cast any spells, they must rst make a concentration check (10+spell level+1/2 your agent of ravens level). Bafe (Su): As a swift action, you can command your raven to distract your opponent in such a way that it can not take advantage of lapses in your defense. At the start of its round, your enemy must make a Will save (DC 10+1/2 your class level + Cha mod) or not be able to make attacks of opportunity until their next turn. Falter (Su): As a swift action, you can command your raven to keep an opponent off-balance against its enemies. If your raven occupies its space, it provokes attacks of opportunity even when it takes a 5-foot step. your raven automatically follows a target that makes a 5-foot step.

Obscure (Su): As a swift action, you can command your raven to intervene between you and an opponent, providing concealment against them (20% miss chance). If they do miss you in this way, there is a 50% chance your raven is struck instead. Advanced Commands At seventh level you may add the following advanced commands to the list of commands you may take. Worry (Su): As a swift action, you can command your raven to viciously worry an enemys face, making them more vulnerable to your attacks. As long as you are attacking an enemy whose space is occupied by your raven, you are treated as having the Improved Critical and Critical Focus feats. Go For The Eyes (Su): As a swift action, you can command your raven to attack your opponents eyes. This is the equivalent of performing a dirty trick against your opponent; for purposes of this maneuver, you are treated as having Improved Dirty Trick and Greater Dirty Trick. The only condition you can impose is dazzled. If the target is already dazzled, they become blinded instead. Get The Shiny Things (Su): As a swift action, you can command your raven to steal small, visible baubles from an opponent. This is the equivalent of performing a steal maneuver; for purposes of this maneuver, you are treated as having Improved Steal and Greater Steal. The stolen item has to be small enough for a raven to carry (rings, amulets, small purses, etc), though you could use this maneuver to simply deprive your opponent of a larger item without actually gaining possession of it yourself (by unfastening a cloak, for example). Channel Spell (Su): You are able to cast spells through your raven. For purposes of range and area of effect, the raven is considered the caster. If the spell requires a touch attack, the raven is the one to make the attack. Speak with Ravens (Su): You have the ability to talk to ravens, including raven familiars and your own raven companion. If a raven has an intelligence above 2, you can communicate with it in normal human tongues. If the raven has an intelligence of 2 or less, you can communicate with it as though you were using the speak with animal spell (though without a duration). Conceal Motive (Su): Attempts to Sense Motive against you have their DC increased by an amount equal to your agent of ravens level. You gain a saving throw bonus equal to half your agent of ravens level against attempts to magically read your mind or thoughts. Enduring Vitality (Su): The onset of ability drain, ability damage, and negative levels is delayed by a number of rounds equal to your agent of ravens level + Charisma modier. Restorative Touch (Su): At 3rd level, you gain the ability to lay hands on someone, including yourself, and grant them the benet of a lesser restoration spell. You can use this once per level at 3rd, and gain an additional use at every odd level. You may expend two uses of this ability to given the benet of a full restoration spell. Master Of Ravens (Su): You may issue two commands to your raven simultaneously, only one of which may be an advanced command. The raven will perform both actions against a single desired target. Furthermore, you are always vaguely aware of your ravens location, and if you

extend your will (which requires a full round action), you can use the ravens senses as your own. When you return to your own senses, you are fatigued (or exhausted if you were already fatigued). Code Of Conduct: Although similar in many ways to paladins, an agent of ravens operates very differently than most. Lawfulness is second to good, caution is preferred to recklessness. An agent of ravens is always a member of the secret Barovian conspiracy, known among themselves simply as the Conspiracy of Ravens. Born after Barovia had been sequestered from the rest of the world, founded by leaders from a number of religions (including Pharasma and Sarenae), the agents of ravens were forces operating under the very nose of evil itself. Unable to oppose Razvan directly, they learned to ght in secret. Their mystical ravens - the most unlikely symbol of hope ever and therefore the most perfect symbol possible - kept the agents hidden from Razvans prying eyes and held the holy power of the order ensconced in their beating hearts, where it could not be traced to any single person. Even so, the Conspiracy now is small. The difcult requirements for entry and Razvans earnest hunt for traitors over the past century, have left their numbers depleted. Only three remain, and two of them are quite aged.

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