JURDANITE
This prestige class is based on the order of clergymen who follow the deity named Jurdan, god of all the seas. This class is also available to any cleric that worships a deity of the sea (or the sea itself). They gain the ability to be at one with the sea. This makes them excellent navigators and an essential member of any crew that will be at sea for any length of time.
Hit Die: d8
Requirements
Qualification requirements for the Jurdanite class.
Skills: Balance 5+ ranks, Climb 5+ ranks, Craft (carpentry) 3+ ranks, and Use rope 3+ ranks.
Spell Casting: Ability to cast divine spells of 3rd level or higher.
Skills
Class skills (and the key ability for the skill) for the Jurdanite are as follows: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int) and Use Rope (Dex).
Each Level Skill Points: 2 + Int modifier.
Features
Jurdanite class features.
Unless otherwise noted any special ability of the Jurdanite that replicates a spell is cast at the Jurdanite’s total caster level and uses his Wisdom modifier for any save DC.
Weapon and Armor Proficiency: The Jurdanite gains no new weapon or armor proficiencies.
Spells: At 2nd, 3rd, 5th, 6th, 8th, and 9th level the Jurdanite gains an increase to his spell casting ability in the class that gave him entry into this prestige class. This +1 level of existing class counts for spells known and spells per day only. It does not give him access to other abilities that the spell casting class would gain at higher levels.
Rigging Master (Ex): The Jurdanite gains his class level as a bonus to any Climb check made to traverse the ship rigging and for any Use Rope checks he makes.
Ship’s Carpenter (Ex): The Jurdanite gains his class level as a bonus to any Craft (carpentry) check made when he is repairing/building a ship.
Jolly Rodger (Ex): By making an Intelligence check versus a DC of 10 the Jurdanite can recognize and identify the colors of any ship on the ocean.
Navigation Skilled (Su): Gained at 2nd level as long as the Jurdanite is aboard the vessel, any navigation checks made by the crew gain a bonus equal to the Jurdanite’s Wisdom modifier.
First Mate Trained (Su): The Jurdanite gains this ability at 2nd level. Despite the name, he does not become the First mate; instead he has been trained to take the place of any crewmember from the first mate on down. This means he can fill the ranks of a fallen crewmember, and keep the ship underway. The Jurdanite can replace (do the duties for) as many crewmembers as his Wisdom modifier (maximum of 7).
Clear Weather Ahead (Sp): At 3rd level the Jurdanite gains the ability to predict the weather to come. By concentrating on the horizon and reading the signs the Jurdanite can predict the weather to come for the next day. In game terms this means he can find the best winds and weather for the ship with only slight changes in course. This gives the ship a percent increase in traveling speed equal to the Jurdanite’s class level times his Wisdom modifier (Maximum of 50%). The Jurdanite must have a positive Wisdom modifier to use this ability.
He may use this ability once per day and takes ten minutes to activate.
Thick Fog (Sp): Gained at 4th level, this ability clears naturally occurring foggy weather within 20 feet per class level of the Jurdanite. When used in this manner Thick Fog lasts for one hour.
The second use of this ability is as a counter spell against any spell that has fog or cloud in the title. The Jurdanite must make a Spellcraft check as with a normal Counter spell attempt. He may use it against Divine or Arcane spells.
He may use only one Thick Fog ability per day and is a standard action to activate.
Crow’s Nest (Ex): At 4th level the Jurdanite can take ten as a standard action during Spot checks made from the crow’s nest.
Sea Worthy (Sp): At 5th level the Jurdanite can spontaneously cast ‘cure’ spells that magically repair damage to the ship. This ability works as the normal clerical ability to spontaneously cast Cure spells, except he ‘cures’ damage to the ship instead. The Jurdanite can use this ability once per day for every two-class levels he has.
Any Port (Sp): Gained at 6th level, this ability exactly duplicates the Control Weather spell. He may use this ability once per day and takes 10 minutes to activate.
Empty Galley (Sp): At 7th level the Jurdanite can Create Food and Water as the spell once per day. This ability creates only enough food to feed the crew. It is a standard action to use this ability.
Quell Mutiny (Su): Gained at 8th level this ability works as the Calm Emotions spell except it can only be used to derail the tension that is leading up to (or has currently started) a mutiny and the crew does not gain a save to resist it. The Jurdanite may only use this ability once during any voyage and is a free action to activate.
Ride the Wind (Sp): Gained at 9th level, this ability exactly replicates the Control Wind spell. The Jurdanite may use this ability once per day and requires great effort on his part. The Jurdanite takes ten points of damage every round that he increases or decreases the wind. Its is a full round action to activate this ability.
Ghost Crew (Sp): At 10th level the Jurdanite can summon forth a ghostly crew to man a ship that has lost at least 50% of its crew since the voyage began. The crewmembers go about their duties in silence and are basically unseen servants as per the spell (except that they have a 6 strength score and do not need to be given instructions as they are extensions of the caster.)
To create the crew the Jurdanite must expend one spell slot for each crewmember he needs to create (first level or higher spells only) as if he had cast the spell. The crew stay in service for twenty-four hours before the Jurdanite needs to replace them again.
The JurdaniteCode:
Level Attack Bonus Fort Ref Will
1 +0 +2 +0 +2
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6 +6 +2 +6
9 +6 +6 +3 +6
10 +7 +7 +3 +7
Level Special
1 Rigging master, Ship’s carpenter, Jolly Rodger
2 Navigation skilled, First mate trained, +1 level of existing class
3 Clear weather ahead, +1 level of existing class
4 Thick Fog, Crow’s nest
5 Sea worthy, +1 level of existing class
6 Any port, +1 level of existing class
7 Empty galley
8 Quell mutiny, +1 level of existing class
9 Ride the wind, +1 level of existing class
10 Ghost crew
Because of the inability of placing a table/chart on the forums I was forced to break the table into two separate halves.