Urban Soul

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Urban souls are the chosen champions of the deity Urbanus, or any other city deity charged with protecting city denizens from external dangers such as marauding monsters, and from subtler threats to the city such as crime and urban unrest.

Bards and rogues have the easiest path into this prestige class, although rogues have to buy Knowledge (architecture and engineering) as a cross-class skill. Wizards can enter the class with relative ease, but the lack of spellcasting advancement makes it unlikely that they’ll be interested.

Role: DPS Utility

Characteristics: City born and bred adventurers who draw power and utilize the city to their advantage.

Source: Races of Destiny

Game Rule Information

The Urban Soul has the following game statistics.

Abilities: Wisdom for the variety of skills you need for city adventuring, Strength for causing damage

Alignment: Any

Hit Die: d8

Starting Gold: N/A

Class Skills

The Urban Soul's class skills are Balance (Dex), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Tumble (Dex)

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Urban Soul.

Weapon and Armor Proficiency: A Urban Soul is proficient with whatever they were already proficient with prior to taking levels in this class.

City Ramparts Ex: Once per day, you can call upon the combined might of a community's citizens to fortify yourself in body and mind. Doing this grants you a +4 bonus to Constitution and a +2 bonus on Will saves, and it also toughens your skin, giving you damage reduction 5/adamantine. This effect lasts for at least 1 round per point of (adjusted) Constitution modifier (minimum 1 round).

You can use this ability twice per day at 5th level and three times per day at 9th level.

Urban Sustenance Ex: You rely on the presence of a city for your physical needs, and you suffer when you travel beyond such areas. While within a city, you need not eat, drink, or sleep, and you heal at twice the normal rate. If you cast spells, you must still rest for the normal amount of time needed to regain spells. However, you cannot heal naturally at all outside a city, and you eventually weaken if kept away from an urban environment. If you remain outside a city for 24 hours, you must succeed on a DC 20 Fortitude save or take 1 point of Strength damage and 1 point of Constitution damage. Each day after the first that you remain outside a city, the save DC increases by +1.

Citybred Senses Ex: Starting at 2nd level, you gain a +2 insight bonus on Listen, Search, and Spot checks made within a city. At 6th level, your bonus improves to +4, and at 10th level, it improves to +6.

Meld Into City Sp: Beginning at 3rd level, you can meld your body and possessions into the wall of a building, into the street, or into any other stone structure that is part of a city. This ability otherwise functions like Meld Into Stone, usable at will, with your urban soul level as the caster level.

See The City Sp: At 4th level and higher, you can create a magical sensor (as Clairaudience/Clairvoyance, except that only sight is allowed) three times per day, using your urban soul level as the caster level. The sensor is not limited by the Clairaudience/Clairvoyance spell's range; you can see any place within the city you're in.

Urban Skill Mastery Ex: By 6th level, you have become so familiar with moving through cities that you can do so with extraordinary ease. While in a city, you can take 10 on any of the following skill checks even when under stress: Balance, Climb, Jump, Move Silently, and Tumble.

Hear The City Sp: At 7th level and higher, you can speak with a building, street, or other part of a city once per day. This ability is the equivalent of a stone tell spell (using your urban soul level as the caster level), except that it works on any part of a city. You can use this ability twice per day at 10th level.

Mob Violence Su: At 8th level, you become able to channel the anger of a restive populace into fury you unleash on your enemies. You can activate the mob violence class feature for a number of rounds per day equal to your class level, split up as you like. Activating or deactivating this ability is a free action. While you have this class feature active, your attacks deal extra damage as noted below.

Citywalk Sp: At 10th level, you can magically travel between cities at will. This ability functions much like transport via plants, except that you must begin the journey within a city, and you end the journey on the outskirts of a specified city on the same plane. You cannot specify a particular endpoint (such as the Laughing Manticore Tavern in Rel Astra or the Mayor's Reception Hall in Greyhawk). The ability deposits you in a safe location determined by the DM (assuming one exists) just outside the destination city. If the specified city doesn't exist, or if no safe location outside the city exists, the ability fails. You must concentrate for a specific period of time to activate this ability. The size of the destination city determines how long the concentration must last, as noted below. If your concentration is interrupted during this time, you must start again.