T
he Awakened

Prestige Classes     Main

Base Attack Bonus:Use Wizard Level 1-10.
Saves:Use Fighter Level 1-10.
LevelSpecial
1 Imposing Aura+1, Improved Toughness, Mega-Flare
2 Mighty Endurance, Spells: +1 Level of Existing Spellcasting Class
3 Imposing Aura+2, Overload Spell
4 Mighty Endurance, Spells: +1 Level of Existing Spellcasting Class
5 Imposing Aura+3, Flight of the Dragon
6 Mighty Endurance, Spells: +1 Level of Existing Spellcasting Class
7 Imposing Aura+4, Power Up
8 Mighty Endurance, Spells: +1 Level of Existing Spellcasting Class
9 Imposing Aura+5, Power Up
10 Mighty Endurance, Power Up, Spells: +1 Level of Existing Spellcasting Class

Description:
"The one who is one of the awakened was born with something more than just magic in the blood, he or she also has magic in the soul. But the power in the soul is rather buried by walls in person’s mind that they create though their lives. At some point, the wear and tear of their minds and souls as well as massive mental trauma of the death or loss of someone important to the character shatters those walls in the mind and soul. The rush of emotions and energy transforms the character into something ..more.. than they ever were before."
- Taxil Necrobane


Requirements:
Feats: Any 2 Metamagic, Choose One: Toughness OR Great Fortitude, Skill Focus: Concentration
Skills: Concentration: 10 ranks, Spellcraft: 10 ranks
Spellcasting: Ability to cast 3rd-level spells as a spontaneous caster.
Special: The character must have suffered some traumatic event that left him angry and vengeful. He must have focused this anger on something and then faced the very focus of the anger in order to become Awakened.

Hit Die: d6

Class Skills:
Concentration(Con), Knowledge: Any(Int), Scry(Int, exclusive skill), Spellcraft(Int)

Class Features:
Weapon Proficiencies: None.
Armor Proficiencies: None.

Imposing Aura: This ability can be activated once per day as a free action and lasts for a number of rounds = 3+(½ level as an Awakened, rounded down). The character gains the bonuses described in the following chart based on their Imposing Aura Bonus:
Imposing Aura Bonus Deflection
Bonus to AC
Resistance Bonus
to Saves
Damage
Reduction
SR Caster
Level*
Bonus to
Intimidate Checks
Imposing Aura+1 +1 +1 +1/- 5 +1 +2
Imposing Aura+2 +2 +2 +2/- 10 +2 +4
Imposing Aura+3 +3 +3 +3/- 15 +3 +6
Imposing Aura+4 +4 +4 +4/- 20 +4 +8
Imposing Aura+5 +5 +5 +5/- 25 +5 +10
*Bonus to caster level of all spells cast while Imposing Aura is active.


Improved Toughness: From now on, each time the character takes the toughness feat, he gains HP=the number of HP gained last time the feat was taken+1. For example, when a character who has taken toughness twice takes this feat for the third time, he gains an additional 6 HP (3 for toughness plus 3 more because toughness has been taken a total of 3 times), and he gains 7 HP the fourth time it is taken, etc.

Mega-Flare: This attack inflicts Xd8 non-elemental damage on all targets in a 15’ radius area. (This is a supernatural power and is not subject to spell resistance). X = Charisma modifier + Awakened level. This ability may be used a number of times per day equal to the character’s CON modifier + number of Toughness feats acquired. Range of this power is 400 feet + 40 feet per Awakened level. All creatures get saving throws for half damage as follows:
Awakened LevelSave Information
1-2Fortitude or Reflex (defender’s choice) DC: 11+ Charisma Mod
3-4Fortitude or Reflex (defender’s choice) DC: 12+ Charisma Mod
5-6Fortitude or Reflex (defender’s choice) DC: 13+ Charisma Mod
7-8Fortitude or Reflex (defender’s choice) DC: 14+ Charisma Mod
9-10Fortitude or Reflex (defender’s choice) DC: 15+ Charisma Mod


Mighty Endurance: At levels 2, 4, 6, 8, and 10, roll 1d8 for HP gained at level up instead of 1d6.

Spells: +1 Level of Existing Spellcasting Class: The Awakened continues their previous growth as a spellcaster. At levels 2, 4, 6, 8, and 10, the character gains new spells per day as if he had also gained a level in whatever 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. If a character had more than one spellcasting class before he became Awakened, he must decide in which class he adds +1 level for purposes of determining spells per day.

Overload Spell: This ability is gained at level 3. With it, the caster may try to add metamagic feats to a spell without increasing the required slot cost to cast. This is risky and dangerous to the spell caster, but the payoffs can be enormous.
The caster loses HP equal to the spell level (cantrips are level ½) times the metamagic feat total level increase. So, an Empowered Magic Missile deals 2 damage to the caster, while a Silent, Still Fireball deals 6.
The caster must make a concentration check DC 15+damage suffered (see above) or the spell casting attempt fails. This counts as one of the character’s daily uses of this power.
This ability may be used once per day per class level.

Flight of the Dragon: At level 5, the character gains the ability to fly at will. His speed equals his charisma modifier times ten, and his maneuverability class is perfect. This is a supernatural ability.

Power Up: Choose one power from the following list each time this ability is gained (the same power may not be selected multiple times unless otherwise specified):