Viveka Spectre (3.5e Prestige Class)

Length::9 Minimum Level::2 Base Attack Bonus Progression::Poor Fortitude Save Progression::Poor Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Spellcasting [[Class Ability Progression::Other
 * Class Ability=Alternate Magic
 * Class Ability=Other]]

Allowed Alignments::Lawful Good, Allowed Alignments::Lawful Neutral. Allowed Alignments::Lawful Evil, Allowed Alignments::Neutral Good, Allowed Alignments::Neutral, Allowed Alignments::Neutral Evil, Allowed Alignments::Chaotic Good, Allowed Alignments::Chaotic Neutral, Allowed Alignments::Chaotic Evil

Viveka Spectre
"People say you have to be moral, you have to listen to your conscience - I am your conscience!"

Summary::A ghostly, conscience-controlling class that rules how others think - but not without a price.

Those who like to captivate others to such a degree that they redefine others' morals, typically become viveka spectre. A vivekas ability of possession and control of the animate and inanimate makes them a force to be reckoned with. For when the voices inside your head tell you to stop fighting, or you lose control of your hands, the tiny unconscious alien looks a whole lot bigger!

Most viveka like to be in the back of the party (as a protection for their body), and control the strongest creature on the opposing side.

Becoming a Viveka Spectre
Those who like to control morals, or like to change the fates, become viveka spectres (or viveka for short). Wisdom is the keystone ability, Intelligence and Charisma are usful for skills, and Dexterity can help with agility and Armor Class - for when you lose your mind!

Class Features
All viveka gain a rank off of which their abilities scale, equal to their class level + 1/2 of their total HD, up to a maximum of their total HD. Thus, a viveka 10 / assassin 6 would have a Moralist rank of 16.

 (Su): At 1st level as a full round action, a viveka can separate her mind from their body for 1d4 + her Wisdom modifier half hours. Her body falls to the ground helpless while her mind becomes semi-incorporeal. Semi-incorporeal gives a 20% miss chance with creatures that are not incorporeal or ethereal (ghost touch negates this). When semi-incorporeal she keeps all her mental abilities, may still manipulate objects and perform spells as normal. Half of all damage taken by the separated mind is nonlethal damage (half lethal); if enough non-lethal damage is taken to make the viveka fall unconscious, then any excess damage is taken as lethal damage, the mind returns to the body, and the effect ends.

She is aware of the condition of her body at all times, and can return to her body as a full round action. If her body takes more than 40 points of damage in a single round she must succeed on a Will save (DC 10+dmg in excess of 40), on success she is immediately teleported back to her body from the shock and awaken immediately, although she is staggered for one round, enough to flee to safety. If failed she is stunned for 1d3 rounds.

At 4th level, she can now leave body for a full 6 hours; and only has to roll if damage is above 80, in which case, it’s a Will save (DC 10+dmg in excess of 80). She acquires a fly speed of 40’ with good maneuverability. She now becomes fully incorporeal when leaving her body, making her immune to all Fortitude based effects, and all damage taken is nonlethal damage (instead of only half).

At 7th level, she can now leave her body for a full 12 hours; and only has to roll if damage is above 120, in which case, it’s a Will save (DC 10+dmg in excess of 120); and her fly speed improves to 80’ with perfect maneuverability. If she halves all effects (12hrs to 6, 120dmg to 60, fly 80’ perfect to 40’ good); she may become ethereal instead of incorporeal.

(Sp): At 2nd level, a viveka can allow another's spiritual essence to guard his body whenever she employs Mind out of Body. To use this ability one much have access to a (preferably friendly) spirit bound by Guardians Tattoo or encased in thinaun. When you depart your body you may choose for the body guardian to inhabit it, a mark of the guardian reveals itself upon the body, which is now free to move and act as needed (placing your body under the control of an NPC).

The guardian starts at ECL2; whenever the viveka levels up, the guardian also levels (at a 1:1 ratio) in a previous class; however, the guardian acquires feats every six levels (instead of every 3). The guardian maintains its: mental ability scores, class features, skills, and Will saves; but takes the vivekas: BAB, hit points, physical ability scores, and saving throws (except Will).

The guardian is subject to a permanent charm, in regards to the viveka. If for any reason the charm is disenchanted, the charm is lost until she come back to her body.

The safety of her body does not come without a price. Every three character levels she must do some unfinished business for the bound spirit to keep it satisfied. Failure to achieve the task results in the body guardian being freed from service and departing, requiring her to find another soul to bind.

(Sp): For gaining a guardian only, you can use magic jar, with the following stipulations. It has to be at the request of the guardian (being thus no will saves); the guardian inhabits a tattoo on your body instead of gem, the tattoo glows when the guardian controls her body; and the viveka has primal control, meaning that she does not need to make a Will save to return to her body.

Viveka do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a viveka, they must decide to which class to add the new level for purposes of determining spells per day, spells known, and maximum spell level.

(Su): At 3rd level, as a move action a viveka can gaining complete control over another’s appendage Will save (DC 10+1/2Moralist rank+viveka’s bluff or diplomacy skill bonus) to resist. The viveka may control a target: arm, leg, tail, tentacle, trunk or any other type of appendage (except the neck). Control of finer tune functions (playing the piano) cannot be done, the appendage can only grab or release. The target becomes shaken while under the effect, and may make another Will save every two rounds after. After the first round the viveka can move the limb once per round as a free action. Alien hand can last up to 1d3 rounds per three Moralist ranks. This may be done three times per day.

(Su): At 5th level, as a standard action, a viveka can transform into the body guardians original form. The viveka lives vicariously through the guardian for a number of minutes equal to their Morality rank. This is highly taxing to the vivekas relationship with her guardian; costing her 1d2 Wisdom damage every two minutes as a parasite. Should this bring her Wisdom score below 20, their relationship with their guardian ends. A viveka cannot leave her body when in a guardian shape. This may be done three times per day.

As a parasite, the viveka can only suggest actions to their guardians; she may cast spells that do not require verbal components (unless she has the Silent Spell feat).

(Su): At 6th level, as a standard action, she gains greater mastery over other characters. She first enters the enemy's square (possibly provoking an attack of opportunity) then the target must roll a Will (DC 10+1/2Moralist rank+1/2viveka’s bluff or diplomacy skill bonus) or have a fragment of their body possessed, her mind slipping away into theirs. She has complete control of the targets body, and may even do more fine tuned actions with it (so long as she already knows how); actions require one less step on the vikekas part to do (full-round to standard, standard to move, but move actions remain move, and anything requiring even less (swift) remain the same). A possession can last up to 1d3 rounds per two Moralist ranks; and the target gets to make a Will save every four rounds. This may be done twice per day.

This can be done when outside of her body (with mind out of body) but not when her body is in an alternate form (like guardian form). Onlookers must make a Search check (DC 10+Moralist rank) to determine the subject is possessed.

While possessing a target, your body cannot be targeted, but your presence can be removed by break enchantment and similar effects. If expelled, you appear in the next closest space to the target.

(Sp): At 8th level, her body guardian gains access some of the viveka’s spells. If the viveka has multiple spell lists the guardian may only choose one. The guardian may use the list as if they were four levels lower than the viveka; thus the guardian cannot access spells that the viveka could not cast four levels ago; and any spell the guardian cast cuts into the vivekas limits (if prepared loose the spell, if spontaneous loose the slot).

A viveka may now leave their body when it is transformed into the guardians shape; and receive no wisdom damage when it is in this form.

(Su): At 9th level, after two uninterrupted standard actions, the subject must roll an opposed Will save (DC 10+Moralist rank+vivekas Will save), or have part of the viveka mind implanted into their cranium. This alien ego begins to change over the subject’s mannerisms and beliefs after a day of incubation (the viveka do not need to control it); any action that goes against the ego requires a Will save (DC 10+Moralist rank+viveka Will+1/day after incubation). The ego lasts for the life time of its host, but can be reabsorbed (so it can be transferred to a younger or more useful subject) by the viveka who planted it. The spell holy word removes an alien ego. An ego may be planted once per week.

Unfinished Business
These are just ideas, for unfinished business – unfinished business can be something else. A viveka must do one every three character levels (3, 6, 9, etc.). This should not greatly affect the course of the campaign - just a few sidesteps along the way.

Ex-Vivekai
If a viveka does not deal with his guardian's unfinished business, he gets to roll for a curse, and gets a -4 affinity from any organization, and the class the guardian was from. To gain more levels in viveka, remove the curse, and negate the negative affinity, an ex-viveka must completely deal with guardian's business. The curse goes away within a week (but gives you 1d2 permanent damage to the appropriate score) and -1 affinity is removed week.

Vivekai in the World
NPC Reactions: Many fear the manipulative powers of viveka... or at least until they meet one. Becoming cooed into how benign and victimized viveka really are.

Viveka Lore
Characters with ranks in Knowledge (psionics) can research viveka to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.