Valerian Mirage
Valerian Elf class — see Classes for the full list.
Mirage Attack Bonus
| Level | Attack Bonus |
|---|---|
| 1 | +0 |
| 2-3 | +1 |
| 4 | +2 |
| 5-6 | +3 |
| 7 | +4 |
| 8-9 | +5 |
| 10 | +6 |
| 11 | +7 |
| Prime Requisite: | DEX and CON |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d8 |
| Maximum Level: | 11 |
Among the zaeltairn caste of Valerian elves, the “mirage” is one who follows a patron ancestor who resisted aggression by stealth and guile. In Valeria, these mirages might be peerless assassins or speakers with beasts.
Valerian Mirage Level Progression
| Experience | Title | Level | Hit Dice | Damage Bonus |
|---|---|---|---|---|
| 0 | 1 | 1d8+1 | +1 | |
| 2,650 | 2 | 2d8 | +1 | |
| 5,300 | 3 | 3d8 | +2 | |
| 10,600 | 4 | 4d8 | +2 | |
| 21,200 | 5 | 5d8 | +2 | |
| 42,400 | 6 | 6d8 | +3 | |
| 85,000 | 7 | 7d8 | +3 | |
| 170,000 | 8 | 8d8 | +3 | |
| 300,000 | 9 | 9d8 | +4 | |
| 430,000 | 10 | 9d8 + 2* | +4 | |
| 560,000 | 11 | 9d8 + 4* | +4 |
Mirage Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells |
|---|---|---|---|---|---|
| 1-2 | 12+ | 13+ | 13+ | 14+ | 14+ |
| 3-4 | 11+ | 12+ | 12+ | 13+ | 13+ |
| 5-6 | 10+ | 11+ | 11+ | 12+ | 12+ |
| 7-8 | 9+ | 10+ | 10+ | 11+ | 11+ |
| 9-10 | 8+ | 9+ | 9+ | 10+ | 10+ |
| 11 | 7+ | 8+ | 8+ | 9+ | 9+ |
Combat Characteristics
Combat Proficiencies: Mirages have weapon proficiency with all weapons. They have armor proficiency with medium, light and very light armor. They have fighting style proficiency with all three optional styles: dual weapon, two-handed weapon, and weapon and shield style.
Combat Progression: Mirages advance in attack throws as fighters and in saving throws as thieves. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Ambushing: The mirage is skilled at attacking unprepared enemies. He can ambush a vulnerable opponent in melee or at short range with a missile weapon. When ambushing, the character gets a +4 bonus on his attack throws and deals +1 die of damage. (This is effectively the Ambushing proficiency selected as a class power).
Ancestral Insight: By invoking his patron ancestor, the mirage can enhance his prowess for brief times. For 1 turn (10 minutes), he gains a +1 bonus to AC, attacks, saving throws and initiative rolls. Utilizing ancestral insight does not require an action and may be performed prior to rolling initiative (provided he is not surprised) or on the character’s initiative in combat.
Favored Enemy: Each clan among the zaeltairn cast trains extensively to fight a certain type of foe. At 1st level, the mirage chooses Dragon-Slaying, Goblin-Slaying, or Kin-Slaying as a bonus proficiency.
Natural Stealth: The mirage is gifted at stepping lightly and disappearing into the dunes. Opponents suffer a -2 penalty to surprise rolls when encountering the character approaching from outside line of sight or lying in wait in cover or darkness.
Patron’s Study: As a member of the zaeltairn, the keeper seeks to uphold the glory of his patron ancestor. He trains in any mirage class proficiency of his choice.
Ready for War: The constant battle training of the zaeltairn caste has given the mirage enhanced reflexes. The character gains a +1 bonus on initiative and surprise rolls. The bonus to surprise stacks with their Attunement to Nature racial feature.
Survivalism: The mirage is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. He can forage enough food to feed himself automatically, even when on the move. If trying to forage to feed additional characters, or to find water, he must make a proficiency throw (as described in Wilderness Adventures) but gains a +4 bonus on the roll. This is the equivalent of the Survival proficiency.
Totem Animal: Every mirage has a totem animal as a companion. The totem animal physically represents the mirage’s relationship with his patron ancestor. The Totem Animals table, below, lists the benefits and abilities of several sample totems. The totem animal should be a creature appropriate to the character’s attributes and tribal traditions. For example, a mirage with high STR might have a bear totem, while a mirage with high WIL might have an owl totem and one with high CHA might choose an eagle totem. At a minimum, the mirage must possess an attribute of at least 9 in his totem animal’s key attribute. Over time, the mirage will come to resemble his totem animal. A wolf mirage might develop yellow eyes and sharp canines, while a bear mirage might grow husky and hirsute.
The totem animal has human-like intelligence, with Intellect equal to half the mirage’s Intellect. It can understand the mirage’s speech, and the mirage can understand his totem animal’s speech, though no one else can without resorting to speak with beasts. So long as the mirage upholds his ancestor’s honor, the totem animal will be utterly loyal to the mirage and will fight for him, perform services, and obey his commands.
While the totem animal is alive, the mirage receives the animal’s totem benefit. The totem benefit is a bonus proficiency related to the totem. For example, a mirage with a cobra totem animal has the Combat Reflexes proficiency so long as he is within 30’ of his totem animal.
| Totem Animal | Key Attribute | Totem Benefit | Characteristics |
|---|---|---|---|
| Bear | Str | Berserkergang | Spd 120’, AC 13, HD 4, at 3 (1d3/1d3/1d6), hug |
| Cheetah | Dex | Running | Spd 360’, AC 15, HD 2+2, at 3 (1d2/1d2/1d4), pounce |
| Crocodile | Con | Combat Ferocity | Spd 60’/90’ swim, AC 14, HD 2, at 1 (1d8) |
| Crow / Raven | Int | Divine Blessing | Spd 330’ fly, AC 11, HD ¼, # AT 1 (1d2-1) |
| Dog | Cha | Alertness | Spd 180’, AC 12, HD 1+1, # AT 1 (1d4) |
| Eagle / Hawk | Cha | Command | Spd 480’ fly, AC 11, HD 1, at 2 (1d3/1d3), dive |
| Elk | Con | Contemplation | Spd 180’, AC 12, HD 4, at 1 (1d10) |
| Goat | Wil | Climbing | Spd 150’, AC 12, HD 1, at 1 (1d4) |
| Horse | Con | Mounted Combat | Spd 210’, AC 12, HD 2, at 2 (1d4/1d4) |
| Hyena | Cha | Weapon Focus | Spd 150’, AC 12, HD 2+1, at 1 (1d8), bone crush |
| Jackal | Int | Combat Trickery | Spd 180’, AC 12, HD 1-1, at 1 (1d4) |
| Lion | Cha | Divine Health | Spd 150’, AC 13, HD 5, at 3 (1d4+1/1d4+1/1d10), pounce |
| Monkey | Dex | Prestidigitation | Spd 120’/120’ climb, AC 12, HD 1, at 1 (1d3) |
| Rat | Wil | Quiet Magic | Spd 120’/60’ swim, AC 12, HD ½, at 1 (1d3) |
| Owl | Wil | Sensing Power | Spd 300’ fly, AC 11, HD ½, at 2 (1d2/1d2), dive attack |
| Python | Str | Laying on Hands | Spd 90’, AC 13, HD 5, at 2 (1d4/2d8), constriction |
| Viper | Dex | Combat Reflexes | Spd 90’, AC 13, HD 2, at 1 (1d4), poison |
| Wolf | Wil | Ambushing | Spd 180’, AC 12, HD 2+2, at 1 (1d6) |
Because it is partly a creature of the mirage’s own spirit, the totem animal always has a number of Hit Dice equal to one less than the mirage’s own (1/2 HD when the mirage is 1st level) with 4 hp per HD. If a totem animal has fewer Hit Dice than those normally possessed by such an animal, it will appear as a smaller, younger creature of its type. If it has more HD, it will appear as a larger, fiercer variant. The animal’s baseline characteristics are adjusted based on its current Hit Dice relative to the Hit Dice of an ordinary animal of its type:
-
Attack throws are as a monster of its HD, saving throws are as a fighter of half its HD.
-
AC increases or decreases by 1 per 2 HD of difference, to a minimum of 0 and a maximum of its own ordinary HD.
-
Average damage for its entire attack routine increases or decreases by 2 per HD of difference. The judge will determine specifics.
If the totem animal is ever killed, the mirage must save vs. Death or instantly take damage equal to its maximum HP. It cannot be restored to life or resurrected, but a creature of the same type will appear the next time the mirage gains a level.
Additional Class Powers
Waylaying: (3rd): The mirage has the tactical training to lead patrols in conducting surprise attacks. When lying in wait in cover or darkness alongside the mirage, the mirage’s allies can gain the benefit of his natural stealth. A maximum of one ally per class level can waylay alongside the mirage. All of the affected allies must be within his line of sight or earshot. Allies who have hiding or natural stealth class powers, or similar special abilities, do not count against this limit.
Fastness (9th): By acquiring a fastness worth at least 15,000gp in a natural setting such as a forest or glen, the mirage can attract Valerian elves to his service. 3d6 x 10 1st level elven mercenaries arrive to serve him as followers within 1d3 months of him acquiring the fastness. If the mirage has already acquired a fastness, the followers arrive to serve him within 1d3 months of him reaching 9th level. The mirage must pay his followers the ordinary rates for mercenaries and henchmen or they leave his service.
Cunning and Flexible Reconnaissance (11th): The mirage is a master at reconnaissance and counter-reconnaissance operations. Whenever the mirage is commander of the scouting or screening units in an army, or its overall leader, the army treats any opposing army as if it were one row more proximate on the Results of Reconnaissance Rolls table. If the opposing army is already in the same 6-mile hex, then the army treats its degree of success as one column better instead. Any opposing army treats the mirage’s army as if it were one row less proximate for reconnaissance results, or if already at maximum distance, as if its degree of success were one column worse.
Racial Traits
Attunement to Nature: The elf gains a +1 bonus to surprise rolls when in the wilderness. When using Adventuring proficiency to search or listen, they succeed on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in Searching they gain a +2 bonus to their throw instead. If separately proficient in Listening, they gain a +4 bonus to their throw instead.
Connection to Nature: The character is unaffected by diseases caused by undead, gains a +1 bonus on HD rolls at 1st level, and gain a +1 bonus on Paralysis and Spells saving throws.
Desert Born: The character is wise in the ways of barren and inhospitable lands. While in desert or barrens terrain, he gains a +4 bonus to proficiency throws to forage, hunt, track, and avoid getting lost. The bonus can be stacked with bonuses the character receives from other proficiencies such as Navigation or Survival, but it cannot be stacked with the bonus from an explorer or venturer’s Pathfinding class power.
Valerian Tongues: All Valerian elves are trained in the languages of their adversaries, and begin play knowing Valerian, Lizardfolk, Kobold, Giant in addition to Common.
Class Proficiencies
Proficiency Progression: At 1st level, mirages select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th and 8th level. They select an additional general proficiency at 5th and 9th level.
Valerian Mirage Proficiency List: Acrobatics, Alertness, Arid Dunecraft, Beast Friendship, Blind Fighting, Climbing, Combat Ferocity, Combat Reflexes, Combat Trickery (force back, incapacitate, knock down), Dragon-Slaying, Eavesdropping, Endurance, Fighting Style Specialization, Goblin-Slaying, Kin-Slaying, Long Range Volleying, Mapping, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Running, Skirmishing, Sniping, Swashbuckling, Trapping, Wakefulness, Weapon Finesse, Weapon Focus
Mirage Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Wanderer | Running Survival Arid Dunecraft Combat Trickery (knock down) | Jackal totem animal, short bow, quiver with 20 arrows, old spear, hand axe, battered leather armor, deep cowled traveler’s cloak, wool tunic and pants, leather belt, well-worn low boots, backpack, tinderbox, 12 torches, 1 weeks’ iron rations, 1gp (enc. 8 st) |
| 5 – 6 | Trapper | Ambushing Trapping Sniping Alertness | Dog totem animal, long bow, quiver with 20 arrows, spear, gracefully curved short sword, dagger, leather armor, hooded cloak, wool tunic and pants, leather belt, sturdy low boots, backpack, tinderbox, 12 torches, 1 weeks’ iron rations, 1gp (enc. 7 st) |
| 7 – 8 | Mariner | Swashbuckling Seafaring Climbing Divine Blessing | Crow totem animal, Shortbow, quiver with 20 arrows, gracefully curved short sword, dagger, leather armor, mariner’s tunic and pants, well-stitched sash, embroidered high boots, backpack, 50’ rope, grappling hook, tinderbox, 6 torches, wineskin, 1 weeks’ iron rations, 11gp (6 1/6 st) |
| 9 – 10 | Stalker | Skirmishing Endurance *[[Blind Fighting | Blind-Fighting]]* Weapon Focus (swords and daggers) |
| 11 – 12 | Mountaineer | Passing Without Trace Mountaineering Weapon Focus (axes) Climbing | Goat totem animal, crossbow, case with 30 bolts, net, short sword, dagger, chainmail armor, hooded cloak, dark tunic and pants, low hiking boots, backpack, small sack, 4 stakes and mallet, 6 iron spikes, 50’ rope, 2 flasks of military oil, tinderbox, 6 torches, waterskin, 1 weeks’ iron rations, 12gp (enc. 10 st) |
| 13 – 14 | Scout | Arid Dunecraft Navigation Wakefulness Running | Cheetah totem animal, composite bow, quiver with 20 arrows, 2 short swords, chain mail armor, grey-green traveler’s cloak, wool tunic and pants, leather belt, high boots, backpack, 50’ rope, grappling hook, tinderbox, 6 torches, 1 weeks’ iron rations, 11gp (enc. 9 1/6 st) |
| 15 – 16 | Harrier | Acrobatics Manual of Arms Precise Shooting Combat Ferocity | Wolf totem animal, shortbow, quiver with 20 arrows, spear, short sword, net, chain mail armor, hunter green cloak, tunic, and pants, leather belt, low boots, backpack, 2lbs garlic, 2lbs wolfsbane, 2 vials of holy water, 50’ rope, 6 torches, tinderbox, waterskin, 1 weeks’ iron rations, 19gp (enc. 10 st) |
| 17 – 18 | Mounted Ranger | Fighting Style Specialization (missile) Riding Precise Shooting Mounted Combat | Horse totem animal, Composite bow, quiver with 20 arrows, scimitar, scale armor, traveler’s tunic and pants, riding boots, riding saddle and tack, leather saddlebag, waterskin, 1 weeks’ iron rations 75gp, (enc. 4 1/3 st with rations on horse) |
Notes: The totem animal and totem proficiency that each mirage template begins with is noted in bold. The template’s Patron Study selection is in italics.