Inaccurate?

Dukar

(Champions of Ruin variant, p. 38)

These wizards of a dwindling order protect the tenuous peace under the Sea of Fallen Stars, working quietly and secretly to achieve their goals and rebuild their numbers. Many of their powers stem from living coral implanted under the skin of their hands.

Requirements

To take a Dukar substitution level, a character must be about to take his 5th, 10th, or 15th level of wizard. The first time a character takes a Dukar substitution level, he must undergo a secret Dukar ritual that implants the living coral under the skin of his palms (see Dukar hand coral, page 63). The coral does not interfere with using his hands in any way. If the Dukar somehow loses this coral, he loses his coral-related powers, but if he is implanted again he immediately regains his full abilities.


Hit die

d4

Skill points

2 + Int

Class Features

Bonus Spells (Ex): There are four Dukar orders, each with two associated schools of magic. Upon taking his first Dukar substitution level, a Dukar chooses one order and can never change it thereafter (similar to choosing a wizard specialty school). Each time a Dukar substitution level is taken, a Dukar adds two spells to his spell book; these must be from one or both of his order's associated schools of magic (either one from each or both from the same). A specialist wizard Dukar is not restricted to choosing these bonus spells from his school of specialization, but he cannot use them to acquire spells from his prohibited school (therefore, choosing an order that studies one of your prohibited schools is normally a bad choice). The orders are as follows.

Order Color Schools of Magic
Jhimar* Red Enchantment, evocation
Kupav Blue Aburation, transmutation
Maalirn Green Conjuration, divination
Numos White Illusion, necromancy
*The order of Jhimar was destroyed centuries ago and its knowledge and traditions are lost.

This class feature replaces the standard wizard's ability to add two spells to his spellbook each time he gains a wizard level.

Coral Claw (Ex): At 5th level, a Dukar can extend the coral under his skin to form sharp spikes on his hand, giving him a claw attack that deals 1d4 points of damage. The Dukar is automatically proficient in the coral weapon and can extend or retract the coral as a swift action.

This benefit replaces the bonus feat normally gained by a 5th-level wizard.

Coral Power: At 10th and 15th level, a Dukar learns how to use his implanted coral in different ways. Each time this ability is gained, a Dukar chooses one ability from the following choices. Each ability can be taken twice, with increasing effect.

Acid (Ex): A Dukar adds 1d4 points of acid damage to all claw attacks (including those made with his coral claw; see above). The acid quickly decays and cannot be stored for later use. A Dukar and his gear are not harmed by his own coral's acid. This ability functions automatically, though a Dukar can suspend or resume this ability as a free action. If a Dukar selects the ability a second time, the acid damage increases to 1d8 points.

Armor (Ex): Three times per day as a standard action, a Dukar can make his coral extend hard growths across his skin, giving him a +1 enhancement bonus to his natural armor bonus to AC. These growths crumble to dust after 10 minutes. If a Dukar selects this ability a second time, the enhancement bonus to his natural armor increases to +2.

Color Spray (Sp): A Dukar's coral gains the ability to glow intensely in confusing patterns. At will as a standard action, a Dukar can use this light as a color spray effect. Using this ability requires the Dukar to have one hand free, uncovered, and able to make gestures. The save DC of this ability is Intelligence-based. If a Dukar takes this ability a second time, the save DC of this ability increases by 2.

Wound Transfer (Su): A Dukar's coral develops the ability to transfer life energy by touch from him to another creature, healing its wounds at the expense of his own health. Each use of this ability heals the target of 1d6 points of damage and deals a like amount of damage to the Dukar. If a Dukar chooses this ability a second time, he heals the target of 2d6 points of damage and takes a like amount of damage per use. This ability can never provide a target more hit points than its full normal total +10. Any hit points gained beyond its normal maximum are treated as temporary hit points that last for up to 1 hour.

This benefit replaces the bonus feat normally gained by a 10th- or 15th-level wizard.

Advancement

Level BAB Fort Ref Will Special
5th +2 +1 +1 +4 Coral claw, bonus spells
10th +5 +3 +3 +7 Coral power, bonus spells
15th +7/+2 +5 +5 +9 Coral power, bonus spells

Class skills

Skill name Key ability Trained only Armor check penalty

Spells for Dukar