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The Duman’kir sorcerer.
Duman’kir is the sorcery of the Kurta-kir (Crescent Empire)
tribe, a result of their descent from the legendary leader Dur-Kan. Those
of his bloodline are magically connected to the wolves and mist that he
came to know so well. The power of the Duman’kir allows the
sorcerer to hear, smell, run, and fight like a wild wolf, and to run with
a pack of wolves. It also grants him the power to create a mist or fog
with which he can conceal his comings and goings.
While Duman’kir
sorcery does not allow the sorcerer to transform himself into a wolf, such
rumors have persisted for centuries, and are mostly likely the cause of
legends about horrible shape-shifting monsters called rakshasas.
The legends maintain that these beasts never have green eyes, and so
cannot be Pyeryem sorcerers.
Because it takes time and discipline to master these powers,
Duman’kir is considered a prestige class.
Requirements
To qualify as a student of Duman’kir sorcery, a character must
fulfill the following criteria:
Nationality: Kurta-kir (Crescent Empire)
Special: Constitution 13+, Animal Empathy 8 ranks, Wilderness Lore 8
ranks
Feat: Half-Blooded (Duman’kir) or Full-Blooded (Duman’kir),
as appropriate
Game Rule Information
Alignment: Any
Hit Die: d10
|
Level |
Base
Atk |
Fort
Save |
Ref
Save |
Will
Save |
Special |
|
1 |
+1 |
+2 |
+0 |
+2 |
Wolf Speak |
|
2 |
+2 |
+3 |
+0 |
+3 |
Eyes of the Wolf |
|
3 |
+3 |
+3 |
+1 |
+3 |
Scent, Wolf Fangs |
|
4 |
+4 |
+4 |
+1 |
+4 |
Iron Jaw |
|
5 |
+5 |
+4 |
+1 |
+4 |
Howl |
|
6 |
+6 |
+5 |
+2 |
+5 |
Obscuring Mist |
|
7 |
+7 |
+5 |
+2 |
+5 |
Hide of the Wolf |
|
8 |
+8 |
+6 |
+2 |
+6 |
Ears of the Wolf |
|
9 |
+9 |
+6 |
+3 |
+6 |
Move Through Mist |
|
10 |
+10 |
+7 |
+3 |
+7 |
Gift of Dur-Kan |
Class Skills
The sorcerer’s class skills (and the key ability for each skill)
are Animal Empathy (Cha, exclusive skill), Climb (Str), Hide (Dex),
Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move
Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Wilderness
Lore (Wis)
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the Duman’kir
sorcerer prestige class:
Weapon and Armor Proficiency: Duman’kir sorcerers gain no
proficiency in any weapon or armor.
Wolf Speak: At 1st level, the sorcerer can communicate with natural
wolves, those in his pack (natural or other Duman’kir sorcerers),
and all other Duman’kir sorcerers when they are using this sorcery.
Eyes of the Wolf: At 2nd level, the sorcerer’s eyesight
becomes sharper and he gains a +2 racial bonus to Spot and Search checks.
Scent: At 3rd level, the sorcerer’s sense of smell becomes greatly
enhanced. He gains the scent ability (see Monster Manual™, Appendix I:
Animals, Wolf) and a +2 racial bonus to Wilderness Lore checks when
tracking by scent.
Wolf Fangs: Also at 3rd level, the sorcerer’s teeth turn into fangs
and his jaw becomes stronger when he is using Duman’kir. He gains a
Bite Attack that deals 1d6 + Str modifier points of piercing damage.
Run with the Wolf: At 4th level, the sorcerer gains the Run feat
and can keep up with the pack. His base speed increases by 20 ft.
Iron Jaw: At 4th level, the sorcerer gains mastery over his natural
weapons. He receives Weapon Focus (Bite) as a Bonus Feat. In addition, he
may choose Weapon Specialization (Bite) as a Feat, as if he were a 4th
level Fighter. This applies only when he is using Duman’kir
sorcery.
Howl: At 5th level, the sorcerer gains the ability to let out a
piercing wolf howl. Howling is a full round action and grants a +2 bonus
to Intimidate checks against creatures within 30 ft. for one minute. A
howl can also be used to communicate with the any of the pack who are
within one mile. It sends simple messages like “Help!,” “Danger! Flee!,”
“Difficult prey,” and “Come to me.” The sorcerer understands howls from
other pack members as well.
Obscuring Mist: At 6th level, the character can cast obscuring
mist as if he were a 5th level druid. The effects last for one hour
but are otherwise identical to obscuring mist. The character may
use this ability a number of times per day equal to his Wis bonus. (See
Player’s Handbook™, Ch.11: Spells, obscuring mist).
Hide of the Wolf: At 7th level, the sorcerer’s skin toughens and he
gains a +1 bonus to natural armor.
Ears of the Wolf: At 8th level, the sorcerer’s ears become more
sensitive and he gains a +2 racial bonus to Listen checks. He can also
hear noises produced when a spell is cast within 30 ft. of him.
Move through Mist: At 9th level, while surrounded by fog or mist,
the sorcerer conceals himself as if he had cast the spell blur like
a 6th level wizard. He may move instantaneously through the mist,
disappearing and reappearing at any point up to 100 yards away, provided
it is still within the mist. However, he suffers 1d6 points of damage for
every 10 yards he moves in this wrenching fashion. The ability is
otherwise identical to the spell teleport (see Player’s Handbook™, Ch.
11: Spells, teleport). The sorcerer may not use these powers on any
other character; they are his and his alone.
Gift of Dur-Kan: At 10th level, the sorcerer gains a permanent +2
bonus to his Con.
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