The Pan
This Pan is a wandering pirate-like figure that haunts both the wild and communities by the sea. Many live simple lives of exploring and fighting local threats, most live life to its fullest never dedicating themselves to selfish intentions but not to the holy ones either, always somewhere betwixt the two. They are beings of charm, whimsy and grace, eager to show off their skills or rush in to help their many friends. They are especially enamored by fey, always willing to go out of their way to help these mischievous beings. Many times they take this class as a title for their adventuring names.Role: These beings mix charm, speed, and, at higher levels, flight to perform heroic acts. They disdain armor and heavier weapons for finesse. The abilities of a Pan complement those of bards, rogues or fighters who wish to accentuate their fighting prowess. They fight in the forefront, deftly avoiding the blades of their opponents while expertly targeting their foe's vulnerabilities. They are also adept at spying, flying, taunting foes and interacting with Fey.
Requirements
To qualify to become a Pan, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Acrobatics 4 ranks, Perform 3 ranks.
Feats: Dodge, Mobility
Special: Interaction with a fey. Must have made a positive social connection with a fey
Class Features
All of the following are class features of the Pan prestige class.
Alignment: Pan can be of any non-lawful alignment.
Hit Dice: d10.
Weapon and Armor Proficiency: The Pan is proficient with all simple and martial weapons. Pan are proficient with light armor and small shields but rarely use them after 4th level.
Class Skills
The Pan's class skills are Acrobatics, Bluff , Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Knowledge (Any), Perception, Perform, Sense Motive. Stealth, Survival, Swim, Use Magic Device
Table: Pan
Level BAB Fort Ref Will Special
1st +1 +0 +1 +0 Pan`s Parry & Faerie Companion
2nd +2 +1 +1 +1 Navigate, Lesser Shadow Creep
3rd +3 +1 +2 +1 Fearless, Knowledge (Piracy)
4th +4 +1 +2 +2 Assisted Flight, Radiate No Alignment
5th +5 +2 +3 +3 Riposte, Pact of Peace
6th +6 +2 +3 +3 Quick to React, Shadow Spy
7th +7 +2 +4 +4 Parry 360 Degrees, Taunt Victim
8th +8 +3 +4 +4 Full Flight, Stir Bravery
9th +9 +3 +5 +5 Deflect Arrows, Superb Tactics
10th +10 +4 +6 +6 Share Flight, Summon Fey
Pan`s Parry (Ex) Experts at combat, they exist to duel as it is their primary method of protecting themselves and to gain an advantage in combat. Pan's gain +1 to their parry, and an additional +1 for every two levels to be used agaisnt a single adjacent foe - they must hit an AC higher then the attacking enemy. If the attacker scores higher, the Pan takes the hit, otherwise the Pan deflects the attack. This affects any one melee foe and is done primarily to keep an enemy at a safe distance.
Faerie Companion: Pan's gain a faerie ally, that willingly serves as a friend and ally. They do not risk their lives foolishly but don't shy away from shared causes either If anything should happen to the companion that was not directly caused by the Pan, they can summon another companion with a 12 hour ritual. If the Pan abuses the fey, and is given in-game warnings, the fey may leave the Pan's service. Typical companions: Use the Fey Summoning table below.
Lesser Shadow Creep: Pan can release their shadow for up to 10 rounds once / dexterity bonus. The Shadow is able to move and act as the Pan to investigate, but it cannot take forceful action. These rounds do not have to be consecutive.
Navigate: Gain as a key class skill. They are able to add 8 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:
d20 + dex mod + class levels + skill ranks
Fearless: Pan gain Immunity to spells or fear effects when it is unavoidable. If a Pan can choose to not enter a field of fear, and do so anyway, then they willingly face the fear, at these times it can affect a Pan, but they gain +1 / Pan level on these saves.
Knowledge (Piracy) : Gain as a key class skill. They are able to add 12 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal: d20 + dex mod + class levels + skill ranks.
Assisted Flight: With the help of a faeries dust, a 4th level Pan gains flight (Fly +8, Poor, Speed 20) once a day for one hour + 20 minutes per charisma bonus. They gain an additional flight every level until 7th level as long as they are with a faerie. Treat as a 3rd level spell for dispel or cancel magic affects.
Riposte: Pan can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Pact of Fey Peace: Pan has reached a state of understood peace with Fey, they may not like or agree with a Pan, but none will ever attack or take action against a Pan. This ends if a Pan physically attacks a Fey - bu they can trick or steal from them which doesn't go over the line. If they break the pact they lose the capacity to gain new Pan levels.
Quick to React: Gain +4 to reaction rolls. If the Pan does not act first, they gain +1 every additional round up to their Pan level or they have won initiative. If they delay for any reason, they do not gain this reaction bonus.
Shadow Spy: Pan are able to release their shadow as a semi-intelligent servant, able to travel independently of a Pan and take limited actions. The Shadowy Pan figure has 25% of the Pan's HP and half the skill scores and AC. They can move no more than 1 mile away from the Pan. While their true shadow is gone, the Pan is left with a pale imitation. If anything should ever happen to the shadow spy, it returns in one day after it has been released.
Parry 360 Degrees; At this point, a Pan can use their Pan`s Parry against any number of creatures that are using light or medium weapons against them. This is a full round action and they cannot do a 360 degree parry and attack.
Taunt Victim: Their target must beat DC 15 + Cha Bonus + level difference to chase the Pan for a minimum of five rounds (4+D6). At the end of this time frame, if the target is still able to see the Pan, they must re-save or the affect lingers for another d8 rounds.
Stir Bravery: By making a DC 16 Diplomacy or Perform Check, they can add +1 for every Pan level to bravery or saving throws for mental effects for comrades who hear their performance.
Superb Tactics: At this level, Pan have so mastered their tactical swordplay that they can mark one target, and each round they they parry in 360 degrees - and can attack them once a round in addition to parrying everyone else.
Share Flight: By sprinkling the faerie's dust on companions, he can assist companions to fly. They can share in his flight path and never be more than 1 mile away from the Pan or the affect will end.
Summon Fey: In times of trouble, the Pan is able to use a ritual to ask their Fey sisters for help. They can summon d6 X 10 HD of fey creatures once a season (four times a year at most.) They come in small groups as determined by the below list. If a Pan ever abuses his summoning to call creatures for a selfish purpose, they lose access to this Fey Summoning ritual for the future.
% Roll Fey Type Level
1 - 11 Atomie CR 1
12 - 22 Brownie CR 1
23 - 27 Buckawn CR 2
28 - 29 Dryad CR 3
30 - 39 Faun CR 1
40 - 44 Forgotten One CR 2
45 - 54 Gathlain CR 1/2
55 - 59 Leprechaun CR 2
60 - 61 Pixie CR 4
62 - 63 Satyr CR 4
64 - 68 Twigjack CR 3
69 - 98 Sprite or Sprite Swarm CR 5
99 - 00 Swan Maiden CR 6