Var Gauf

The first of the Var Gauf appeared during the Shaping Wars, nearly fifty-five centuries ago.  They were trained to be a combination of spies, sabotuers, man-hunters, and assassins.  The arcane ritual of their initiation into the ranks of the Var Gauf transfused them with energies, giving them limited arcane powers that could be used at will, in the accomplishment of their mission.

Rogues most often become Var Gauf, although monks and rangers occasionally choose to, as well.  Because of the arcane ritual involved during their initiation, sorcerers and wizards sometimes opt to increase their offensive and stealth capabilities, and become Var Gauf.  Few other classes meet the requirements to become Var Gauf, or opt to perform in the ritual of initiation.

UNDER CONSTRUCTION

Hit Die: d8

Requirements
To qualify to become Var Gauf, a character must fulfill all of the following criteria:
Spellcasting: Ability to cast 1st-level arcane spells.
Base Attack Bonus: +4
Hide: 8 ranks.
Intimidate: 4 ranks.
Feats: Alertness, Improved Unarmed Strike, 

Class Skills
The Var Gauf's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Read Lips (Int), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Skill Points at Each Level: 4 +Int modifier.

Class Features
All of the following are class features of the Var Gauf prestige class.
Weapon and Armor Proficiency: A Var Gauf is proficient with all simple and martial weapons, and small and medium armor. Note the penalties for armor heavier than leather apply to the skills Balance, Escape Artist, Hide, Jump, Move Silently, Swim, and Tumble.
Magic: Var Gauf cast spells from one particular domain or school of magic as a spell-like ability. This is the only domain or school that they may cast from as Var Gauf, though prior spell-using classes can still be used -- just not as a spell-like ability. The Var Gauf spells count only as partial actions, thus enabling them to cast spells or prayers and still attack, or stack spells and prayers for devestating effect. The down-side to their spell-like ability is that whenever detect magic or the like is cast, the Var Gauf glows dimly of his single area of expertise. [For specific colors, see the spells page.] This magic aura cannot be dispelled permanently, but can temporarily be dampened. Not until 7th-level does the Var Gauf gain the ability to dampen the magic aura. It is not visible by any means, save detect magic and similar spells.
Hand to Hand Combat: Their intensive training, which incorporates prayers or spells into their being, also makes their bodies tough, and their discipline in the martial arts tougher still. A Var Gauf's attacks may be with either fist interchangeably or even from elbows, knees, and feet. Making an off-hand attack makes no sense for a Var Gauf striking unarmed. Var Gauf fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but suffer the standard penalties for two-weapon fighting. However, the training the Var Gauf undergo teach a left-right mind thinking alteration, such that they gain ambidexterity as a side-effect of their new mind patterns.
Feats: With every other level of progression, a Var Gauf may choose a new Unarmed Combat Feat to represent the increased training he undertakes. Var Gauf also receive the Ambidexerity feat as a part of their initial training. At 5th-level, the Var Gauf gains Tracking as an automatic class ability. Those that were trackers even before they became Var Gauf gain a +10 bonus to this ability.
Intimidation: Their phenomenal abilities and their threatening reputations give the Var Gauf the ability to channel their inherent energies. Their eyes have been said to glow with an inner light when their passions flare, and they gain a +5 bonus to their Intimidation checks when facing a single adversary. This bonus leaps by +5 every third level.

Spells/Day
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special 0 1 2 3 4 5
1st +1 +0 +1 +0 Partial action spells, magic aura, hand-to-hand combat, Intimidation +5, [Ambidexerity]. 2 1 - - - -
2nd +2 +1 +2 +1 Unarmed Combat Feat. 2 2 - - - -
3rd +2 +1 +2 +1 Intimidation +5. 3 3 1 - - -
4th +3 +2 +3 +2 Unarmed Combat Feat. 3 3 2 - - -
5th +4 +2 +3 +2 [Track]. 4 4 3 1 - -
6th +4 +3 +4 +3 Unarmed Combat Feat, Intimidation +5. 4 4 3 2 - -
7th +5 +3 +4 +3 Dampen magic aura. 5 5 4 3 1 -
8th +6 +4 +5 +4 Unarmed Combat Feat. 5 5 4 3 2 -
9th +6 +4 +5 +4 Intimidation +5. 6 6 5 4 3 1
10th +7 +5 +6 +5 Unarmed Combat Feat. 6 6 5 4 3 2

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