The Hardhead
The Elite Among the Harmonium

        When the Lady's decree came down, the Harmonium told the Cage to "Pike it!" and straight out left.  From their opinion, they did a lot of good work trying to straighten up Sigil, and all they got for it was hated and death.  Aside from being a strategic location, there was nothing left to hold them in the cage, so they retreated to the comfort of Arcadia, leaving the Barracks to whoever wants it.  Sarin's widow Faith has become the factol and seems to be focusing the group on a more spiritual path to balance the path of war they lead before.  Without her, the Harmonium would never have lain down their weapons, for she had more reason for hatred and revenge then any of them.  However, they are still hardheads, and therefore, you can be sure they've got another plan to bring harmony to the multiverse.
       Hit Dice: d10

Requirements:
        * Must be of lawful alignment
        * Base Attack Bonus: +7
        * Sense Motive: 5 Ranks
        * Feat: Alertness, Iron Will

Class Skills:
        The class skills of the Hardhead (with key attribute) are: Climb (Str), Diplomacy (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis).  Hardheads get 2 + Int Modifier per level.
 

Level
Attack
Fortitude
Reflex
Will
Special
1
+0
+2
+0
+2
charm person (1/day)
2
+1
+3
+0
+3
command I (1/day)
3
+2
+3
+1
+3
mancatcher issued, weapon focus
4
+3
+4
+1
+4
charm person (2/day)
5
+3
+4
+1
+4
command II (2/day)
6
+4
+5
+2
+5
skill focus
7
+5
+5
+2
+5
charm person (3/day)
8
+6
+6
+2
+6
command III (3/day)
9
+6
+6
+3
+6
detect chaos
10
+7
+7
+3
+7
charm person (4/day)

Class Features:
        All the following of the Hardhead prestige class:

        Weapon and Armor Proficiency:  Characters who take a level of Hardhead gains proficiency with all simple and martial weapons, light and medium armor, and shields.
        Charm Person:  Hardheads gain the spell-like ability to charm person as the spell cast at the hardhead's class level as often as listed above.
        Command:  At 2nd level, a Hardhead gains to spell-like ability to command as the spell cast at the hardhead's class level.  At 5th level, the Hardhead gets the spell-life ability to command as the spell twice per day except that the command may be up to five words, and the duration is 1 round per Hardhead's character level.  At 8th level, the Hardhead gains the spell-like ability to command as the spell thrice per day as a caster of the Hardhead's character level, except the command should be a complete sentance up to 20 words with a duration of 1 minute per hardhead's class level.  At 5th and 8th level, this ability replaces the previous command ability.
        Mancatcher Issued: At 3rd level, a Hardhead is issued a planar mancatcher or planar net (standard mancatcher or net enchanted at +2 [from Arcadia] that effects any target caught in it with the dimensional anchor spell while caught and for 2d6 rounds after escaping) from the nearest Harmonium headquarters in Arcadia.  The character must pass a test, but if successful, not only does the character get the magical item, but also can have it replaced if the weapon is broken and the remains are returned.  A lost item will not be replaced (irresponsible Hardheads take away from harmony).
        Weapon Focus: At 3rd level, a Hardhead gains a bonus feat of Weapon Focus for any one weapon.  This ability does not stack with other Weapon focus feats.  This shows the intense weapon training Hardheads go through.
        Skill Focus:  At 6th level, a Hardhead gain a bonus Skill Focus feat in any skill the character already has one rank in and does not already have a skill focus in.  This shows the intensive person training Hardheads enfoce upon themselves.
        Detect Chaos:  Hardheads of 9th level or better gain the spell-like ability to detect chaos exactly the way a paladin can detect evil.  This ability is usable at will.
 

Any comments on the above would be appreciated: DUgorek@hotmail.com

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