EjoThims
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Grape ape

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The Ferret
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« on: July 04, 2008, 10:38:22 AM » |
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Barbarian:The majority of Barbarians in Verold are Bears, and most take the Bear racial substitution levels. In the older forests and communities, however, many who still follow the old ways of remaining in touch with the animals they guard follow the Barbarian’s path and are likely to choose from the Animal Spirit series of alternate class features. Bard:The storytellers and historians of Verold, most Bards are Vipers or Ferrets, though each Clan has their own individual tales to spin and those who dedicate their lives to weaving the tapestries. Cleric:The loss of the Deer Clan was a major blow to the organized faith in the Creator Gods, and the oppressive rule of the Wolves ground many remaining places of worship into dust. Few any more feel the devotion and connection necessary to become true Clerics, and most communities have turned to the Coyotes and other Druids to provide them with spiritual guidance. Druid:Druids are one of the few remaining links the Clans have to their life before the Great Wars, and lead most of the remaining reverence for the Creator Gods. Druids from all Clans are often the leaders of small communities or wilderness tribes still devoted to their respective animals, but Coyotes compose the majority of the Druids’ ranks. Fighter:Fighters come from all Clans, and can range from city defenders to thugs to competitors in arenas. Most Boars find the straightforward approach of the fighter appealing, especially since their already bulky frame suffers little from the additional weight of armor. Hexblade: Hexblades in Verold are almost solely Rats or those associated with them, though some Foxes find appeal in the Hexblade style of fighting and deception. Regardless of their Clan of origin, Hexblades compose a large part of the criminal activity in Verold’s cities and larger communities. Almost all Rats choose the Dark Companion variant, finding its abilities more useful to their ends than a familiar. Monk:Tigers and Pythons are the most likely to give themselves to the pursuit of balance and control that characterizes the Monk philosophy on Verold, though anyone with similar goals would be welcomed to the Tigers’ isolated monasteries or the Pythons competitive arenas. Paladin:Traditionally all Cranes were brought up with the zeal and training to be Paladins devoted either to the Creator Gods or a strong personal cause, but in the current world members from all Clans showing such strong devotion are called to the class, as most Cranes have become lost in politics. Those Cranes who take levels in the class often follow the Truthseeker’s path, while most others are trained to focus on the Power of Self alternate class feature. Psionic Classes:Psionics is a rather new and greatly feared phenomenon in Verold. It has so far only been seen in Foxes, Rats, Ferrets, Ravens, and Boars. When discovered, those with psionic powers are often shunned and hunted, by both authorities and those they previously thought to be companions. Showing psionic abilities is looked upon as a threat much like the reemergence of the Hybrid form or the rumors of a Wolves’ Den. Some lucky psionic individuals who are discovered are secreted away by a small group of Ravens, known as the Conspiracy of Minds, dedicated to studying this phenomenon. Suspected of having psionic abilities themselves, this group does it’s best to stay out of the public eye, though it openly theorizes that the emergence of psionic abilities and the return of Hybrid forms may be linked. When psionic attributes manifest, those who pursue their study are most likely to progress as Wilders, and they pose a powerful threat if they can keep their presence hidden. Psychic Archer: “Moving things with the power of your mind may not be the pinnacle of mental prowess, but I’ve got very good at it indeed.” –Maldeve Barem, Raven Pyschic Archer With the help of the Conspiracy of Minds, a small number of naturally telekinetic individuals among the Clans have learned to harness their ability as a weapon and simultaneously disguise it to appear as more mundane magic. Ranger:Trackers and Hunters from all Clans, as well as many of those devoted to fighting the crime and corruption in the larger cities find appeal in a Ranger’s methods, though their connection to the wild makes them more common on the fringes of society, often grouping with Druids and Barbarians to continue their watch of the animal charges. Many Rangers choose either the Champion of the Wild or the Solitary Hunter variant class feature to enhance their Hunting prowess while working closely with Druids. Rogue:In Verold Rogues are most commonly Ferrets who apply their skills and abilities as much to the skills to get them through every day life as to getting them out of the trouble their curious natures can cause. Rogues from other Clans are usually either part of powerful crime rings or members of city defense forces, though some of the shiftier Clan members use the Rogue class to tread a delicate life just short of criminal. Many rogues in smaller towns and in the wild take the Wilderness Rogue substitution. Sorceror:Most Sorcerors in Verold are tricksters, calling upon their innate magical nature to perform illusions and entertain audiences, though others, especially Foxes, turn these tricks to a darker end, manipulating those around them for personal gain. Many dedicated Sorcerors in Verold choose the Arcane Reabsorbtion alternate class features. Warlock:The majority of Warlocks in Verold gain their powers from sources other than Fiends. Many in the forests, especially a carefree and mischievous clan of Ferrets, gain their power through bonds with or family ties to Fey. Others allow a maddening voice from beyond the stars to twist power through their minds in intricate displays of insanity. And a few who tend to the Lost come to seek the energies that power them well before their own demise. Wizard:The studious Ravens and other scholars at their universities and libraries often turn their attention to the study of magic through the discipline of the Wizard class, though the majority of the Clans and their members place a greater emphasis on the tangible and physical aspects of their life and world. In smaller communities especially, a Wizard’s arcane magic is seldom seen, sometimes even mistrusted, while the divine magic of Paladins and Druids is seen as a mundane occurrence. Other Classes:Incarnum users, Martial Adepts, Truenamers, Shadow Magic, Dragon Magic, and Pact Magic are all very rare, if not unheard of, in Verold. For those few that do exist, Martial Adepts can usually be found studying with Tiger or Python monks, adapting the philosophy of the Monk schools. Shadow Magic is most often used by Rats and Foxes in criminal activity, though a few Ravens may utilize it in their studies. Pact Magic, Dragon Magic and Truenaming are almost exclusively encountered through an esoteric Raven who has dedicated life to studying their obscure powers, though there’s rumor of a gang of Rats who stumbled upon one such Raven’s research and now use Truenaming for their own ends. Incarnum is most often used by Vipers if it can be found, and many of the more obscure legends the Vipers carry tell of a small group of it’s users being vital in bringing the Clans together to topple the Wolves in the Second Great War.
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« Last Edit: December 19, 2010, 11:05:52 PM by EjoThims »
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EjoThims
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Grape ape

Posts: 1945
The Ferret
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« Reply #1 on: August 26, 2008, 08:31:51 PM » |
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Barbarian:The majority of Barbarians in Verold are Bears, and most take the Bear racial substitution levels. In the older forests and communities, however, many who still follow the old ways of remaining in touch with the animals they guard follow the Barbarian’s path and are likely to choose from the Animal Spirit series of alternate class features. The Barbarians of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +1 +2 +0 +0 Fast Movement, Rage 1/Encounter, Raging Strength 2. +2 +3 +0 +0 Uncanny Dodge 3. +3 +3 +1 +1 Danger Sense +1, Battle Ecstacy 4. +4 +4 +1 +1 Rage 2/Encounter, Sudden Calm 5. +5 +4 +1 +1 Resilient Rage, Improved Uncanny Dodge 6. +6 +5 +2 +2 Danger Sense +2 7. +7 +5 +2 +2 Mountain Rage, Damage Reduction 1/- 8. +8 +6 +2 +2 Greater Rage, Rage 3/Encounter 9. +9 +6 +3 +3 Swift Rage, Danger Sense +3 10.+10 +7 +3 +3 Deep Rage, Damage Reduction 2/- 11.+11 +7 +3 +3 Improved Calm 12.+12 +8 +4 +4 Rage 4/Encounter, Danger Sense +4 13.+13 +8 +4 +4 Damage Reduction 3/- 14.+14 +9 +4 +4 Indomitable Will 15.+15 +9 +5 +5 Mighty Rage, Danger Sense +5 16.+15 +10 +5 +5 Rage 5/Encounter, Damage Reduction 4/- 17.+17 +10 +5 +5 Deathless Frenzy 18.+18 +11 +6 +6 Danger Sense +6, Explosive Calm 19.+19 +11 +6 +6 Damage Reduction 5/- 20.+20 +12 +6 +6 Rage 6/Encounter, Bottomless Rage Illiteracy: The Barbarians of Verold are as likely to be trained in reading as any Fighter, and do not suffer this Class ability. Illiteracy can still be taken as a flaw, however. Rage: A Barbarian can fly into a screaming blood frenzy a certain number of times per encounter. In a rage, a Barbarian gains a bonus to certain attributes and/or certain special abilities and attack options. A rage lasts for 5 rounds, plus extra rounds equal to the Barbarian's Con mod at the end of the round in which he activated the rage (adding more Con boosts or suffering a penalty after that round does not change the rage's duration). While raging, a barbarian cannot use any Charisma- or Intelligence-based skills or any other skills or abilities that require patience or concentration (such as Concentration), nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has, provided its benefit doesn't fall into one of the above categories. Ending a rage takes a swift action, and after a rage, the Barbarian is not fatigued. A Barbarian gains 1 rage per encounter at 1st level, and another at 4th and every 4 levels thereafter (for a total of 6 at 20th level). As he advances in levels, the Barbarian learns to use his rage in unique ways; he gains the following types of rage at the listed levels, though he can only have one active at a time. Using a rage is a free action. - Raging Strength: A 1st level Barbarian's rage gives him a +4 bonus to Str and Con, as well as a +2 bonus on Will saves, but he takes a -2 penalty to AC.
- Battle Ecstasy: A 3rd level Barbarian can choose to channel his rage into a battle ecstasy, giving him a +4 bonus to Dex and Con, and a +2 bonus to his highest DR (or he gains DR 2/- if he has no DR yet).
- Resilient Rage: A 5th level Barbarian can channel his rage into shrugging off powerful blows, giving him a +6 bonus to Con, a +2 bonus Fort and Ref saves, and a +3 bonus to his highest DR (or he gains DR 3/- if he has no DR yet).
- Mountain Rage: A 7th level Barbarian can use his rage to cause his body to swell, giving him a +6 bonus to Str and increasing his size to Large (the Str benefits of the larger size are subsumed by the bonus). This larger size gives him a -2 penalty to AC and attack rolls, but increases his height and weight, and increases his reach by 5'.
Danger Sense: At 3rd level, Barbarians gain an intuitive sense that alerts them to danger. They gain a +1 bonus to Reflex saves, a +1 dodge bonus to AC, and a +1 bonus on initiative. This bonus improves by +1 every three levels (to +6 at 18th level). This ability only works when wearing medium, light, or no armor. Sudden Calm:At 4th level, a Barbarian can, spend a use of his rage when prematurely ending a rage he is already in, gaining a benefit based on the type of rage and the remaining duration. If in a Deep or Bottomless Rage, he gains benefits for each type. After using Sudden Calm, he cannot enter another rage for 3 rounds. - Raging Strength: The Barbarian focuses his rage into an intense concentration of power. For every two rounds of rage sacrificed, the Barbarian's next attack adds his Str bonus an additional time.
- Battle Ecstasy: The Barbarian gains an intense, but momentary understanding of the flow of battle around him. For every round of rage sacrificed, attacks against the Barbarian suffer a 10% miss chance until the beginning of his next turn.
- Resilient Rage: The Barbarian turns the energy of his rage into himself, using it to fuel his body. He immediately heals a number of hitpoints equal to his Con bonus (min +1) times the numbe of rounds of rage sacrificed. Any healing above his max hitpoints is gained as temporary hitpoints, which last for up to five minutes.
- Mountain Rage: The Barbarian focuses his rage into an intense concentration on destruction. Until the start of his next turn, the Barbarian's weapons do damage as if they were one size larger for every four rounds of rage sacrificed.
- Swift Rage: The Barbarian focuses the energy of his rage into fueling a barrage of attacks. The Barbarian can make an additional attack at his highest base attack bonus for each round of rage sacrificed, but all attacks in the round suffer a -4 penalty.
Greater Rage:At 8th level, a Barbarian's rages improve, granting a greater benefit each time he uses them. He also gains the ability to use his rage in a new way at 9th level. - Raging Strength: The Barbarian gains an additional +2 to Str and Con, and an additional +1 bonus to Will saves.
- Battle Ecstasy: The Barbarian gains an additional +2 to Dex and Con, and an additional +1 bonus to his highest DR.
- Resilient Rage: The Barbarian gains an additional +4 to Con, an additional +1 bonus to Fort and Ref saves, and an additional +1 bonus to his highest DR.
- Mountain Rage: The Barbarian gains an additional +4 to Str.
- Swift Rage: A 9th level Barbarian's rage can let him become a blur of motion, granting him a +4 bonus to Dexterity, and a +4 bonus to Reflex saves. While in a Swift Rage and making a full attack, the Barbarian can make an additional attack at his highest base attack bonus, but this attack and all others suffer a -2 penalty until the beginning of his next turn.
Deep Rage: At 10th level, a Barbarian is able to activate up to two rages at the same time, but each still consumes it's own use of one of his limited rages per encounter. He can still not activate a second rage (or set of rages) while under the effects of the first. Improved Calm: Starting at 11th level, each time a Barbarian uses his Sudden Calm or Explosive Calm, he can choose one of two options. He can either treat determine the affects granted by either ability as if the rage he was ending had two additional rounds remaining, or he can choose to reduce the time he must wait before entering another rage by 1 round. Mighty Rage:At 15th level, a Barbarian's rages improve, granting an even greater benefit on top of those granted by Greater Rage each time he uses them. - Raging Strength: The Barbarian gains an additional +2 to Str and Con, and an additional +1 bonus to Will saves.
- Battle Ecstasy: The Barbarian gains an additional +2 to Dex and Con, and an additional +1 bonus to his highest DR.
- Resilient Rage: The Barbarian gains an additional +4 to Con, an additional +1 bonus to Fort and Ref saves, and an additional +1 bonus to his highest DR.
- Mountain Rage: The Barbarian gains an additional 5' reach.
- Swift Rage: The Barbarian gains an additional +2 to Dex, an additional +1 bonus to Ref, he can make two extra attacks, and he suffers no penalty from the extra attacks this rage grants.
Deathless Frenzy: Starting at 17th level, a Barbarian can scorn death and unconsciousness while in a rage. As long as his current rage continues, he suffers no penalty for being at 0 or fewer hit points, and can continue to fight normally even if reduced to -10 hit points or less. Once the current rage ends, the effects of his wounds apply normally if they have not been healed. This ability also prevents death from massive damage and from spell effects such as slay living or disintegrate. Explosive Calm:At 18th level, a Barbarian can spend a use of his rage when prematurely ending a rage he is already in to violently affect himself or those around him based on the type of rage and the remaining duration. If in a Deep or Bottomless Rage, he gains benefits for each type. After using Explosive Calm, he cannot enter another rage for 2 rounds. - Raging Strength: The Barbarian unleashes his fury in a burst of pure energy. All enemies within 50' suffer thrice the Barbarian's Str mod in damage for every two rounds of rage sacrificed and must make an opposed Str check or fall prone.
- Battle Ecstasy: The Barbarian uses his sudden insight to anticipate and counter attacks around him. For every round of rage sacrificed, the Barbarian causes a single foe within 20' to to miss all it's attacks for one round.
- Resilient Rage: The Barbarian's fury temporarily makes his skin harder than stone. For each round of rage sacrificed, the Barbarian does damage equal to twice his Con bonus to any weapons that attack him or anyone who hits him with a natural attack or unarmed strike until the start of his next turn.
- Mountain Rage: The Barbarian stomps the ground, disorienting opponents. All opponents within 30' are stunned for one round and dazed for a number of rounds equal to the rounds of rage sacrificed.
- Swift Rage: The Barbarian's rage is channeled into a sudden burst of other-wordly haste. For every four rounds of haste sacrificed, he can take a full round's worth of actions before the end of his current turn.
Bottomless Rage: At 20th level, a Barbarian is able to activate up to three rages at the same time, but each still consumes it's own use of one of his limited rages per encounter. He can still not activate a second rage (or set of rages) while under the effects of the first. Animal Spirit: Choose an animal from a Clan not your own; bear, boar, eagle, fox, tiger, or wolf. Upon choosing, you are bound to the spirit of that animal as if you belonged to the Clan designated to protect it. You gain the ability to communicate and interact with it as if it was your own corresponding animal, but you lose these abilities with your standard animals. A Fox choosing the bear totem, for example, would be able to communicate with all bears and would receive a +4 on all charisma checks with bears, but would not gain these benefits with foxes. You also gain additional benefits in place of the standard Barbarian’s fast movement and damage reduction class features.
Bear: You gain a piece of the bear’s ferocity and crushing attacks. Starting at 1st level you deal an extra 1d4 damage per four levels (max5d4) to any opponent that you pin in combat or score a successful critical hit against, and at every level you would otherwise gain a point of damage reduction, you gain a +1 bonus to all Intimidate checks and to attack rolls to confirm a critical hit.
Boar: You are granted a boar’s endurance and headstrong stubbornness. Starting at 1st you gain a +2 bonus to Will saves; this bonus increases by +1 at 4th level and every 4 levels after (to a max of +5 at 12th) Additionally, starting at 7th level your damage reduction is double that of a standard Barbarian of your level.
Eagle: You are granted the eyes of an eagle, and starting at first level gain a +4 bonus on all spot and search checks. Every level you would normally gain a point of damage reduction, you instead gain a 15’ bonus to the range increment of any ranged weapon you wield.
Fox: You gain insight into the quick, sly nature of the fox. Starting at 1st level you gain a +4 bonus on all Hide, Move Silently, and Sense Motive checks, and each level at which your damage reduction would increase, you instead gain a cumulative +1 dodge bonus to your Armor Class against Attacks of Opportunity.
Tiger: You are graced with the tiger’s brutality and grace, and at first level you gain the pounce ability whenever charging, however you suffer an additional -2 to Armor Class for each attack you make after the first. Each level that your damage reduction would normally increase, you instead gain a cumulative +1 damage to all attacks made when you charge.
Wolf: You gain insight into the loyal pack of the wolves. Starting at 1st level whenever you flank an opponent, you and all allies who also flank the same opponent gain an additional +1 bonus on all attack and damage rolls against that opponent. Every level that your damage reduction would have gone up, you instead gain a “flanking point.” Each flanking point is good for an additional +1 bonus on attack and damage rolls, and as a free action can be divided as you see fit amongst any allies flanking the same target as you, including yourself. Bear Barbarian Racial Substitution: A Bear that chooses to become a Barbarian is a force of pure destruction. Little on Verold can stop the wall of fur and muscle that embodies a Bear’s anger. Many Bears choose to further emphasize their strengths by focusing on enhancing their already durable bodies over their other senses. BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Fortification 25% 3. +3 +3 +1 +1 Danger Sense +1 (Natural Armor +2), Battle Ecstacy 5. +5 +4 +1 +1 Resilient Rage, Fortification 50% 14.+14 +9 +4 +4 Body Over Mind Fortification: A Bear’s thick folds of fur, hide, and muscle help pad their vitals and grant them extra protection against otherwise devastating attacks. At 2nd level whenever a critical hit, sneak attack, or sudden strike is scored against a Bear Barbarian, there is a 25% chance that it is negated and damage is instead rolled normally. At 5th level this chance increases to 50%. This benefit replaces the standard Barbarian’s uncanny dodge and improved uncanny dodge abilities. Natural Armor: As a Bear’s hide and muscles continue to thicken; they slow and turn aside additional blows. Starting at 3rd level, a Bear Barbarian's Danger Sense ability provides a +2 bonus to natural armor instead of a +1 dodge bonus to AC. This natural armor bonus improves by +1 every three levels (to +7 at 18th level). Body over Mind: At 14th level a Bear that has focused entirely on strength of body over enhancing other senses gains a unique ability. If having taken all three levels of the Bear Barbarian Racial Substitution levels, a Bear can apply its Constitution modifier to all Reflex and Will saves when raging. This ability replaces the standard Barbarian’s Indomitable Will ability. Feats for Barbarians: Coherent Rage: You keep your head even when seeming to lose control. Prerequisite: Rage class ability, Concentration 4 ranks Benefit: When raging, you can use the Concentration skill with no penalties. Additionally, you can use Charisma- or Intelligence-based skills, any abilities that require patience or concentration, and cast spells, but doing so requires a Concentration check (DC 20) or increases the DC of any associated Concentration check by 5. Special: If you have a racial or class ability other than, but similar to rage that normally carries a similar restriction on these skills and abilities, it gains these benefits as well and can be used in place of the Rage class feature to meet the prerequisites of this feat.
Many Rage: Your anger reaches a depth impressive even to other Barbarians. Prerequisite: Deep Rage class ability, Con 16 Benefit: You can activate an additional rage when using your Deep Rage (for three total) or Bottomless Rage (for four total), but each still consumes it's own use of one of your limited rages per encounter. You can still not activate a second rage (or set of rages) while under the effects of the first.
[Epic] Ultimate Rage: Your anger reaches a depth legendary even among other Barbarians. Prerequisite: Many Rage, Bottomless Rage class ability, Con 22 Benefit: You can activate all of your rage types at once, but each still consumes it's own use of one of your limited rages per encounter. You can still not activate a second rage (or set of rages) while under the effects of the first.
Fueled by Rage: Your anger never seems to run out. Prerequisite: Sudden Calm class ability, Con 16 Benefit: You gain an extra use per encounter of your Rage. Additionally, the time you must wait before raging after using Sudden Calm or Explosive Calm is reduced by 1 round. Special: If you have the Improved Calm class ability, these reductions stack, allowing you to use another rage in the same round.
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« Last Edit: January 13, 2010, 09:01:50 PM by EjoThims »
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EjoThims
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Grape ape

Posts: 1945
The Ferret
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« Reply #2 on: August 26, 2008, 09:02:24 PM » |
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Fighter:Fighters come from all Clans, and can range from city defenders to thugs to competitors in arenas. Most Boars find the straightforward approach of the fighter appealing, especially since their already bulky frame suffers little from the additional weight of armor. In the sprawling cities of Verold many fighters develop their skills and treachery instead of focusing purely on fighting. Much of the police forces and many of the criminals they track down use this extra bit of craftiness to their advantage. The Fighters of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +1 +2 +0 +0 Weapon Aptitude, Improved Unarmed Strike, Weapon Focus 2. +2 +3 +0 +0 Bonus Feat, Sneak Attack +1d6 3. +3 +3 +1 +1 Exemplar Aptitude 4. +4 +4 +1 +1 Bonus Feat, Weapon Specialization 5. +5 +4 +1 +1 Fighting Style, First Fighting Style Benefit, Sneak Attack +2d6 6. +6 +5 +2 +2 Bonus Feat 7. +7 +5 +2 +2 Second Fighting Style Benefit 8. +8 +6 +2 +2 Bonus Feat 9. +9 +6 +3 +3 Third Fighting Style Benefit 10.+10 +7 +3 +3 Bonus Feat, Sneak Attack +3d6 11.+11 +7 +3 +3 Whirlwind Strikes 1/Encounter, +5' reach with Whirlwind Strikes, Fourth Fighting Style Benefit 12.+12 +8 +4 +4 Bonus Feat 13.+13 +8 +4 +4 Whirlwind Strikes 2/Encounter, Fifth Fighting Style Benefit 14.+14 +9 +4 +4 Bonus Feat 15.+15 +9 +5 +5 Whirlwind Strikes 3/Encounter, Sneak Attack +4d6 16.+16 +10 +5 +5 Bonus Feat 17.+17 +10 +5 +5 Whirlwind Strikes 4/Encounter 18.+18 +11 +6 +6 Bonus Feat 19.+19 +11 +6 +6 Whirlwind Strikes 5/Encounter, +10' reach with Whirlwind Strikes 20.+20 +12 +6 +6 Bonus Feat, Full Attack with Whirlwind Strikes, Sneak Attack +5d6 Skills: A Fighter adds Balance, Bluff, Concentration, Gather Information, Knowledge (history), Knowledge (local), Knowledge (architecture and engineering), Listen, Search, Sense Motive, Sleight of Hand, Spot, and Tumble to the Fighter list of skills. Additionally, a Fighter gains 6 + Int modifier skill points each level. Bonus Feats: The Fighter does not gain a bonus feat at 1st level. However, in addition to the standard rules, he may ignore any stat based prerequisites of Fighter feats he selects. Weapon Aptitude: Starting at 1st level, you can adjust your training with any weapons you wield. With an hour of practice, you can change the designated weapon of any feat you have that allows you to choose a particular weapon to which it applies. The new weapon must meet all the requirements of the feat. You can shift as many of these feats as you would like in one practice session (and they need not all be in a similar fashion), but all prerequisites of any feats you possess must still be met. Improved Unarmed Strike: At 1st level, a Fighter gains the Improved Unarmed Strike feat even if he does not meet the prerequisites. Weapon Focus: At 1st level, a Fighter gains the Weapon Focus feat. Sneak Attack: A Fighter gains the ability to make sneak attacks as a Rogue. At 2nd level a Fighter gains an extra 1d6 damage on all sneak attacks. This increases to 2d6 at 5th level and by an additional 1d6 every five levels thereafter. Exemplar Aptitude: At 3rd level, a Fighter's Weapon Aptitude improves. He is automatically proficient with any weapon he wields, regardless of normal limitations, and can wield weapons as if he was one size larger than he actually is (though this does not change his reach). Additionally, he needs only a minute of practice to shift his feats using Weapon Aptitude. Weapon Specialization: At 4th level, a Fighter gains the Weapon Specialization feat. Whirlwind Strikes: A Fighter of 11th level or higher can, as a free action once per encounter and one additional time per encounter every two levels thereafter, become a whirling machine of death on the battlefield for a round. During this time, he can, with only a standard action, make a single attack against all opponents he threatens, and until the start of his next turn, he treats his natural reach as if it was 5' greater. At level 17, he treats his natural reach as if it was 10' greater instead. At 20th level, he can make a full attack against all opponents he threatens instead of only a single attack. Fighting Styles:Many fighters in Verold devote themselves not to a single weapon, but to a particular style of fighting. At 5th level and every level thereafter, Fighters have the opportunity to choose a fighting style or change their previous choice of fighting style. The Fighter must meet certain prerequisites to gain the benefits of a fighting style. If these requirements are met, a fighter can apply any feat that affects a weapon useable by his fighting style to all weapons useable by his fighting style. A Fighter may only gain the benefits of one fighting style at a time. - Heavy Weapon Fighting: This fighting style focuses on large, heavy weapons and massive damage over multiple, quick attacks.
Prerequisites: Power Attack, Weapon Focus and Weapon Specialization with a non-reach two-handed weapon, 8 ranks in Intimidate
Benefits: You gain the following benefits at the indicated fighter level when you wield a non-reach two-handed weapon.
- Frightening Power: Starting at 5th level, you may make a single intimidate attempt against any single opponent you attack in a round as a free action with a bonus equal to your strength modifier.
- Devastating Attack: Starting at 7th level, if you choose to forfeit one of your attacks for the turn, you gain a bonus on attack and damage rolls equal to the forfeited attack’s attack bonus (but not any bonus it might have otherwise received from sacrificing another attack to Devastating Attack) until your next turn. You can forfeit multiple attacks each round this way.
- Sundering Critical: At 9th level, whenever you threaten a critical strike (even if the target is normally immune to them), your target’s AC is reduced by twice the critical damage multiplier of your weapon until the start of your next turn. If multiple critical threats occur in the same round, the penalties to your target’s AC stack, however, this penalty can never exceed the bonus provided by your target's armor and natural armor.
- Crushing Blows: Beginning at 11th level, when you make two or more attacks against the same target in a round, each attack after the first receives additional damage equal to the base attack bonus of your first successful attack.
- Massive Attack: Beginning at 13th level, when you use Power Attack and take at least a -3 penalty, your attacks cause half the damage they deal to your target to all enemies adjacent to your target.
- Double Weapon Fighting: This fighting style focuses on using both ends of the same weapon to attack multiple times or against multiple enemies.
Prerequisites: Two-weapon Fighting, Weapon Focus and Weapon Specialization with a non-reach double weapon, 8 ranks in Balance
Benefits: You gain the following benefits at the indicated fighter level when you wield a non-reach double weapon.
- Roundabout Swing: Starting at 5th level, if you choose to forfeit one of your off-hand attacks for the turn, you may make your next main-hand attack as if your reach was doubled. If this attack is successful, you gain double your strength bonus on the damage roll. You can forfeit multiple off-hand attacks each round this way.
- Rebound Attack: Beginning at 7th level, each time you attack a target that flanks you, you may make an additional attack at the same base attack bonus against any other target that also flanks you. This extra attack suffers a -2 penalty to hit and receives no bonus damage.
- Tripping Swing: Starting at 9th level, you can make a trip attack with any non-reach double weapon you wield, using the attack bonus of the touch attack that initiates the trip attempt in place of a strength check. If your trip attempt is successful, you may immediately make an additional attack as if you had the Improved Trip feat. If it is not, your opponent cannot attempt to trip you in return.
- Whirl of Steel: Beginning at 11th level, each time you make a full attack, you may make one additional attack with each end of your weapon at your highest attack bonus. These attacks and all others made until the start of your next turn suffer a -2 penalty.
- Strike of Thunder: Beginning at 13th level, each time you threaten a critical hit with either end of your weapon, the critical threat range and the critical attack multiplier of the other end increases by 1 until the start of your next turn. If multiple critical threats occur in the same round, this bonus stacks with itself.
- Shield Fighting: This fighting style focuses on using two shields to wear down an opponent and control their actions in combat.
Prerequisites: Combat Expertise, Weapon Focus and Weapon Specialization with a shield, 8 ranks in Concentration
Benefits: You gain the following benefits at the indicated fighter level when you wield two shields in the place of other weapons.
- Secondary Cover: Starting at 5th level, any ally (other than yourself) occupying a square you threaten adds half your shield bonus to AC as a dodge bonus to their AC.
- Tiring Defense: Starting at 5th level, whenever you use the combat expertise, fighting defensively, or total defense actions, any attacker that misses you or an ally protected by your Secondary Cover still rolls damage as normal. However, instead of dealing this damage to you or your ally, the attacker takes this amount in subdual damage.
- Dual Defense: Starting at 7th level, you may add the shield bonus of both your shields to your armor class when using the combat expertise, fighting defensively, or total defense actions. Additionally, you may add your total shield AC to all trip, overrun, bull rush, disarm, and feint checks, as well as checks to resist or escape a grapple.
- Wide Strike: At 9th level you learn to strike effectively at enemies with even the edges of your shields. When making shield bash attacks, you treat your shields as reach weapons which can still strike opponents within your normal reach.
- Bullete Charge: Starting at 11th level, whenever you charge an opponent you may attack with both shields. If both attacks are successful, or if either attack is a successful critical hit, the opponent must make a fortitude save (DC 15 + ½ character level + damage dealt) or be dazed for a number of rounds equal to your strength bonus.
- Shield Wall: Starting at 13th level, your enemies treat all squares you threaten as if they block line of sight and are difficult terrain.
- Two Weapon Focus: This fighting style focuses on using two separate weapons both offensively and defensively.
Prerequisites: Two Weapon Fighting, Weapon Focus and Weapon Specialization with a one-handed weapon, 8 ranks in Tumble Benefits: You gain the following benefits at the indicated fighter level when you wield two separate weapons.
- Off-Hand Defense: Beginning at 5th level, as an immediate action, when you are attacked you can forfeit one of the off-hand attacks you would get on your next turn to add a bonus to your armor class equal to the base attack bonus of the lost attack. This bonus is effective only against the attack that triggered it. You must make this decision before damage has been rolled, but you may make it after the result of the attack roll is known.
- Dodge to Strike: At 7th level, when an opponent’s melee attack fails to hit you, your next successful attack within 5 rounds automatically threatens a critical strike.
- Strike to Dodge: At 9th level, for each successful attack you make, you gain a +1 dodge bonus against all attacks until the start of your next turn.
- Echoing Strike: At 11th level, each time you threaten a critical strike; you may make an additional attack with both weapons at the same attack bonus. Doing this, however, forfeits the ability to confirm the critical attack.
- Steel Weave: Starting at 13th level, you can, as a swift action, designate one enemy you threaten to weave your weapons around as you attack other targets. As long as you do not otherwise deal damage to the designated enemy, it takes half of all the damage you do to other targets until the start of your next turn.
- Single Weapon Fighting: This fighting style focuses on fighting by flourishing a single weapon and confusing your opponent.
Prerequisites: Weapon Finesse, Weapon Focus and Weapon Specialization with a one-handed weapon, 8 ranks in Bluff Benefits: You gain the following benefits at the indicated fighter level when you wield a one-handed weapon in one hand and nothing in your off-hand.
- Stiff Parry: At 5th level you may add your strength bonus in addition to your dexterity bonus to your armor class. The maximum dexterity modifier of the armor you wear limits the maximum bonus to your armor class from strength as well, but you can benefit from both dexterity and strength to armor at once (a fighter wearing armor with a +3 max dex, for example, could have +3 from dex and str, for a total of +6).
- Quick Riposte: At 7th level, each time an opponent’s melee attack fails to hit you, you may immediately make an attack of opportunity against that opponent provided you have an attack of opportunity to use. Additionally, you gain a number of attacks of opportunity equal to your BAB.
- Lure: At 9th level, you may waste an attack in a deliberate flourish to make it seem as if you have over stepped your balance. Sacrifice an attack and make a bluff check with a bonus equal to the attack bonus of the lost attack; each opponent that fails a sense motive against the result automatically misses the first attack they make against you in the next five rounds.
- Buckling the Swash: At 11th level, whenever you use the full attack action you may make additional attacks at your full attack bonus at the cost of accuracy. For each additional attack made, you suffer a cumulative -1 penalty to all attacks (including the extra attacks granted by this ability) until your next turn. This penalty may not exceed your base attack bonus.
- Through the Eye: Starting at 13th level, your first attack in each round against a particular opponent is treated as a touch attack.
- Polearm Fighting: This fighting style focuses on using distance and movement to overcome enemies.
Prerequisites: Combat Reflexes, Weapon Focus and Weapon Specialization with a reach weapon that cannot be used against adjacent foes, 8 ranks in Jump Benefits: You gain the following benefits at the indicated fighter level whenever you wield a reach weapon that cannot be used against adjacent foes.
- Lunging Thrust: At 5th level you may, once per round, make a jump check as part of an attack you make. If the attack is successful, you may choose to either do extra damage equal to half the result of your jump check, or you may attempt a special bull rush attempt using your jump check in place of a strength check. You do not have to move with your opponent if you use the bull rush option, however, no matter which option you use and regardless of if the initial attack is successful, you must move 5’ closer to your target.
- Advancing Sweep: At 7th level, whenever an opponent provokes an attack of opportunity for moving through a square you threaten, you may take a five-foot step before making your attack, even if you have already made one such adjustment. This five-foot step need not be towards your opponent.
- Overreach: At 9th level, you may, as a free action, double the reach of your weapon for one round at the cost of accuracy. When doing so, you suffer a -2 penalty to all attacks until the beginning of your next turn.
- Piercing Strike: At 11th level, when striking an opponent, you may choose for your attacks to also affect any other opponent adjacent to your target, even if the adjacent opponent is not in a square you could normally attack.
- Halt the Charge: At 13th level, each time you successfully attack an opponent with an attack of opportunity because they moved through a square you threaten, the attack deals an extra 1d6 damage for every 5' they moved before entering the threatened square and immediately stops their movement.
- Ranged Fighting: This fighting style focuses on attacking from a distance without making oneself vulnerable in close combat.
Prerequisites: Point Blank Shot, Weapon Focus and Weapon Specialization with a projectile weapon, 8 ranks in Spot Benefits: You gain the following benefits at the indicated fighter level whenever you wield a projectile weapon.
- Close Quarters Archery: At 5th level, you threaten with your attacks as if wielding a reach weapon which cannot be used against adjacent foes, allowing you to make AoOs and benefit from Whirlwind Strikes when it becomes available. You also no longer provoke AoOs for making ranged attacks.
- Manyshot: Starting at 7th level, you may make extra attacks as part of an attack action. You may make up to as many attacks as your BAB allows you to make iterative attacks, all at your highest attack bonus, but all suffer a -1 penalty for each extra attack made and all must be made against the same target.
- Ricochet Shot: At 9th level, you can choose to take a -2 penalty for the round and attempt to bounce your attacks off their first target and onto other targets. The projectile can bounce only once for every 6 points of BAB you possess, and the total distance travelled cannot exceed it's maximum range increment. Each time it bounces, make a new attack roll and calculate the range penalty based on the total distance travelled. If the hit is successful, it deals half the base damage of the last hit made, but may deal your sneak attack damage as well if appropriate; if it misses the intended target, it cannot bounce further. This allows for attacking around corners or other obstacles, but all cover and concealment is calculated from your own square.
- Rain of Arrows: Starting at 11th level, you may, as a full attack action, choose to rain arrows down on a specific circle, which can be no more than 5' across per Fighter level, within 5 range increments. Make an attack roll and roll for damage of a single attack. All creatures in the circle, with the exception of the Fighter himself if he is within it, take this damage unless making a Reflex save with a DC equal to the attack roll made. You can choose to half the diameter of the circle to double the damage and add 5 to the DC of the reflex save. You cannot use Ricochet Shot with this ability.
- Deadeye: At 13th level, you ignore cover (but not total cover), reduce all miss chances by 30%, and no longer suffer penalties to your attack roll for attacking past the range increment of your weapon, though you are still limited by the maximum range increment of the weapon. Additionally, the reach you threaten with your weapon is doubled.
Boar Fighter Racial Substitution: Boars are stubborn, reclusive, and quick to anger. Many Boar fighters exemplify these traits even more than many others in their Clan. They are trained to attack before others are even aware a conflict has occurred, to channel the pain of their wounds into a destructive energy, and to never change their course, even in the face of tricks and magic. BAB Fort Ref Will Abilities 1. +1 +2 +0 +0 Sudden Attack, Improved Unarmed Strike, Weapon Focus 2. +2 +3 +0 +0 Fury of the Beast, Sneak Attack 3. +3 +3 +1 +1 Weapon Aptitude 6. +6 +5 +2 +2 Headstrong
Sudden Attack: Trained to react instantly to any sign of danger and strike with deadly force. At 1st level a Boar gains a +4 bonus on initiative checks, additionally, a Boar's sneak attack damage increases by 1d6. This ability replaces the Weapon Aptitude other fighters gain at 1st level. Boar Fighters instead gain Weapon Aptitude at 3rd level, in place of Exemplar Aptitude. Starting at 4th level, a Boar Fighter can choose to gain Exemplar Aptitude in place of a Fighter Bonus Feat. Fury of the Beast: At 2nd level, a Boar fighter becomes enraged each time he takes damage, even if it's self inflicted. This rage increases his Strength by 2 and lasts for a number of rounds equal to his Con modifier. Multiple enrages stack, but a Boar can never be affected by more enrages than he has Fighter levels. This benefit replaces the normal fighter’s 2nd level bonus feat. Headstrong: At 6th level a Boar fighter’s stubbornness is honed to a near perfect inability to be moved from his goals. The Boar uses his fortitude save in place of a will save. This ability replaces the bonus feat normal fighters get at 6th level. Feats for Fighters: Dual Styles: You have learned the secrets of fighting with distinct styles when switching weapons. Prerequisite: Fighter level 7th Benefit: As long as you meet the prerequisites for each, you can choose multiple fighting styles instead of just one, though each still only applies to the appropriate weapons. For example, if choosing the Two Weapon Focus and Single Weapon fighting styles, you could wield two weapons and gain the benefits of Two Weapon Fighting, then immediately gain the benefits of Single Weapon Fighting if you were disarmed. You can know any number of fighting styles you meet the prerequisites for.
Shield Flurry: You can use a pair of shields with the same grace as you could two normal weapons. Prerequisite: Fighter level 7th, Dual Styles, Two Weapon Focus, Shield Fighting Benefit: When fighting with a pair of shields, you gain the benefits of your Two Weapon Focus fighting style in addition to your Shield Fighting fighting style.
Double Weapon Focus: You can use a pair of weapons or a double weapon interchangeably. Prerequisite: Fighter level 7th, Dual Styles, Two Weapon Focus, Double Weapon Fighting Benefit: When fighting with a double weapon or a pair of weapons, you gain the benefits of both your Two Weapon Focus fighting style and your Double Weapon Fighting fighting style.
Backswing: You can use the haft of a polearm to make blows, treating it as a double weapon. Prerequisite: Fighter level 7th, Dual Styles, Polearm Fighting, Double Weapon Fighting Benefit: When fighting with a polearm, you treat it as a double weapon, with the second end dealing damage appropriate for a quarterstaff of your size and able to attack adjacent targets. Additionally, you gain the benefits of your Double Weapon Fighting fighting style in addition to your Polearm Fighting fighting style (even though your weapon can now attack adjacent targets with one end).
Terrifying Grace: You can use a one-handed weapon as you would a two-handed, though with less power. Prerequisite: Fighter level 7th, Dual Styles, Heavy Weapon Fighting, Single Weapon Fighting Benefit: When fighting with a one-handed weapon in one hand and nothing in your off-hand, you gain the benefits of your Heavy Weapon Fighting fighting style in addition to your Single Weapon fighting style (even though your weapon is not two-handed).
Forceful Archery: You can fire your projectile weapon with devastating force at close range. Prerequisite: Fighter level 7th, Dual Styles, Polearm Fighting, Ranged Fighting Benefit: When fighting with a projectile weapon and making attacks within the reach provided by your Ranged Fighting style, you also gain the benefits of your Polearm Fighting style.
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« Last Edit: October 09, 2011, 02:55:16 PM by EjoThims »
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The Ferret
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« Reply #3 on: August 28, 2008, 02:31:04 AM » |
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Hexblade: Hexblades in Verold are almost solely Rats or those associated with them, though some Foxes find appeal in the Hexblade style of fighting and deception. Regardless of their Clan of origin, Hexblades compose a large part of the criminal activity in Verold’s cities and larger communities. Almost all Rats choose the Dark Companion variant, finding its abilities more useful to their ends than a familiar. The Hexblades of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +1 +2 +0 +2 Hexblade's Curse 1/Encounter, Armored Spellcasting 2. +2 +3 +0 +3 Arcane Resistance 3. +3 +3 +1 +3 Mettle 4. +4 +4 +1 +4 Summon Familiar 5. +5 +4 +1 +4 Bonus Feat, Hexblade's Curse 2/Encounter 6. +6 +5 +2 +5 Swift Spell 1/Encounter 7. +7 +5 +2 +5 Greater Hexblade's Curse 8. +8 +6 +2 +6 Aura of Unluck 20% 9. +9 +6 +3 +6 Hexblade's Curse 3/Encounter 10.+10 +7 +3 +7 Swift Spell 2/Encounter 11.+11 +7 +3 +7 Bonus Feat 12.+12 +8 +4 +8 Aura of Unluck 25% 13.+13 +8 +4 +8 Hexblade's Curse 4/Encounter 14.+14 +9 +4 +9 Swift Spell 3/Encounter 15.+15 +9 +5 +9 Bonus Feat 16.+16 +10 +5 +10 Aura of Unluck 30% 17.+17 +10 +5 +10 Hexblade's Curse 5/Encounter 18.+18 +11 +6 +11 Swift Spell 4/Encounter 19.+19 +11 +6 +11 Dire Hexblade's Curse 20.+20 +12 +6 +12 Bonus Feat, Aura of Unluck 35%
Spells Per Day Spells Known 0 1 2 3 4 5 6 0 1 2 3 4 5 6
1. - - - - - - - 1. - - - - - - - 2. - 0 - - - - - 2. - 2 - - - - - 3. - 1 - - - - - 3. - 3 - - - - - 4. - 2 0 - - - - 4. - 3 2 - - - - 5. - 3 1 - - - - 5. - 4 3 - - - - 6. - 3 2 - - - - 6. - 4 3 - - - - 7. - 3 2 0 - - - 7. - 4 4 2 - - - 8. - 3 3 1 - - - 8. - 4 4 3 - - - 9. - 3 3 2 - - - 9. - 4 4 3 - - - 10. - 3 3 2 0 - - 10. - 4 4 4 2 - - 11. - 3 3 3 1 - - 11. - 4 4 4 3 - - 12. - 3 3 3 2 - - 12. - 4 4 4 3 - - 13. - 3 3 3 2 0 - 13. - 4 4 4 4 2 - 14. - 3 3 3 3 1 - 14. - 4 4 4 4 3 - 15. - 4 3 3 3 2 - 15. - 4 4 4 4 3 - 16. - 4 4 3 3 2 0 16. - 5 4 4 4 4 2 17. - 4 4 4 3 3 1 17. - 5 5 4 4 4 3 18. - 4 4 4 3 3 2 18. - 5 5 5 4 4 3 19. - 4 4 4 4 4 3 19. - 5 5 5 5 4 4 20. - 4 4 4 4 4 4 20. - 5 5 5 5 5 4
Hexblade’s Curse: A Hexblade's Curse works a number of times per encounter instead of per day. The number of uses by level are the same. Additionally, a use of this ability is not consumed if the target successfully resists it. Armored Spellcasting: Hexblades ignore the arcane spell failure chance of light and medium armor, bucklers, and light shields. Swift Spell: Starting at 6th level, a Hexblade can, once per encounter, cast any spell with a cast time of one standard action or less as a swift action. He gains an additional use of this ability every four levels thereafter. Aura of Unluck: This aura is constantly active, and is gained at 8th level. At 12th level and every 4 levels after, the miss chance increases by 5%, to 35% at 20th level. Greater Hexblade's Curse: In addition to it's other affects, all enemies within a 10' burst of the initial target take a -2 penalty, as if they had been hit with the standard Hexblade's Curse. Dire Hexblade's Curse: In addition to it's other affects, all enemies within a 10' burst of the initial target take a -4 penalty, as if they had been hit with the Greater Hexblade's Curse, and all enemies within 30' burst (but not within the 10' burst) take a -2 penalty, as if they had been hit with the standard Hexblade's Curse. Spells: Hexblades add the following spells at the listed level to the list of Hexblade spells they can cast: 1: Enlarge Person, Wraithstrike, Remove Scent, Swift Expeditious Retreat, Net of Shadows, Serene Visage, Blood Wind, Master's Touch 2: Sonic Weapon, Lively Step, Swift Fly, Daggerspell Stance, Scintillating Scales, Baleful Transposition, Mindless Rage 3: Phantasmal Thief, Deeper Darkness, Translocation Trick, Fortify Familiar, Girallon's Blessing, Mind Poison, Mesmerizing Glare, Vipergout, Greater Mage Armor, Fly 4: Mass Contagion, Imperious Glare, Illusory Pit, Aura of Evasion, Xorn Movement, Greater Enlarge Person, Aura of Terror, Shadowfade, Graymantle, Voice of the Dragon, Sword of Deception, Wingbind 5: Sword of Darkness, Kiss of the Vampire, Evil Glare, Energy Ebb, Stun Ray, Stone Body, Brilliant Blade, Spectral Touch, Ray of Entropy, Opalescent Glare, Howling Chain 6: Replicate Casting, Black Blade of Disaster, Unbinding, Ghostform, Superior Invisibility, Body of War, Brilliant Aura Curse Caster: Some Hexblades choose to focus their arcane potential almost solely into their curses and aura of unluck, though they do retain a nominal spellcasting ability. Dark Companion: Many Hexblades, especially Rats, choose to give up their ability to summon a familiar for the ability to call a shadowy extension of their will. By expending 100 gp and 24 hours, the Hexblade summons a Dark Companion. Rat Hexblade Racial Substitution: Rats focus on using a Hexblade’s abilities to aid in their underhanded, deceitful exploits. They excel at bending the Hexblade’s power to bully weaker opponents and overwhelm more powerful foes. BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Hexblade's Curse 1/Encounter, Armored Spellcasting, Wily Skills 4. +4 +4 +1 +4 Summon Familiar, Diseased Familiar, Wily Skills 7. +7 +5 +2 +5 Greater Hexblade's Curse, Assassin's Grace, Wily Skills Wily Skills: A Rat who takes the 1st level of the Hexblade substitution class adds Hide and Move Silently to his list of class skills. Additionally, each time the Rat takes a level of this Hexblade substitution class, he adds his Cha modifier instead of Int modifier to determine bonus skill points. Diseased Familiar: At 4th level, a Rat’s familiar is Infested just as the Rat is. The Rat’s familiar can transmit it with a bite, or use its own move action to poison a light weapon for the Rat a number of times per day equal to twice the Rat’s Con modifier. A Rat using the Dark Companion alternate class feature can instead, as a standard action, expand a 2nd level or higher spell slot to allow his Dark Companion to use the Poison spell for a number of rounds equal to the Rat’s Con modifier. The touch attacks that the Dark Companion makes for this spell use the Rat's BAB and add his Cha bonus (if any). The spell otherwise acts in all ways as if cast by the Rat himself. Assassin’s Grace: At 7th level a Rat can choose to learn any spell on the Assassin’s spell list as if it were on the Hexblade spell list at the same level. Feats for Hexblades:
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« Last Edit: May 23, 2011, 02:32:36 PM by EjoThims »
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The Ferret
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« Reply #4 on: August 28, 2008, 03:13:37 AM » |
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Druid:Druids are one of the few remaining links the Clans have to their life before the Great Wars, and lead most of the remaining reverence for the Creator Gods. Druids from all Clans are often the leaders of small communities or wilderness tribes still devoted to their respective animals, but Coyotes compose the majority of the Druids’ ranks. The Druids of Verold in general have taken a different course than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +0 +2 +2 +2 Animal Companion, Nature Sense, Wild Empathy 2. +1 +3 +3 +3 Woodland Stride 3. +1 +3 +3 +3 Trackless Step 4. +2 +4 +4 +4 Resist Nature's Lure, Aspect of Nature (Stage 1) 5. +2 +4 +4 +4 Aspect of Nature (Stage 1) 6. +3 +5 +5 +5 Aspect of Nature (Stage 1) 7. +3 +5 +5 +5 Aspect of Nature (Stage 1), Aspect of Nature (Stage 2) 8. +4 +6 +6 +6 Aspect of Nature (Stage 2) 9. +4 +6 +6 +6 Venom Immunity, Aspect of Nature (Stage 2) 10.+5 +7 +7 +7 Aspect of Nature (Stage 2), Aspect of Nature (Stage 3) 11.+5 +7 +7 +7 Aspect of Nature (Stage 3) 12.+6 +8 +8 +8 Aspect of Nature (Stage 3) 13.+6 +8 +8 +8 A Thousand Faces, Aspect of Nature (Stage 3), Aspect of Nature (Stage 4) 14.+7 +9 +9 +9 Aspect of Nature (Stage 4) 15.+7 +9 +9 +9 Timeless Body, Aspect of Nature (Stage 4), Aspect of Nature (Stage 5) 16.+8 +10 +10 +10 Elemental Wildshape (1/day), Aspect of Nature (Stage 5) 17.+8 +10 +10 +10 Aspect of Nature (Stage 5) 18.+9 +11 +11 +11 Elemental Wildshape (2/day) 19.+9 +11 +11 +11 20.+10 +12 +11 +11 Elemental Wildshape (3/day, Huge Elemental) Spellcasting: As normal. Aspect of Nature: Instead of taking animal form, the Druids on Verold begin to slowly closer and closer to nature, resembling a variety of animals. These Aspects of Nature, which on other worlds is often called Drift, are divided into different categories based on how much they alter the Druid. At 4th, 5th, 6th, and 7th levels, the Druid chooses one Aspect from the Stage 1 list. At 7th, 8th, 9th, and 10th, the Druid chooses one Aspect from the Stage 2 list. At 10th, 11th, 12th, and 13th, the Druid chooses one Aspect from the Stage 3 list. At 13th, 14th, and 15th, the Druid chooses one Aspect from the Stage 4 list. At 15th, 16th and 17th, the Druid chooses one Aspect from the Stage 5 list. A Druid can choose to take an Aspect from a lower Stage when making his choice, but each Aspect can only be taken once. Once chosen, the decision of a certain Aspect is permanent. The Aspects of Nature apply in Animal and Hybrid form as well, though some may be hidden in those forms. These Aspects are gained in place of Wild Shape and it's improvements, though the Druid still gains the Elemental Wild Shape ability. Stage 1:Leopard spots, Zebra stripes, or similar recognizable animals patterns appear on the Druid's body. He gains a +1 bonus to hide checks in appropriate environments. The Druid grows the tail of a cat. He gains a +1 bonus to balance checks. The Druid sprouts feathers, but not wings. He receives one less damage per die of damage from falling. The Druid's eyebrows and facial hair become leafy and photosynthetic, allowing him to gain nourishment from 1 hour of sunlight each day in place of eating, though water is still required. The Druid's hair becomes a tangle of vines and flowers, he can got without water for up to five days. The Druid's touch causes small plants and flowers to bloom and/or wilt. Using this ability as part of a profession check related to plant growing can give a bonus or penalty of up to the Druid's level. The Druid's voice sounds like the calls of various animals, though it can still be understood as whichever language he is speaking. The Druid gains a +2 bonus on Wild Empathy checks. The Druid's eyes become shaped like those of a cat or other wild animal. He gains a +1 bonus to spot checks. Stage 2:The Druid grows a hump like a camel and can go without water for up to three weeks. The Druid grows a thin coat of fur, providing a +5 circumstance bonus to Fort saves against exposure to cold weather or spells and affects with the Cold descriptor. The pads of the Druid's feat become sticky like a lizard's, granting a +4 racial bonus to Climb checks. The Druid's legs elongate like a deer's, granting a +5 bonus to his land speed. The Druid gains catlike reflexes, gaining a +4 racial bonus on Balance checks. The Druid's whole body sprouts photosynthetic leafs, allowing him to heal hitpoints equal to his character level for each hour he spends resting in bright sunlight. The Druid's blood becomes sticky and thick, halving the damage caused by bleeding affects and doubling the time it takes poisons to affect him. The Druid's eyes grow stronger, giving him low-light vision if he did not already posses it, or doubling the range of any low-light vision he already has. The Druid's skin can change colors like a Chameleon's. As long as he stays motionless, he gains a +4 racial bonus to Hide checks. Stage 3:Antlers like a deer's sprout from the Druid's head, giving him a gore attack that deals 1d8 damage (if Medium) or, if he already possesses a gore attack, increasing the damage as if it was one size category larger. Thorns grow from the Druid's body, causing 1d3 damage to anyone that attacks the Druid with a natural attack or grappling with the Druid. The Druid can constrict his body like a snake, dealing 1d4 damage (if Medium) against a creature his size or smaller with a successful grapple check, or, if he already possesses a constrict attack, increasing the damage as if it was one size category larger. The Druid can spin a spider's web and throw it at enemies like a net (as listed in the PHB). The Druid sprouts gills to allow him to breathe in water. These do not hinder his normal breathing. The Druid's eyes become hawk-like, granting a +6 racial bonus on Search and Spot checks. The Druid grows a pair of wicked claws that deal 1d3 damage (if Medium), or, if he already possesses claws, increasing their damage as if it was one size category larger. The Druid's face grows into a crocodilian snout, gaining a bite attack that deals 1d6 damage (if Medium), or, if he already possesses a bite attack, increasing the damage as if it was one size category larger. The Druid's feet sprout sharp talons, giving him a rake attack for 1d4 points of damage (if Medium) usable when charging or grappling or, if he already possesses a rake attack, increasing the damage as if it was one size category larger. Stage 4:A long scorpion's tail grows from the Druid. This grants him a sting attack that deals 1d4(if Medium) damage or, if he already possesses a sting attack, increasing the damage as if it was one size category larger. This sting attack deals an additional 1d8 acid damage as well. The Druid's arms become like a gorilla's. He gains a +4 racial bonus on Str checks. The Druid can fly into a rage like a wolverine. This grants him the ability to rage as a 1st level Barbarian, or gives him a +1 effective class level for the purposes of determining any rage he already possesses. The Druid can fire a cloud of ink like a squid, clouding the air or water with Obscuring Mist at will, though he must wait 1d6 rounds between uses. The Druid's nose becomes sensitive like a hound's. He gains scent, or, if he already has it, the range of all applications of his scent ability double. The Druid's jaws become strong and locking. With a successful bite attack, he can choose to latch onto his target, automatically dealing bite damage each round, but denying him his Dex bonus to AC. A successful opposed Str check will dislodge the Druid, or he can free himself as a free action. Stage 5:The Druid grows a unicorn's horn, gaining a +4 racial bonus on saves against Poison and a gore attack for 1d8 damage (if Medium) or, if he already possesses a gore attack, increasing the damage as if it was one size category larger. Wings (appearing as those of any animal or fey creature of the Druid's choice) sprout from the Druid's back, granting him a fly speed of 80' with good maneuverability. The Druid gains the ability to curl into a spiny ball like a hedgehog. When curled up, the Druid gains a +8 bonus to natural armor and is considered to be taking the total defense action, but he is immobilized. Curling and uncurling is a standard action. Anyone using natural attacks or non-reach melee weapons against him while he is curled up automatically suffers 5d6 damage, even if they miss. The Druid gains a pixie's grace, granting a +3 racial bonus on Reflex Saves. The Druid gains tremorsense with a 30' range like a worm. The Druid's natural attacks becomes poisonous (Fort save DC 10 + 1/2 Druid level + Con) and deal 4 Dex initial and secondary damage. The Druid gains blindsense with a 30' range like a bat. The Druid's feet become like an elephant's, giving him the Trample ability (10d8 damage, Reflex save DC 10 + 1/2 Druid level + Str) and treating him as one size larger for purposes of the Trample (including space occupied). The Druid can sprint like a cheetah, increasing his land speed 10x for one round once each hour. The Druid's skin hardens like the bark of a tree, granting him a +4 bonus to natural armor. Druidic Avenger: A few Druids choose to channel their connection with nature into a vengeful fury against those who would harm it. This distances them somewhat from the natural order, but increases their combat and hunting prowess. A Druidic Avenger loses the ability to spontaneously cast Summon Nature’s Ally spells and forever gives up the ability to call an animal companion. A Coyote can choose to give up his racial dog companion as well for additional benefits. BAB Fort Ref Will Abilities 1. +0 +2 +2 +2 Nature Sense, Wild Empathy, Rage 1/Encounter 2. +1 +3 +3 +3 Woodland Stride, Fast Movement 3. +2 +3 +3 +3 Trackless Step 4. +3 +4 +4 +4 Resist Nature's Lure, Aspect of Nature (Stage 1) 5. +3 +4 +4 +4 Aspect of Nature (Stage 1), Track, +1 Track, Rage 2/Encounter 6. +4 +5 +5 +5 Aspect of Nature (Stage 1), +2 Track 7. +5 +5 +5 +5 Aspect of Nature (Stage 1), Aspect of Nature (Stage 2), +3 Track 8. +6 +6 +6 +6 Aspect of Nature (Stage 2) 9. +6 +6 +6 +6 Venom Immunity, Aspect of Nature (Stage 2) 10.+7 +7 +7 +7 Aspect of Nature (Stage 2), Aspect of Nature (Stage 3), +4 Track, Deep Rage, Rage 3/Encounter 11.+8 +7 +7 +7 Aspect of Nature (Stage 3) 12.+9 +8 +8 +8 Aspect of Nature (Stage 3) 13.+9 +8 +8 +8 A Thousand Faces, Aspect of Nature (Stage 3), Aspect of Nature (Stage 4) 14.+10 +9 +9 +9 Aspect of Nature (Stage 4), +5 Track 15.+11 +9 +9 +9 Timeless Body, Aspect of Nature (Stage 4), Aspect of Nature (Stage 5), Rage 4/Encounter 16.+12 +10 +10 +10 Elemental Wildshape (1/day), Aspect of Nature (Stage 5) 17.+12 +10 +10 +10 Aspect of Nature (Stage 5) 18.+13 +11 +11 +11 Elemental Wildshape (2/day) 19.+14 +11 +11 +11 20.+15 +12 +11 +11 Elemental Wildshape (3/day, Huge Elemental), Bottomless Rage, Rage 5/Encounter Spellcasting: As normal. Skills: A Druidic Avenger adds Intimidate to the Druid list of class skills, but Diplomacy becomes a cross-class skill. Fast Movement: Druidic Avengers gain a 10’ enhancement bonus to their base movement speed. Track: Druidic Avenger's gain Track as a bonus feat at 5th level, even if not meeting the prerequisites. Additionally, each time a standard Druid would gain an extra use of the Wild Shape ability, Druidic Avenger's gain a cumulative +1 bonus to all attempts to Track a creature through a woodland environment. Rage: A Druidic Avenger gains the ability to rage, much like a Barbarian, (including the Deep Rage and Bottomless Rage abilities) though he does not gain the Greater Rage or Mighty Rage abilities. A Druidic Avenger gains 1 rage per encounter at 1st level, and another at 5th and every 5 levels thereafter (for a total of 5 at 20th level). For the purpose of calculating rage affects and uses, Barbarian and Druidic Avenger levels stack, though only Barbarian levels are calculated for determining when a character with levels in both gains Greater Rage and Mighty Rage. Deep Rage: At 10th level, a Druidic Avenger is able to activate up to two rages at the same time, but each still consumes it's own use of one of his limited rages per encounter. He can still not activate a second rage (or set of rages) while under the effects of the first. Bottomless Rage: At 20th level, a Barbarian is able to activate up to three rages at the same time, but each still consumes it's own use of one of his limited rages per encounter. He can still not activate a second rage (or set of rages) while under the effects of the first. Solitary Coyote: A Coyote Druidic Avenger who has given up his Dog companion gains Fast Movement as a monk. The Coyote Druidic Avenger also gains the Greater Rage ability, but not Mighty Rage, at the same level a Barbarian would, and adds his Druidic Avenger level to his Barbarian level (if appropriate) to determine when he gains Greater Rage. Spontaneous Rejuvenation: Coyote Druid Racial Substitution: Many Coyotes who become Druids choose to focus on their ability to call for the aid and enhance the skills of the animals they otherwise protect. These Coyotes see themselves as the protector for an extended pack of summoned and awakened animals, and often end up becoming the leaders of Druid groups. BAB Fort Ref Will Abilities 4. +2 +4 +4 +4 Greater Summons, Aspect of Nature (Stage 1) 5. +2 +4 +4 +4 Faithful Summons 9. +4 +6 +6 +6 Aspect of Nature (Stage 2) 13.+6 +8 +8 +8 Call of the Pack, Aspect of Nature (Stage 3), Aspect of Nature (Stage 4)
Greater Summons: Coyote Druids that anticipate calling for aid from the animals can plan ahead to gain extra benefits when doing so. Starting at 4th level a Coyote Druid that casts a prepared summoning spell gains the benefits of the Augment Summoning feat, even if not meeting the prerequisites. Coyotes who choose this option lose the standard Druid’s Resist Nature’s Lure. Faithful Summons: By retuning his connection to nature, a Coyote Druid loses the ability to become like an animal himself, but can win even greater loyalty from the animals he summons. By taking this option at 5th level, a Coyote Druid can prepare any Summon Nature’s Ally spell in such a way that either it’s duration is doubled or that it only takes a standard action to cast, however, the Druid loses the Aspect of Nature for that level and the Venom Immunity ability. Call of the Pack: A Coyote Druid who has shown a great dedication to protecting and living with nature can call more of its beasts to his aid when needed. At 13th level, if having taken all three of the racial substitution levels and not having given up his animal companion, any time a Druid casts a Summon Nature’s Ally spell, the number of creatures that answer the call is doubled. This replaces the Druid's A Thousand Faces ability. Feats for Druids:
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« Last Edit: July 10, 2011, 07:56:46 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #5 on: August 31, 2008, 02:00:02 PM » |
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Bard:The storytellers and historians of Verold, most Bards are Vipers or Ferrets, though each Clan has their own individual tales to spin and those who dedicate their lives to weaving the tapestries. The Bards of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.Bardic Knack: Harbinger:Harbingers are non-good Bards, usually Rats or Foxes, who turn their music to bringing misfortune and unease or even fear in place of entertainment and lore. They give up the ability to inspire courage, competence, greatness, and freedom for the below uses of their bardic music. Viper Bard Racial Substitution: Dedicated to the keeping of the Clans’ history more than any other group, the Vipers lend themselves well to the lifestyle and skills of a Bard. Many of them choose to bend those talents to their own interests even further, focusing on their pursuit of history and it’s retelling through song and dance over other areas. BAB Fort Ref Will Abilities 1. +0 +0 +2 +2 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Bardic History, Dance with Me 6. +4 +2 +5 +5 Otto's Irresistible Dance 15.+11 +4 +9 +9 Inspire Heroics, Great Heroes through the Ages 18.+13 +6 +11 +11 Mass Otto's Irresistible Dance Bardic History: While Vipers gather interesting tidbits of all information they can find, they focus on learning the history of the Clans. A Viper Bard can take 10 on all Bardic Knowledge checks that involve historic events, people, items, or stories, but they lose the standard Bard’s +2 bonus on Bardic Knowledge checks from having five or more points in the Knowledge(history) skill. Dance with Me: Some Viper Bards learn to use their innate talents for dancing even better than others, allowing them to use the fascinate ability of their Bardic Music during combat. To do so, they must have used a move action to use dance as part of the current Bardic Music ability. It otherwise functions exactly as the standard Bard’s fascinate, except that it requires line of sight to maintain the effect. Vipers who take this option can later choose to cast Otto’s Irresistible Dance in Place of Suggestion and Mass Suggestion, affecting the same number of target’s and at the same range but only if having used dance to fascinate the targets. Great Heroes through the Ages: With a dramatic retelling of some of the Clan’s greatest heroes, Viper Bards can inspire such acts in those around them. Starting at 15th level, a Viper Bard can use Inspire Heroics and Inspire Greatness with the same single use of Bardic Music, however, doing so consumes three of their daily uses of the Bardic Music ability.
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« Last Edit: February 26, 2009, 04:04:35 AM by EjoThims »
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Grape ape

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The Ferret
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« Reply #6 on: August 31, 2008, 02:04:56 PM » |
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Cleric:The loss of the Deer Clan was a major blow to the organized faith in the Creator Gods, and the oppressive rule of the Wolves ground many remaining places of worship into dust. Few any more feel the devotion and connection necessary to become true Clerics, and most communities have turned to the Coyotes and other Druids to provide them with spiritual guidance. Ancestral Speaker: The few Clerics remaining in Verold are Ancestral Speakers, calling upon the guidance and wisdom of past generations. They are charged with the protection of the Lost, though like the Lost themselves, they can easily fall to the needs of the negative energy they channel. The ritual creation of the Lost is also done by the Ancestral Speakers. An Ancestral Speaker loses proficiency with heavy armor and the ability to turn/rebuke undead or spontaneously cast Cure/Inflict spells. Skills: An Ancestral Speaker gains 4 skill points each level and adds Knowledge(local), Sense Motive, Handle Undead, and any 2 other skills to the Cleric list of class skills, but Knowledge(planes) becomes a cross-class skill.
Domains: Ancestral Speakers gain only one Domain, and must choose from Death, Undeath, or Deathbound.
Divine Presence: An Ancestral Speaker needs no other holy symbol than his own body.
Undead Empathy: An Ancestral Speaker can communicate with mindless Undead using the Diplomacy skill the way a Druid communicates with animals.
Ancestral Communion: Once per day per class level, an Ancestral Speaker can call upon the spirits of his ancestors to impart understanding of the world, granting a bonus to one skill equal to half the Ancestral Speaker’s class level plus his charisma modifier for a number of rounds equal to his wisdom modifier plus 1. At 9th level the Ancestral Speaker can spend one of his daily Ancestral Communions to cast Commune as the spell at a caster level equal to his class level. This ability still counts towards fulfilling prerequisites that require Turn Undead, and class features from other classes and feats that improve Turn Undead instead improve Ancestral Communion.
Death Talker: Starting at 2nd level, Ancestral Speakers gain a bonus equal to half their class levels when using the skills Diplomacy, Bluff, Intimidate, or Sense Motive on any form of Undead. This allows them to use the Intimidate skill on Undead.
Speak With Dead: Starting at 4th level, Ancestral Speakers learn to communicate with departed spirits without having to bring them into the world once more. They gain the ability to cast Speak With Dead at will with a CL equal to their class level.
Spirit Life: An Ancestral Speaker move closer to the spirit world as he spends more and more time among the Lost. Starting at 7th level, he gains a +4 bonus on saving throws to resist all negative energy effects. At 11th level, he receives healing from negative energy that would cause hit point damage, but does not take damage from positive energy.
Improved Resurrection: An Ancestral Speaker’s connection to the spirits of the past allows him to more easily guide spirits back to this world, and when casting Resurrection, the target’s experience points are set at ¾ of the way through the level below which they died at.
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« Last Edit: October 08, 2008, 08:46:10 AM by EjoThims »
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« Reply #7 on: August 31, 2008, 02:20:21 PM » |
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Monk:Tigers and Pythons are the most likely to give themselves to the pursuit of balance and control that characterizes the Monk philosophy on Verold, though anyone with similar goals would be welcomed to the Tigers’ isolated monasteries or the Pythons competitive arenas. The Monks of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +1 +2 +2 +2 Bonus Feat, Flurry of Blows, Unarmed Strike, Fast Movement 2. +2 +3 +3 +3 Bonus Feat, Evasion 3. +3 +3 +3 +3 Still Mind, Ki Strike (Wis to attack rolls, Wis to unarmed damage), Abundant Step 4. +4 +4 +4 +4 Slow Fall, Ki Strike (magic, aligned) 5. +5 +4 +4 +4 Purity of Body, Erratic Advance 6. +6 +5 +5 +5 Bonus Feat 7. +7 +5 +5 +5 Wholeness of Body, Displacing Stance 20%, Abundant Step 8. +8 +6 +6 +6 9. +9 +6 +6 +6 Improved Evasion 10.+10 +7 +7 +7 Ki Strike (any mundane substance, ghost touch, overcome hardness) 11.+11 +7 +7 +7 Diamond Body, Abundant Step 12.+12 +8 +8 +8 13.+13 +8 +8 +8 Diamond Soul 14.+14 +9 +9 +9 15.+15 +9 +9 +9 Abundant Step, Displacing Stance 35% 16.+16 +10 +10 +10 17.+17 +10 +10 +10 Timeless Body, Tongue of the Sun and Moon, Freedom of Thought 18.+18 +11 +11 +11 19.+19 +11 +11 +11 Empty Body 20.+20 +12 +11 +11 Perfect Self Skills: Monks gain 6 skill points a level. Alignment: There is no restriction on alignment for monks. Multiclass Restrictions: Monks can freely multiclass without losing the ability to take more levels in the Monk class. Weapon and Armor Proficiency: Monks are proficient in all simple weapons in addition to their normal list. They are proficient with light armor, and all Monk abilities (AC bonus, flurry, etc.) function while wearing light armor. Flurry of Blows: This ability works with any weapon the monk is proficient with. Depending on the two aspects of a Monk's Alignment, this ability confers different benefits when used. Regardless of alignment, using Flurry of Blows requires a full attack action. Lawful Monks gain an extra attack at 1st level, a second extra attack at 5th level, a third extra attack at 10th level, and a 4th extra attack at 15th level. At 1st level, these attacks and all others until the start of the Monk's next turn suffer a -2 penalty. At 5th level this penalty is reduced to -1. At 9th level, there is no longer a penalty. Chaotic Monks instead gain a random number of extra attacks. At 1st level, he makes 1d4-1 (minimum 0) extra attacks, at 5th level he makes 1d4, at 10th level he makes 1d6, and at 15th level he makes 1d6+1. At 1st level, these attacks and all others until the start of the Monk's next turn suffer a -2 penalty. At 5th level this penalty is reduced to -1. At 9th level, there is no longer a penalty. Neutral (law/chaos) Monks do not gain extra attacks. Instead, each attack they make until the end of their current turn deals 1.5 times the normal damage. Starting at 5th level, each attack they make until the beginning of their next turn deals 1.5 times the normal damage. At 10th each attack they make until the end of their current turn deals double damage, and all attacks from the end of their current turn until the start of their next turn deal 1.5 times the normal damage. At 15th level, each attack they make until the start of their next turn deals double damage. At 1st level, when using this option, all attacks until the start of the Monk's next turn suffer a -2 penalty. At 5th level this penalty is reduced to -1. At 9th level, there is no longer a penalty. At the end of their turn, Monks cause all opponents that they have successfully attacked since the end of their last turn which have a moral alignment (neutral/good/evil) different from their own to make a Fort save (DC 10 + Wis + 1/2 Monk level). If the target fails the save, they become dazzled for one round. For each successful attack after the first made against the same creature, the DC increases by 1. At level 5, the opponent is entangled instead of dazzled, at level 10, they are instead immobilized, and at level 15, the opponent is flat-footed. At the end of their turn, good Monks cause all evil opponents they have successfully attacked since the end of their last turn make a Fort save (DC 14 + Wis + 1/2 Monk level) If the target fails the save, they become dazzled for one round. For each successful attack after the first made against the same creature, the DC increase by 1. At level 5, the opponent is entangled instead of dazzled, at level 10, they are instead immobilized, and at level 15, the opponent is flat-footed. At the end of their turn, evil Monks cause all good opponents they have successfully attacked since the end of their last turn make a Fort save (DC 14 + Wis + 1/2 Monk level) If the target fails the save, they become dazzled for one round. For each successful attack after the first made against the same creature, the DC increase by 1. At level 5, the opponent is entangled instead of dazzled, at level 10, they are instead immobilized, and at level 15, the opponent is flat-footed. Fast Movement: This feature adds a +10 enhancement bonus at 1st level, and increases every 2 levels thereafter, providing a +100 enhancement bonus at level 19. Slow Fall: This ability does not require a wall or similar surface to work, and works over any distance. Ki Strike: At 3rd level, a Monk adds his Wis modifier to all attacks, and to damage made with his unarmed strikes. At 4th level, all of a Monk's attacks are treated as magic and as both aspects of his alignment for the purpose of overcoming DR. At 10th level, they count as any mundane substance for the purposes of overcoming DR, as Ghost Touch weapons, and they always ignore the hardness of inanimate objects. Purity of Body: At 5th level, a monk gains immunity to all diseases and poisons, including supernatural and magical diseases. Erratic Advance: Starting at 5th level, when charging, the Monk may charge along any path. He also is no longer required to move to the closest square from which he can attack the target of his charge nor in the most direct path available. Wholeness of Body: At 7th level or higher, a monk's wounds heal exceptionally fast. He gains Fast Healing 1. At 14th level, this increases to Fast Healing 2. If he has Fast Healing from another source, the value of that of that source instead increases by 1 (or 2 at 14 level). Displacing Stance: Starting at 7th level, a Monk becomes far more in tune with the world around him, causing his form to blur and waver. This causes all attacks against him to suffer a 20% miss chance. At 15th level this miss chance increases to 35%. This replaces the Quivering Palm class feature. Diamond Body: At 11th level, Monks gain immunity to ability damage, ability drain, and negative level affects. Freedom of Thought: A 17th level or higher Monk can reroll any failed save against a Mind-Affecting effect, though the second roll must be kept. Abundant Step (Ex): Monks in Verold have trained themselves to move so quickly and with such precision that no effort or force is wasted, including even that pulling down their weight. Starting at 3rd level and every 4 levels thereafter, this training allows them to, with a succesful Balance check, move across steadily more difficult surfaces that would otherwise be nearly impossible. At 3rd level, Monks can walk or run over difficult terrain with no penalty. They can also run through and over branches, fences, thin ice, the shoulders of a crowd, and other stiff objects that could not normally hold their weight with a DC 10 balance check. At 7th level, Monks can walk or run up vertical surfaces or across liquid surfaces with a DC 15 balance check for a number of consecutive rounds equal to their Dex score. At the end of this time, if they are not on a solid, flat surface, they fall and/or sink. At this level they also are no longer required to make Balance checks for surfaces over an inch in width and are not hindered (though they can still be blocked) by, nor do they take damage from, even magically enhanced terrain, including wall spells and harmful affects like lava. At 11th level, Monks can walk or run up vertical surfaces or across liquid surfaces indefinitely, and treat them as solid, flat surfaces with an upright orientation. Monks can walk or run through the air (in any direction of their choice, including straight up) and across ceilings (or other surfaces that would orient them upside down) with a DC 20 balance check for a number of consecutive rounds equal to their Dex score. At the end of this time, if they are not on a solid, flat surface with an upright orientation, they fall to the ground. At this level, the Monk also can no longer be tracked due to physical signs of his movement (footprints, broken twigs, etc), as he leaves none. At 15th level, Monks can walk or run through the air and across ceilings indefinitely. This gives them the equivalent of a flight speed with perfect maneuverability equal to their land speed. At 19th level, Monks have learned to move so swiftly and with such perfect precision that they can evade even light and sound. At will as a swift action, they can become undetectable until the start of their next turn. This functions as the spell Superior Invisibility, except that even True Seeing cannot reveal their presence. Perfect Self: A 20th level Monk has so attuned himself with the underlying flows of the world around him that he becomes a part of them. His type changes to outsider, with subtypes based on the aspects of his alignment. He also gains DR 10 overcome only by weapons that oppose both aspects of his alignment. If a Monk is neutral in one or both aspects of his alignment, he chooses one extreme instead for purposes of this ability. Unlike most outsiders, though, a Monk can still be resurrected. Steadfast:Wholeness of Others:Python Monk Racial Substitution: Some Pythons who follow the teaching of a Monk focus on embracing and enhancing their serpentine nature through a unique set of abilities first taught to them by a Viper amongst their arenas. BAB Fort Ref Will Abilities 4. +4 +4 +4 +4 Slow Fall, Ki Strike (aligned), Fangs 7. +7 +5 +5 +5 Springing Attack 10.+10 +7 +7 +7 Ki Strike (magic, any mundane substance, ghost touch, overcome hardness) 15.+15 +9 +9 +9 Displacing Stance 35% 17.+17 +10 +10 +10 Perfect Poison, Timeless Body, Freedom of Thought
Fangs: A Python can slowly train himself to bite much more fiercely, even when in Human form. Starting at 4th level a Python treats the damage of his bite attack as if he was one size category larger or gains a bite attack that does 1d6 damage if in Human form. At 16th level a Python treats his bite attack as two sizes larger than he actually is, even in Human form. This ability delays the ability to treat his attacks as magic for overcoming DR until 10th level, but does not delay or hinder the other benefits of his Ki Strike. Springing Attack: A Python can learn to strike from a coiled state to give himself far greater reach than normal. Starting at 7th level, if the Python uses a move action to coil and prepare his body, until the end of his next turn, he can treat all his attacks (including AoOs) as if his natural reach was doubled. This ability replaces the level 15 improvement to Displacing Stance. Perfect Poison: Starting at 17th level a Python can retrain his body to produce poison like a Viper’s. Whenever delivering a bite or unarmed attack, the Python can inject his opponent with poison, dealing initial and secondary damage of 4 Con. A fortitude save negates the effect. The save DC is 10 + ½ the Python's Monk level + the Python's Con mod. This ability replaces the Tongue of the Sun and Moon class features. Tiger Monk Racial Substitution: Tigers often focus on achieving a perfect balance within themselves, caring little for besting others. They seek the monk’s training not for competition, but for a better understanding of their own lives and the world around them. BAB Fort Ref Will Abilities 1. +1 +2 +2 +2 Bonus Feat, Flurry of Blows, Unarmed Strike, Expanded Senses 4. +4 +4 +4 +4 Ki Strike (magic, aligned) 5. +5 +4 +4 +4 Purity of Body, Erratic Advance, Blindsense 20' 9. +9 +6 +6 +6 Balance of Mind 10.+10 +7 +7 +7 Ki Strike (any mundane substance, ghost touch, overcome hardness), Blindsight 40'
Expanded Senses: A Tiger Monk that knows the value of moving with a slow, deliberate purpose can expand his senses, reaching into the surrounding world to find what others would overlook. By giving up the Fast Movement class feature, a Tiger Monk instead gains a cumulative +1 to Spot, Listen, and Sense Motive checks for each time a standard Monk’s Unarmored Speed would increase, and he can make active Spot and Listen checks as a free action once a round. Additionally, he gains Blindsense 20' at 5th level and Blindsight 40' at 10th level. Balance of Body: While some Monks focus on controlling their speed after a fall, many Tiger Monks focus their training on simply not falling. Starting at 4th level, a Tiger Monk gains a +2 bonus on all checks to maintain their balance, including checks to resist being knocked prone. Every two levels thereafter this bonus increases by +1, to +10 at 20th level. Also at 20th level, a Tiger Monk can never be knocked prone while conscious. This replaces the standard Monk's slow fall ability. Balance of Mind: By focusing the mind, many Tiger Monks learn to shrug off effects that would distort the balance of his mind. Any Will save that has a reduced effect after a successful save instead has no effect at all. Additionally, each round while under the influence of a continuing mind affecting effect, the Tiger can make another save to attempt to end the effect. This replaces the Improved Evasion ability most Monks get at 9th level. Feats for Monks:
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« Last Edit: May 16, 2011, 09:42:14 PM by EjoThims »
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« Reply #8 on: August 31, 2008, 02:39:23 PM » |
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Paladin:Traditionally all Cranes were brought up with the zeal and training to be Paladins devoted either to the Creator Gods or a strong personal cause, but in the current world members from all Clans showing such strong devotion are called to the class, as most Cranes have become lost in politics. Those Cranes who take levels in the class often follow the Truthseeker’s path, while most others are trained to focus on the Power of Self alternate class feature. The Paladins of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +1 +2 +0 +2 1 Aura, Detection, Smite 1/encounter, 1 Smite 2. +2 +3 +0 +3 Divine Grace, Lay on Hands 1/day 3. +3 +3 +1 +3 2 Auras, Extra Aura, Divine Health 4. +4 +4 +1 +4 Turn Undead, Lay on Hands 2/day 5. +5 +4 +1 +4 Smite 2/encounter, 2 Smites, Special Mount 6. +6 +5 +2 +5 3 Auras, Lay on Hands 3/day 7. +7 +5 +2 +5 Improved Detection 8. +8 +6 +2 +6 Lay on Hands 4/day 9. +9 +6 +3 +6 4 Auras 10.+10 +7 +3 +7 Lay on Hands 5/day, Smite 3/encounter, 3 Smites 11.+11 +7 +3 +7 2 Extra Auras 12.+12 +8 +4 +8 5 Auras, Lay on Hands 6/day 13.+13 +8 +4 +8 Greater Detection 14.+14 +9 +4 +9 Lay on Hands 7/day 15.+15 +9 +5 +9 6 Auras, Smite 4/encounter, 4 Smites 16.+16 +10 +5 +10 Lay on Hands 8/day 17.+17 +10 +5 +10 Natural Detection 18.+18 +11 +6 +11 7 Auras,Lay on Hands 9/day 19.+19 +11 +6 +11 3 Extra Auras 20.+20 +12 +6 +11 Lay on Hands 10/day, Smite 5/encounter, 5 Smites Alignment: There is no restriction on alignment for Paladins, but alignment modifies some of their ability choices. Multiclass Restrictions: Paladins can freely multiclass without losing the ability to take more levels in the Paladin class. Smite: A Paladin can unleash divine energy into his attacks. At 1st level, a Paladin chooses one of the types of smites listed below. He cannot choose a type opposed to either aspect of his alignment, and gains only half benefit from a type not matching his alignment. Using a smite is a free action that modifies an attack, and can be used once per encounter at 1st level, and an additional time per encounter at level 5 and every five levels thereafter. Only one smite can be used or grant it's benefits at a time, but multiple smites may be used each round. Smites may be used on ranged attacks, but only if the target is within 30'. Each time a Paladin gains a new use of his smite, he also learns a new type. - Smite Evil: A Paladin may use this smite to deal extra good aligned damage to evil creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is non-evil, the smite has no effect, but still consumes the attempt. Against creatures with the evil subtype, this smite deals double damage. This smite is good aligned.
- Smite Good: A Paladin may use this smite to deal extra evil aligned damage to good creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is non-good, the smite has no effect, but still consumes the attempt. Against creatures with the good subtype, this smite deals double damage. This smite is evil aligned.
- Smite Non-Good: A Paladin may use this smite to deal extra good aligned damage to non-good creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is good, the smite has no effect, but still consumes the attempt. This smite is good aligned. Requires Smite Evil.
- Smite Non-Evil: A Paladin may use this smite to deal extra evil aligned damage to non-evil creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is evil, the smite has no effect, but still consumes the attempt. This smite is evil aligned. Requires Smite Good.
- Smite Law: A Paladin may use this smite to deal extra chaotic aligned damage to lawful creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is chaotic, the smite has no effect, but still consumes the attempt. Against creatures with the lawful subtype, this smite deals double damage. This smite is chaotic aligned.
- Smite Chaos: A Paladin may use this smite to deal extra lawful aligned damage to chaotic creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is lawful, the smite has no effect, but still consumes the attempt. Against creatures with the chaotic subtype, this smite deals double damage. This smite is lawful aligned.
- Smite Lawless: A Paladin may use this smite to deal extra lawful aligned damage to non-lawful creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is lawful, the smite has no effect, but still consumes the attempt. This smite is lawful aligned. Requires Smite Chaos.
- Smite Orderly: A Paladin may use this smite to deal extra chaotic aligned damage to non-chaotic creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is chaotic, the smite has no effect, but still consumes the attempt. This smite is chaotic aligned. Requires Smite Law.
- Subduing Smite: A Paladin may use this smite to deal extra subdual damage to any creature. He adds his Cha bonus to his attack roll and does extra damage equal to his Paladin level, but half of it is subdual damage. This smite is neutral aligned.
- Smite Extremes: A Paladin may use this smite to deal extra damage to non-neutral creatures. He adds his Cha bonus to his attack roll and his Paladin level to damage. If the target is true neutral, the smite has no effect, but still consumes the attempt. Against creatures with the both aspects of their alignment non-neutral, this smite deals double damage, but half of it is subdual damage. This smite is neutral aligned. Requires Subduing Smite.
- Elemental Smite: A Paladin may use this smite to deal extra elemental damage. He deals extra fire, acid, cold, or electric damage equal to his Paladin level. Against creatures with an elemental subtype opposed to the type of damage he causes, this damage is doubled. The type of damage may be chosen each day when preparing spells. This smite is neutral aligned.
- Banishing Smite: A Paladin may use this smite to deal extra damage and attempt to banish a creature to it's native plane. Against creatures with the extraplanar subtype he deals extra damage equal to twice his Paladin level, and the target is affected by dismissal with a CL equal to the Paladin's level. This smite is neutral aligned. Requires Elemental Smite.
- Holy Smite: A Paladin may use this smite to deal extra good aligned damage. He adds his Cha bonus to his attack and deals extra damage equal to twice his Paladin level. This smite is good aligned. Requires Smite Evil.
- Unoly Smite: A Paladin may use this smite to deal extra evil aligned damage. He adds his Cha bonus to his attack and deals extra damage equal to twice his Paladin level. This smite is evil aligned. Requires Smite Good.
- Anarchic Smite: A Paladin may use this smite to deal extra chaotic aligned damage. He adds his Cha bonus to his attack and deals extra damage equal to twice his Paladin level. This smite is chaotic aligned. Requires Smite Law.
- Axiomatic Smite: A Paladin may use this smite to deal extra lawful aligned damage. Headds his Cha bonus to his attack and deals extra damage equal to twice his Paladin level. This smite is lawful aligned. Requires Smite Chaos.
- Exalted Smite: A Paladin may use this smite to deal extra good and lawful aligned damage. He deals extra damage equal to twice his Paladin level. Against evil or chaotic creatures, he deals extra damage equal to thrice his Paladin level. Against evil and chaotic creatures, he adds his twice Cha bonus to his attack roll and deals extra damage equal to thrice his Paladin level. This smite is good and lawful aligned. Requires Smite Holy Smite and Axiomatic Smite.
- Independent Smite: A Paladin may use this smite to deal extra good and chaotic aligned damage. He deals extra damage equal to twice his Paladin level. Against evil or lawful creatures, he deals extra damage equal to thrice his Paladin level. Against evil and lawful creatures, he adds his twice Cha bonus to his attack roll and deals extra damage equal to thrice his Paladin level. This smite is good and chaotic aligned. Requires Smite Holy Smite and Anarchic Smite.
- Vile Smite: A Paladin may use this smite to deal extra evil and chaotic aligned damage. He deals extra damage equal to twice his Paladin level. Against good or lawful creatures, he deals extra damage equal to thrice his Paladin level. Against good and lawful creatures, he adds twice his Cha bonus to his attack roll and deals extra damage equal to thrice his Paladin level. This smite is evil and chaotic aligned. Requires Unholy Smite and Anarchic Smite.
- Depraved Smite: A Paladin may use this smite to deal extra evil and lawful aligned damage. He deals extra damage equal to twice his Paladin level. Against good or chaotic creatures, he deals extra damage equal to thrice his Paladin level. Against good and chaotic creatures, he adds twice his Cha bonus to his attack roll and deals extra damage equal to thrice his Paladin level. This smite is evil and lawful aligned. Requires Unholy Smite and Axiomatic Smite.
- Overcoming Smite: A Paladin may use this smite to deal extra unaligned damage. He deals extra damage equal to twice his Paladin level and automatically overcomes all DR the target possesses. Against non-neutral creatures, he deals extra damage equal to thrice his Paladin level. Against creatures with both aspects of their alignment non-neutral, he adds his twice Cha bonus to his attack roll and deals extra damage equal to thrice his Paladin level. This smite is neutral aligned. Requires Banishing Smite and Smite Extremes.
Aura: A Paladin's aura is a powerful thing, radiating his divine energy and spurring him towards his cause. The power of his aura in both aspects of his alignment is equal to his paladin level. Additionally, he can use this energy to the benefit of himself and his allies, or the bane of his enemies. Each aura has a radius of 30'. At 1st level, a Paladin chooses one of the types of auras listed below. At 3rd level and every 3 levels after, a Paladin can learn a new aura or increase the strength of one he already knows. At 1st level, only one aura can be active at a time, but at 3rd level, and every 8 levels thereafter, he can activate another aura at a time. Switching which aura is active is a standard action, but the currently active aura can be suppressed for a round as a free action. - Aura of Courage: The Paladin gains a +8 and each ally gains a +4 morale bonus on saving throws against fear effects. Each time this aura is learned, the bonuses increase by +4 and +2 respectively.
- Aura of Resolve: The Paladin gains a +8 and each ally gains a +4 morale bonus on saving throws against compulsion effects. Each time this aura is learned, the bonuses increase by +4 and +2 respectively.
- Aura of Faith: The Paladin gains a +2 and each ally gains a +1 morale bonus on attacks and damage against creatures with a alignment different from their own. Each time this aura is learned, the bonus increases by +1.
- Heretic's Shame: Enemies with an alignment opposed to the Paladin suffers a -2 and enemies with an alignment different than the Paladin suffers a -1 morale penalty to armor class and attack rolls. Each time this aura is learned, the penalty increases by -2 and -1 respectively.
- Heretic's Purge: Any time an enemy enters the Paladin's aura or ends his turn in the Paladin's aura, he must make a Will save (DC 10 + 1/2 Paladin level + Cha) or take damage equal to the Paladin's class level. Require's Heretic's Shame. Each time this aura is learned, the DC increases by 4, and the damage increases by 1/2 the Paladin's class level. This aura can only affect the same enemy once a round.
- Aura of Light: The Paladin's aura is illuminated with bright light, and he and all allies gain 10 temporary hitpoints each round. These hitpoints overlap. Each time this aura is learned, the amount of temporary hitpoints gained increases by 5.
- Aura of Shadow: The Paladin's aura is considered shadowy illumination, and any attacks against him or his allies have a 10% miss chance. Each time this aura is learned, the amount of miss chance increases by 5%.
- Aura of Health: Anyone who enters the Paladin's aura or ends his turn in the Paladin's aura is affected by positive energy, healing (or taking damage if undead) 5 hit points. Require's Aura of Light. Each time this aura is learned, the amount of healing (or damage) increases by 3. This Aura affects the Paladin and his allies as well.
- Aura of Wilt: Anyone who enters the Paladin's aura or ends his turn in the Paladin's aura is affected by negative energy, taking damage (or healing if undead) 5 hit points. Require's Aura of Shadow. Each time this aura is learned, the amount of damage (or healing) increases by 3. This Aura affects the Paladin and his allies as well.
Detection: A Paladin can detect energies opposing his own. A Paladin can cast Detect Good, Detect Evil, Detect Law, or Detect Chaos, depending on alignment; Paladins with one or both aspects of their alignment Neutral can cast Detect Magic (a Lawful Good Paladin can cast Detect Evil and Detect Chaos and a Chaotic Neutral Paladin can cast Detect Law and Detect Magic, for example). The Paladin casts these as spell-like abilities at will with a CL equal to his character level. Instead of the normal cone, these spells take the shape of a sphere with a radius equal to the length of the standard cone. The spells still require concentration to be effective, however, so two types cannot be detected at once. Improved Detection: At 7th level, a Paladin learns to detect the nuances of many different energies, even if they do not oppose his own. He can cast Detect Good, Detect Evil, Detect Law, Detect Chaos, and Detect Magic as spell-like abilities at will with a CL equal to his character level regardless of his alignment. Additionally, he gains all information provided by the spells in their first round. Greater Detection: Starting at 13th level, a Paladin learns to expand his senses, allowing him to cast his Detect Good, Detect Evil, Detect Law, Detect Chaos, and Detect Magic spell-like abilities all at once with a single standard action and maintain focus on all of them with the same concentration. Additionally, he is never stunned by overwhelming auras. Natural Detection: At 17th level, a Paladin's senses for energies becomes intuitive, and he automatically detects the presence of any strong or overwhelming auras that would be detected by Detect Good, Detect Evil, Detect Law, Detect Chaos, or Detect Magic. Additionally, he may cast his Detect Good, Detect Evil, Detect Law, Detect Chaos, and Detect Magic spell-like abilities all at once with a single free action. Lay on Hands: A Paladin can use his Lay on Hands ability an additional time each day at level 4 and every 2 levels thereafter. Additionally, a Paladin can burn multiple uses of Lay on Hands at once to cure various affects. Two uses may be used to cast Remove Disease or Remove Paralysis and three uses may be used to cast Remove Curse or Remove Blindness/Deafness. Spellcasting: Paladins use the Bard progression for spells per day, though they gain no 0 level spells. They thus gain spellcasting at 2nd level, and can cast up to 6th level spells. Paladin spellcasting is keyed off Charisma, not Wisdom, and they still know all spells on their list at each level. Spells: Paladins add the following spells at the listed level to the list of Paladin spells they can cast: 1: Nimbus of Light, Ebon Eyes, Healthful Rest 2: Close Wounds 3: Weapon of Impact, Spark of Life, Mass Aid 4: Mass Shield of Faith, Positive Energy Aura 5: Mass Bear's Endurance, Mass Eagle's Splendor, Mass Bull's Strength, Mass Owl's Wisdom, Commune, Hallow, Radiant Assault, Visage of the Diety, Zealot Pact, Ghost Trap, Lucent Lance, Divine Agility 6: Heal, Heroe's Feast, Undeath to Death, Mass Cure Moderate Wounds, Dictum, Holy Transformation, Resurrection, Undeath's Eternal Foe, Greater Visage of the Diety, Mass Restoration, Lion's Roar, Revivify Truthseeker: Some Paladins in Verold choose to focus on weeding out deception. For them, lies and illusions are the greatest of evils. Code of Conduct: In addition to the rest of their code, a Truthseeker must never knowingly tell a lie. This does not prevent other forms of deception, however.
Detect Lies: In place of other detection spells based on alignment, a Truthseeker can cast Discern Lies as a spell-like ability at will with a CL equal to his character level. Instead of the normal targets, this spell takes the shape of a sphere with a 60' radius.
Improved Detection: At 7th level, a Truthseeker may cast Detect Thoughts as a spell-like ability at will with a CL equal to his character level. He gains all information provided by the spell in the first round, including the ability to read surface thoughts. Instead of the normal cone, the spell takes the shape of a sphere with a radius equal to the length of the standard cone.
Greater Detection: Starting at 13th level, a Paladin learns to expand his senses, allowing him to cast his Discern Lies and Detect Thoughts spell-like abilities with a single standard action and maintain focus on both of them with the same concentration. Additionally, their range expands to a 120' sphere.
Natural Detection: At 17th level, a Paladin's senses for lies becomes intuitive, and he is constantly under the affects of his Discern Lies and Detect Thoughts spell-like abilities, and they persist without the need for concentration.
Aura: Protection from Illusion: This unique aura is available only to Truthseekers. The Truthseeker gains a +8 and each ally gains a +4 morale bonus on saving throws against illusion effects. Each time this aura is learned, the bonuses increase by +4 and +2 respectively.
Gaze of Truth: Truthseekers add their class level as a bonus to all Sense Motive checks made to oppose a Bluff and on Spot checks to see through a Disguise. A Truthseeker can also attempt to destroy illusion affects as if turning undead with HD equal to the CL of the spell. If the spell is successfully 'turned,' it is destroyed as if by a targeted Dispel Magic. This ability replaces the Turn Undead class feature, but counts as it for filling prerequisites and for all affects that modify Turn Undead.
Eyes Unclouded:Truthseekers are adapted to seeing what others cannot, and bend the power of their spells to aid this end. Truthseekers add the following spells at the listed level to the list of Paladin spells they can cast:
1: See Invisibility, Detect Secret Doors, Find Traps, Detect Snares and Pits 2: Arcane Sight, Locate Object 3: Clairvoyance, Detect Scrying 4: True Seeing, Locate Creature 5: Prying Eyes, Analyze Dweomer, Zone of Revelation 6: Vision, Moment of Prescience, Probe Thoughts
Paladin of Self:Many Paladins in Verold are taught to fuel their combat prowess, turning their own body into a righteous tool, instead of relying on divine intervention to ward off disease and harmful effects or provide allies in combat. These Paladins give up the Special Mount and Lay on Hands class features, but instead gain bonuses to their combat prowess. Code of Conduct: In addition to the rest of their code, a Paladin of Self must never knowingly pollute his body with a toxin, including drugs or alcohol.
Bonus feats: The more martial nature of the Paladin of Self grants them extra feats at 1st level and every 4 levels thereafter. These feats must be selected from the list of Fighter or Divine feats.
Charging Smite: A Paladin of Self focusing divine energy through an already powerful attack can deal tremendous damage. When using a Smite attack in conjunction with a charge, the Paladin of Self deals an extra 2 points of damage per paladin level, even if the subject is not affected by the smite itself. If the subject is affected by the Smite attack, the normal Smite damage applies as well, and all damage from the attack overcomes any damage reduction or hardness of the target.
Strength of Wrath:Paladins of Self focus their holy energies into enhancing their own bodies. Paladins of Self add the following spells at the listed level to the list of Paladin spells they can cast:
1: Aura of Faith, Aid 2: Align Weapon, Magic Vestment 3: Searing Light, Divine Power 4: Freedom of Movement, Disrupting Weapon 5: Righteous Might, Spell Resistance, Brilliant Blade 6: Shield of Law, Forbiddance, Brilliant Aura Crane Paladin Racial Substitution: Cranes that can pull themselves out of politics often rediscover the zeal that drove them to be leaders in the first place. They are faithful allies and imposing opponents, even more than the standard Paladin. BAB Fort Ref Will Abilities 1. +1 +2 +0 +2 1 Aura, Detection, Smite 2/encounter, 1 Smite, Zealous Smite 5. +5 +4 +1 +4 Smite 3/encounter, 2 Smites, Leadership Zealous Smite: A Crane Paladin can use multiple uses of his smite ability in one attack. The number of uses being consumed must be declared before the attack, and all declared are wasted if the attack misses. After a successful smite using this ability, a Crane Paladin is exhausted for a number of rounds equal to the number of smite uses consumed. Additionally, the Crane can make one extra Smite per encounter. Aura: Inspiring Aura: This unique aura is available only to Crane Paladins. The Crane gains a +8 and each ally gains a +4 morale bonus on skill checks. Each time this aura is learned, the bonuses increase by +4 and +2 respectively. Rallying Command: At 5th level, a Crane Paladin gains the Leadership feat, even if not meeting the prerequisites. If the Crane Paladin chooses to call a cohort that matches his alignment, the Crane adds his paladin level to his leadership score. This ability replaces the standard Paladin’s Special Mount and Lay on Hands class features Feats for Paladins:
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« Last Edit: May 28, 2011, 04:31:26 PM by EjoThims »
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EjoThims
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Grape ape

Posts: 1945
The Ferret
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« Reply #9 on: August 31, 2008, 02:42:50 PM » |
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Ranger:Trackers and Hunters from all Clans, as well as many of those devoted to fighting the crime and corruption in the larger cities find appeal in a Ranger’s methods, though their connection to the wild makes them more common on the fringes of society, often grouping with Druids and Barbarians to continue their watch of their animal charges. Many Rangers choose either the Champion of the Wild or the Solitary Hunter variant class feature to enhance their Hunting prowess while working closely with Druids. The Rangerss of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +0 +2 +2 +0 Track, Wild Empathy, Animal Companion, Shapeshift 2. +1 +3 +3 +0 Animal Aspect 3. +2 +3 +3 +1 Endurance, Surrogate Spellcasting 4. +3 +4 +4 +1 Scent 5. +3 +4 +4 +1 1st Favored Enemy 6. +4 +5 +5 +2 Natural Shapeshift 7. +5 +5 +5 +2 Woodland Stride, Multi-attack 8. +6 +6 +6 +2 Swift Tracker 9. +6 +6 +6 +3 Evasion 10.+7 +7 +7 +3 2nd Favored Enemy 11.+8 +7 +7 +3 Improved Natural Attack 12.+9 +8 +8 +4 Improved Scent 13.+9 +8 +8 +4 Camoflauge 14.+10 +9 +9 +4 Improved Multi-attack 15.+11 +9 +9 +5 3rd Favored Enemy 16.+12 +10 +10 +5 Uncanny Scent 17.+12 +10 +10 +5 Hide in Plain Sight 18.+13 +11 +11 +6 19.+14 +11 +11 +6 4th Favored Enemy 20.+25 +12 +11 +6 5th Favored Enemy
Spells Per Day 0 1 2 3 4 5 6
1. - - - - - - - 2. - 0 - - - - - 3. - 1 - - - - - 4. - 2 0 - - - - 5. - 3 1 - - - - 6. - 3 2 - - - - 7. - 3 2 0 - - - 8. - 3 3 1 - - - 9. - 3 3 2 - - - 10. - 3 3 2 0 - - 11. - 3 3 3 1 - - 12. - 3 3 3 2 - - 13. - 3 3 3 2 0 - 14. - 3 3 3 3 1 - 15. - 4 3 3 3 2 - 16. - 4 4 3 3 2 0 17. - 4 4 4 3 3 1 18. - 4 4 4 3 3 2 19. - 4 4 4 4 4 3 20. - 4 4 4 4 4 4
Animal Compaion: Rangers gain their animal companions at first, and their effective druid level is equal to their ranger level. Additionally, they can share spells with their animal companion at any range. Shapeshift: As the PHB 2 Druid variant, except the Ranger does not lose his animal companion. This ability is separate from their ability to take animal form. Animal Aspect: At 2nd level, Rangers gain the Animal Aspect feat as a bonus feat, even if they do not meet the prerequisites. Surrogate Spellcasting: Rangers gain the Surrogate Spellcasting feat as a bonus feat at 3rd level, even if they do not meet the prerequisites. This allows them to cast spells while shapeshifted, despite the normal restrictions. Scent: At 4th level, Rangers gain scent when shapeshifted. Favored Enemy: Rangers do not gain their first favored enemy until 5th level. Natural Shapeshift: At 6th level, the Ranger melds his shapeshifting with his natural Animal Form. He can combine the affects of both, including all ability score adjustments and natural attacks, though he is limited to the size and shape of his Animal Form. Improved Multi-attack: Rangers gain the Improved Multi-attack feat as a bonus feat at 7th level, even if they do not meet the prerequisites. This replaces the standard Ranger's combat style. Improved Scent: At 8th level, Rangers gain Improved Scent as a bonus feat, even if not meeting the prerequisites. Improved Natural Attack: Starting at 11th level, a Ranger treats all his natural attacks as if he were one size category larger. This replaces the standard Ranger's improved combat style. Uncanny Scent: At 12th level, Rangers gain Uncanny Scent as a bonus feat, even if not meeting the prerequisites. Improved Rapidstrike: At 14th level, Rangers gain the Improved Rapidstrike feat as a bonus feat, even if they do not meet the prerequisites. This replaces the standard Ranger's combat style mastery. Spellcasting: Rangers use the Bard progression for spells per day, though they gain no 0 level spells, and they still know all spells on their list at each level. They thus gain spellcasting at 2nd level, and can cast up to 6th level spells. Spells: Rangers add the following spells at the listed level to the list of Ranger spells they can cast: 1: Bite of the Wererat, Briar Web 2: Bite of the Werewolf, Spiderskin, Girallon's Blessing 3: Bite of the Wereboar, Enhance Wild Shape, Essence of the Raptor, Jaws of the Wolf 4: Bite of the Weretiger, Cloak of the Sea, Dire Hunger, Heal Animal Companion, Owl's Insight 5: Storm of Elemental Fury, Shifting Paths, Aura of Vitality, Brilliant Blade, Dinosaur Stampede, Bite of the Werebear, Anger of the Noonday Sun, Phantom Wolf, Mass Bear's Endurance, Mass Bull's Strength, Find the Path, Move Earth, Mass Owl's Wisdom 6: Phantom Bear, Nature's Avatar, Brilliant Aura, Mass Awaken, Animal Shapes, Control Weather, Heal, True Seeing, Wind Walk, Shapechange Champion of the Wild: Champions of the Wild are Rangers who chose to train their bodies and minds to become accomplished hunters and warriors without relying on spells. Animal Spirit: Some Rangers in Verold prefer to stalk their enemies with a silent, studied dedication, free from any distractions. These solitary hunters give up the ability to call an animal companion, but focus on developing their own Animal Spirit instead. As they grow in power, the forms they shapeshift into grow stronger and fiercer, and eventually they learn to harness this spirit even when not shapeshifted. A Coyote Ranger who gives up his racial animal companion gains additional benefits. A Ranger's Animal Spirit grants him special bonuses when he uses his shapeshift ability. Class Ability Special Level Bonus Abilities
1st-2nd +0 Alertness, Expanded Empathy 3rd-5th +2 Relentless Will 6th-8th +2 Contain Spell (2nd or lower) 9th-11th +4 Hybrid Spirit 12th-14th +4 Animal Mind 15th-17th +6 Contain Spell (4th or lower) 18th-20th +6 Contain Spell (6th or lower) Class Level: The character's Ranger level. Ability Bonus: The Ranger gains a bonus to his Strength, Dexterity, or Constitution score when shapeshifting. This bonus is in addition to those of the form he shapeshifts into. He may choose each morning which is affected, and he may switch it at any time later by spending a full minute of concentration. This concentration provokes attacks of opportunity, and if interrupted fails to change the affected ability. A Coyote Druid who has given up his animal companion gains a second ability boost of one step lower, but it must be applied to a different ability. Expanded Empathy: A Ranger's connection with all animals extends his natural empathy with animals of his type. He gains a +4 bonus on charisma checks in relation to all animals. Relentless Will: A Ranger's spirit drives him to action past normal limits. At 3rd level he continues to fight without penalty even when disabled or dying. This ability fulfills any prerequisites requiring the Diehard feat. If he already has Diehard or a similar ability, he adds his Con score to the amount of damage he can take below 0 before dying. A Boar Ranger with an 18 Con, for example, would die at -28 hp instead of -10. Contain Spell: At 6th level, the Animal Spirit within a Ranger is able to store some of his magical energy. When choosing his Ability Bonus, the Ranger may also cast a spell of 2nd level or lower to contain in the Animal Spirit. From that point on, when using his shapeshift ability, he gains the benefits of that spell as if it had just been cast without needing to use an extra action or consume a spell slot. At 15th level, the Animal Spirit can contain a spell of 4th level or level. At 18th level, the Animal Spirit can contain a spell of 6th level or level. A Coyote Druid who has given up his animal companion can have his Animal Spirit contain two spells, but the second must be a lower level than the first. Hybrid Spirit: Starting at 9th level, the Ranger's connection to his Animal Spirit reawakens his Hybrid Form, granting him Hybrid Recovery as a bonus feat, even if he does not meet the prerequisites. Additionally, while shapeshifting he may add the ability bonuses, special abilities, fast healing, and natural attack forms of his Hybrid Form in place of those of his Animal Form, but doing so gives his shapeshift form a distroted, dire appearance and consumes rounds from his Hybrid Form's duration. A Coyote Druid who has given up his animal companion additionally gains Hybrid Strength as a bonus feat, even if not meeting the prerequisites. Animal Mind: A Ranger learns to take on the mind of the animals he shapeshifts into. Starting at 12th level, he counts as having the animal type when shapeshifted. This allows him to benefit from spells that affect animals and means he cannot be affected by effects that specifically target humanoids unless they also affect animals. Even when not shapeshifted, he gains a +4 bonus against such effects.
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« Last Edit: November 18, 2011, 08:19:37 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #10 on: August 31, 2008, 02:47:53 PM » |
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Rogue:In Verold Rogues are most commonly Ferrets who apply their skills and abilities as much to the skills to get them through every day life as to getting them out of the trouble their curious natures can cause. Rogues from other Clans are usually either part of powerful crime rings or members of city defense forces, though some of the shiftier Clan members use the Rogue class to tread a delicate life just short of criminal. Many rogues in smaller towns and in the wild take the Wilderness Rogue substitution. The Rogues of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities. BAB Fort Ref Will Abilities 1. +0 +0 +2 +0 Sneak Attack +1d6, Trapfinding, Hide in Plain Sight (cover) 2. +1 +0 +3 +0 Evasion, Quick Draw 3. +2 +1 +3 +1 Sneak Attack +2d6, Danger Sense +1 4. +3 +1 +4 +1 Uncanny Dodge, Deceive Item, Combat Style 5. +3 +1 +4 +1 Sneak Attack +3d6, Hide in Plain Sight (shadows) 6. +4 +2 +5 +2 Danger Sense +2, Special Ability 7. +5 +2 +5 +2 Sneak Attack +4d6 8. +6 +2 +6 +2 Improved Uncanny Dodge, Special Ability, Improved Combat Style 9. +6 +3 +6 +3 Sneak Attack +5d6, Danger Sense +3 10.+7 +3 +7 +3 Special Ability 11.+8 +3 +7 +3 Sneak Attack +6d6 12.+9 +4 +8 +4 Danger Sense +4, Special Ability 13.+9 +4 +8 +4 Sneak Attack +7d6 14.+10 +4 +9 +4 Special Ability 15.+11 +5 +9 +5 Sneak Attack +8d6, Danger Sense +5, Combat Style Mastery 16.+12 +5 +10 +5 Special Ability 17.+12 +5 +10 +5 Sneak Attack +9d6 18.+13 +6 +11 +6 Danger Sense +6, Special Ability 19.+14 +6 +11 +6 Sneak Attack +10d6 20.+15 +6 +11 +6 Special Ability Hide in Plain Sight: Starting at 1st level, a Rogue can use the Hide skill as long as he has at least partial cover, even while being observed. At 5th level, as long as he is within 10' of some sort of shadow (other than his own), a Rogue can hide himself from view in the open without anything to actually hide behind. Quick Draw: At 2nd level, Rogues gain the Quick Draw feat as a bonus feat, even if they do not meet the prerequisites. Danger Sense: At 3rd level, Rogues gain an intuitive sense that alerts them to danger. They gain a +1 bonus to Reflex saves, a +1 dodge bonus to AC, and a +1 bonus on initiative. This bonus improves by +1 every three levels (to +6 at 18th level). This ability only works when wearing light or no armor. Deceive Item: At 4th level and higher, a Rogue learns to more easily trick magic items made for the use of other characters. When making a Use Magic Device check, a Rogue can take 10 even if distracted or threatened, and even though that is not normally an option for the skill. Special Ability: Rogues in Verold gain these abilities starting at 6th level, and gain an additional ability every even level thereafter. Skill Tricks can be taken in place of a special ability, and two special abilities can be traded in for a feat (but not a bonus feat, all prerequisites of the chosen feat must be met). Combat Style: At 4th level, a Rogue must select one of two combat styles to pursue, archery or two-weapon combat. This choice affects that character's class features but does not restrict his selection of feats or special abilities in any way. If the Rogues selects archery, he is treated as having the Point Blank Shot and Rapid Shot feats, even if he does not have the normal prerequisites for the feats. If the Rogue selects two-weapon combat, he is treated as having the Two-weapon Fighting and Two-weapon Defense feats, even if he does not have the normal prerequisites for the feats. The benefits of the Rogue's chosen style apply only when he wears light or no armor. Improved Combat Style: At 8th level, a Rogue's aptitude in his chosen combat style improves. If he selected archery, he is treated as having the Precise Shot and Manyshot feats, even if he does not have the normal prerequisites for the feats. If he selected two-weapon combat, he is treated as having the Two-Weapon Attack of Opportunity feat, even if he does not have the normal prerequisites. Combat Style Mastery: At 15th level, a Rogue's aptitude in his chosen combat style improves again. If he selected archery, he is treated as having the Improved Rapidshot and Improved Precise Shot feats, even if he does not have the normal prerequisites for the feats. If he selected two-weapon combat, he is treated as having the Rapid Blitz and Two-Weapon Rend feats, even if he does not have the normal prerequisites for the feats. Wilderness Rogue: Putting their natural aptitude towards survival in the wild instead of in cities or cramped caves, Wilderness Rogues offer a unique twist not duplicated by the ranger or scout. Skills: A Wilderness Rogue removes Appraise, Decipher Script, Forgery, Diplomacy, and Gather Information from the list of class skills. These are replaced by Ride, Knowledge(geography), Knowledge(nature), Survival, and Handle Animal.
Track: A Wilderness Rogue gains Track as a Bonus feat. This replaces the standard rogue’s Trapfinding.
Disguise Sound: Starting at 7th level, a Wilderness Rogue can make a disguise check to mask the sounds of his movements and voice as that of another animal. Attempting this requires objects made from or used by the creature to be mimicked. This special use of the disguise skill gains a +2 benefit from having 5 or more ranks in Survival and a +2 benefit from having 5 or more ranks in Knowledge(nature) and is opposed by either Listen or Knowledge(nature), whichever would give a better result. It otherwise follows all the normal rules for disguise.
Wild Sense: A Wilderness Rogue's Danger Sense also applies a bonus to Track, Survival, and Knowledge(nature).
Special Ability: A Wilderness Rogue adds Woodland Stride and Trapfinding to the list of special abilities he can take starting at 6th level.
Disguise Scent: Starting at 13th level, a Wilderness Rogue can make a disguise check to mask his scent as that of another animal or plant. Attempting this requires objects made from or used by the creature or plant attempting to be mimicked. This special use of the disguise skill gains a +2 benefit from having 5 or more ranks in Survival and a +2 benefit from having 5 or more ranks in Knowledge(nature) and is opposed by either Survival or Knowledge(nature), whichever would give a better result. It otherwise follows all the normal rules for disguise. Ferret Rogue Racial Substitution: Ferrets in Verold find work and fun doing just about anything you can imagine. They pick up a plethora of skills, know a vast number of people, and are fond of tinkering with anything they can get their hands on. BAB Fort Ref Will Abilities 1. +0 +0 +2 +0 Sneak Attack +1d6, Social Sense, Hide in Plain Sight 4. +3 +1 +4 +1 Interesting Tidbit, Deceive Item, Combat Style 8. +6 +2 +6 +2 Structural Weakness, Special Ability, Improved Combat Style
Skills: A Ferret Rogue is able to bend their natural aptitude and curiosity further than most others, and gains 10 skills points instead of the standard 8 each time he takes a level of the Ferret Rogue Racial Substitution class. Social Sense: Ferret Rogues are comfortable maneuvering in social situations. Starting at 1st level, a Ferret can always take 10 on Bluff, Gather Information, and Sense Motive checks. Additionally, a Ferret Rogue gains a bonus to these abilities from his Danger Sense ability. This ability replaces the Trapfinding ability, though a Ferret Rogue has the option to regain Trapfinding by expending one of the Special Abilities they gain starting at 6th level. Interesting Tidbit: A Ferret Rogue knows all variety of random knowledge, though usually nothing that can actually be deemed useful in it’s own right. A Ferret Rogue of 4th level and higher adds his class level any time he makes a knowledge check. Additionally, if successful by 10 or more on any Aid Other check not made in combat, the ally adds half the Ferret Rogue’s class level instead of the usual +2. This ability replaces Uncanny Dodge. Structural Weakness: Ferret Rogues are used to building and creating; they leave enough projects in ruins to find the weak spots in another’s. A Ferret Rogue ignores hardness when attacking inanimate objects and can make critical hits and sneak attacks against constructs. This ability replaces the Improved Uncanny Dodge class feature. Rat Rogue Racial Substitution: Rats often focus on making themselves familiar with poison and disease and it's uses to wear down opponents, and eventually build up such a diverse tolerance to it that they are personally unaffected even by unfamiliar poisons. BAB Fort Ref Will Abilities 1. +0 +0 +2 +0 Sneak Attack +1d6, Hide in Plain Sight (cover), Poison Use, Poison Strike 4. +3 +1 +4 +1 Swift Application, Deceive Item, Combat Style 8. +6 +2 +6 +2 Special Ability, Improved Combat Style, Free Application, Poison Familiarity Poison Use: Rat Rogues are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. This ability replaces the Trapfinding ability, though a Rat Rogue has the option to regain Trapfinding by expending one of the Special Abilities they gain starting at 6th level. Poison Strike: Rat Rogues quickly learn how to best utilize their poisons. They gain the Poison Strike feat as a bonus feat. Additionally, they are always treated as having sacrificed to the feat 1d6 more sneak attack damage than they actually, even if actually sacrificing 0. Swift Application: Rat Rogues can apply poisons as a swift action, including the disease from their Infested racial ability. This ability replaces Uncanny Dodge. Free Application: Rat Rogues can apply poisons as a free action, including the disease from their Infested racial ability. This ability replaces Improved Uncanny Dodge. Poison Familiarity: A Rat Rogue becomes so familiar with poisons that he builds up a total tolerance to them and can create them with ease. He is immune to all mundane and supernatural poisons and venoms, and when crafting poisons takes only half as long. Feats for Rogues:
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« Last Edit: February 04, 2010, 12:25:56 AM by EjoThims »
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« Reply #11 on: August 31, 2008, 02:52:25 PM » |
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Sorceror:Most Sorcerors in Verold are tricksters, calling upon their innate magical nature to perform illusions and entertain audiences, though others, especially Foxes, turn these tricks to a darker end, manipulating those around them for personal gain. Many dedicated Sorcerors in Verold choose the Arcane Reabsorbtion alternate class features. Arcane Reabsorbtion: Fox Sorceror Racial Substitution: Fox Sorcerors tend to focus on their natural affinity to illusions. They are tricksters who specialize in manipulating the senses of those around them. BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Practiced Illusionist 5. +2 +1 +1 +4 Sight Shaper 7. +3 +2 +2 +5 Dedicated Illusions Practiced Illusionist: By dedicating time to the practice of creating better illusions, a Fox Sorceror learns how to enhance them without spending extra effort. Starting at 1st level he can modify illusion spells with metamagic without increasing the casting time of the spell. This allows him to benefit from the feat Quicken Spell. By learning this ability, however, the Fox Sorceror is limited to choosing illusions as his 1st level spells known at first level. Sight Shaper: Fox Sorcerors can learn how to trick the senses even when not using magic. Starting at 5th level, Hide and Move Silently become class skills. Also starting at 5th level, any time a Fox Sorceror casts an illusion spell, he gains a bonus to Bluff, Hide, and Move Silently equal to the spell’s level. This bonus lasts for as long as the spell is still in effect (minimum of one round). Additionally, the Fox learns two new 2nd level spells at 5th level, instead of the usual one, but both must be illusions. Dedicated Illusions: A Fox Sorceror who dedicates himself to illusions learns to call upon them without taxing his system nearly as much. If he has taken all three levels in the Fox Sorceror racial substitution, starting at 7th level, he can, once per encounter, cast any illusion spell he knows without consuming any spell slots as a swift action whenever casting any other spell.
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« Last Edit: February 26, 2009, 03:59:00 AM by EjoThims »
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« Reply #12 on: August 31, 2008, 02:55:23 PM » |
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Wizard:The studious Ravens and other scholars at their universities and libraries often turn their attention to the study of magic through the discipline of the Wizard class, though the majority of the Clans and their members place a greater emphasis on the tangible and physical aspects of their life and world. In smaller communities especially, a Wizard’s arcane magic is seldom seen, sometimes even mistrusted, while the divine magic of Paladins and Druids is seen as a mundane occurrence. Raven Wizard Racial Substitution: Ravens approach the arcane with a studied, scientific patience, and they can its forces in ways others cannot as a result of this detailed knowledge. BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Lingering Spell, Scribe Scroll 1. +1 +0 +0 +3 Summon Familiar 6. +3 +2 +2 +5 Studious Metamagic 10.+5 +3 +3 +7 Rigorous Casting Lingering Spell: Starting at 1st level, a Raven Wizard adds his Int bonus (in the applicable unit; rounds, minutes, etc) to the duration of all spells with a duration other than instantaneous or permanent, even those spells that are normally limited to only concentration for their duration. Discharged spells still end as soon as discharged. This ability causes the Raven to treat his Wizard level as one level lower for all purposes relating to his familiar, delaying his ability to acquire one until 2nd level. Studious Metamagic: At 6th level, Raven Wizards learn to adapt spells with metamagic as they are being cast. A number of times per day equal to half his Int bonus (minimum 1), he can spontaneously apply any metamagic feat he knows to any spell without changing the spell’s level or cast time, even if the spell was prepared normally. Choosing this option permanently reduces the number of spells the Wizard can cast of his highest two levels by 1 per day. Rigorous Casting: Ravens have learned to combine the energy from weaker spells, bending their magic to fuel far more powerful spells. Unfortunately, much energy is also lost in the process. Starting at 10th level, a Raven Wizard can use a higher level spell by sacrificing twice as many spell levels from spells of a lower level. An 11th level Raven, for example, could sacrifice 10 combined spell levels from spell slots of levels one 1 through 4 to cast a 5th level spell, even if he could not normally cast any more 5th level spells that day. This ability replaces the bonus metamagic feat normally granted at 10th level.
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« Last Edit: February 26, 2009, 03:57:27 AM by EjoThims »
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« Reply #13 on: September 18, 2008, 04:53:37 AM » |
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Psychic Archer: “Moving things with the power of your mind may not be the pinnacle of mental prowess, but I’ve got very good at it indeed.” –Maldeve Barem, Raven Pyschic Archer With the help of the Conspiracy of Minds, a small number of naturally telekinetic individuals among the Clans have learned to harness their ability as a weapon and simultaneously disguise it to appear as more mundane magic. Base Attack Bonus: Average BAB Saves: Good Will and Reflex; Poor Fortitude Hit Die: d6 Class Skills: The Psychic Archer’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), and Swim (Str). Skill Points at 1st Level: (4+Int Modifier)x4 Skill Points at Each Additional Level: 4+Int modifier. BAB Fort Ref Will #Inv Abilities 1. +0 +0 +2 +2 Telekinesis, Telekinetic Shot, Barrage, Wild Talent 2. +1 +0 +3 +3 Point Blank Shot 3. +2 +1 +3 +3 1 Least Invocations 4. +3 +1 +4 +4 Energy Ball 5. +3 +1 +4 +4 2 Adaptive Energy Ball (Forceful), Returning Telekinesis 6. +4 +2 +5 +5 Telekinetic Burst (Spread) 7. +5 +2 +5 +5 3 Precise Shot 8. +6 +2 +6 +6 9. +6 +3 +6 +6 4 Lesser Invocations 10.+7 +3 +7 +7 Adaptive Energy Ball (Concussive), Improved Energy Ball 11.+8 +3 +7 +7 5 Elemental Energy 12.+9 +4 +8 +8 Telekinetic Burst (Cone) 13.+9 +4 +8 +8 6 Deflective Telekinesis 14.+10 +4 +9 +9 Improved Telekinesis, Improved Telekinetic Shot 15.+11 +5 +9 +9 7 Adaptive Energy Ball (Explosive), Greater Invocations 16.+12 +5 +10 +10 17.+12 +5 +10 +10 8 Volley 18.+13 +6 +11 +11 Telekinetic Burst (Line) 19.+14 +6 +11 +11 9 Far Shot 20.+15 +6 +12 +12 Meta-Energy Ball
Class Features:Weapon and Armor Proficiencies: Psychic Archers are proficient with simple weapons and light armor. Wild Talent (Ex): A Psychic Archer gains Wild Talent as a bonus feat. This allows them to maintain a psionic focus. Telekinesis (Ps): Telekinetic Shot (Ps): Barrage (Ps): As long as he is psionically focused, Psychic Archers can release several objects he carries in a barrage of attacks, though at the cost of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity or other attacks made before his next action. When a Psychic Archer reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A Psychic Archer must use a full attack action to use barrage. A Psychic Archer using Barrage gains a second extra attack at 5th level, a third extra attack at 10th level, and a 4th extra attack at 15th level. Point Blank Shot (Ex): At 2nd level, the strength of the Psychic Archer’s telekinetic abilities improves. He gains the Point Blank Shot feat as a bonus feat, even if not meeting the prerequisites. If he already has Point Blank Shot, he may instead choose any feat that has Point Blank Shot as a prerequisite, so long as he meets the requirements. Psionic Invocations (Ps):Energy Ball (Ps): Starting at 4rd level, the Psychic Archer can use his abilities to pull energy from the air around him, creating a potent weapon. This ball of energy deals 2d8 force damage, is carried until dropped or used with Telekinetic Shot (as a ranged touch attack), has a range increment of 30’ (and can be used out to 5 range increments, as a thrown weapon), threatens a critical on a 20, and has a critical multiplier of x2. Energy Balls count as ammunition against the Psychic Archer’s limit on carried objects. Creating and ‘picking up’ the energy ball requires a full round action, and can only be done when the Psychic Archer is psionically focused. Energy Balls are consumed as ammunition.
At 8th level, the Psychic Archer can form and ‘pick up’ Energy Balls as a move action.
Starting at 12th level, the Psychic Archer can form and ‘pick up’ his Energy Balls as a swift action.
Starting at 16th level, the Psychic Archer can form and ‘pick up’ his Energy Balls as a free action. He cannot form more in a single round than he can normally carry, however.
Adaptive Energy Ball (Ps): Starting at 5th level, a Psychic Archer can, once a round, if psionically focused, add a burst of telekinetic power when striking with an energy ball. Doing so, however, causes the Psychic Archer to lose his psionic focus immediately after the attack is resolved.
Forceful: At 5th level, the Psychic Archer can make his energy balls strike with a force that knocks opponents back. If the energy ball successfully hits, the Psychic Archer makes a special Bull Rush attempt, adding his Cha in place of Str, and gaining a bonus equal to the damage done by the attack.
Concussive: At 10th level, the Psychic Archer can imbue his energy balls with a psionic impulse that disorients and confuses the target. If the energy ball successfully hits, the target must succeed on a Fortitude save (DC equal to 10 + Cha mod + damage done) or be stunned for 1d4-1 (minimum 1) rounds. This is a mind-affecting effect.
Explosive: At 15th level, the Psychic Archer can cause his energy balls to violently explode. The Energy Ball is launched at a target square (AC 10), and everyone within 15’ takes half of the damage done by the energy ball and suffers its effect. A successful Reflex save (DC equal to 15 + 1/2 Psychic Archer’s class level + Cha mod) completely negates the damage and effects of the Energy Ball.
Returning Telekinesis (Ps): Telekinetic Burst (Ps):Precise Shot (Ex): At 7th level, the Psychic Archer’s control of his telekinetic powers increases greatly. He gains the Precise Shot feat as a bonus feat, even if not meeting the prerequisites. If he already has Precise Shot, he may instead choose any feat that has Point Blank Shot as a prerequisite, so long as he meets the requirements. Elemental Energy (Ps):Improved Energy Ball (Ps): Deflective Telekinesis (Ps): Improved Telekinesis (Ps): Improved Telekinetic Shot (Ps):Volley (Ps): Far Shot (Ex): Starting at 19th level, the Psychic Archer’s telekinetic strength further improves. He gains the Far Shot feat as a bonus feat, even if not meeting the prerequisites. If he already has Far Shot, he may instead choose any feat, so long as he meets the requirements. Meta-Energy Ball (Ps): Playing a Psychic Archer:As a Psychic Archer, you try to keep your distance from a fight, as that is the strength in both your attacks and your defenses. You tend to rely on wit and will to get by when violence isn’t called for, and when questioned you pass your abilities off as magical, because how else could you summon balls of fire from the air and send them zipping after your foes?
Combat: You tend to stay at the back of the fray; using the intense control your training has given you to bend the path of your projectiles around your allies. If engaged too closely, you can expend your focus to push enemies away or knock them away with specially enhanced energy balls. Eventually, with proper training, you can even pick up your enemies and simply fling them away from you. You can also pick your allies up, quickly moving them into a more advantageous position.
Advancement: Psychic Archers advance by honing their minds, literally exercising their mental muscle. They learn to carry and pick up larger, heavier objects, and to do it more quickly. They learn to put more force into moving objects, and learn to finely control their flight. They eventually learn to various forms of energy from the air itself, and to release their intense mental focus in often devastating bursts of force. There is no strict rank or order attached to progress as a Psychic Archer, though those training others are expected to be able to best them in combat, whether through sheer strength of mind or with cunning tactics. Psychic Archers in the World:“It’s not complicated. I put arrows in things, just like any archer. Except they don’t have to be just arrows, and I don’t need no bow to do it, neither. ”–Ablenca, Fox Psychic Archer
Psychic Archers are the result of early Conspiracy testing and practice with advanced telekinesis, and in time, as the violent potential of such abilities were discovered, many of those early projects were trained to bend their mind towards defending against those who feel threatened by the emerging psionic powers in Verold. They often masquerade as standard archers within city guards or militias, and as wizards focused on abjuration if they’re more powerful.
Organization: Psychic Archers are almost exclusively members of the Conspiracy of Minds.
NPC Reactions: The Psychic Archers are well known as the backbone of the Conspiracy of Minds’ military power, but few have any clue how well they keep themselves hidden as society. NPC’s will be at best distrustful of anyone with psionic abilities, and many who are on good terms with them will alert the proper authorities. A select few will be downright fearful of the character, or take it upon themselves to capture or kill them.
Psychic Archer Lore: Characters with ranks in Knowledge (psionics) or Knowledge (arcana) can research Psychic Archers to learn more about them. When a character success on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (arcana) checks reveal lore of one category lower. DC 10: Psychic Archers harness the power of their mind to move objects, often with violent power and energy. DC 15: The Conspiracy of Minds uses Psychic Archers as the bulk of what fighting power they have. DC 20: Powerful Psychic Archers can pull energy out of the air itself to use as a weapon. DC 30: Characters who achieve this level of success can learn important details about a specific Psychic Archer in the campaign, including the area he can be found, and what he masquerades as. Psychic Archers in the Game:Encountering a Psychic Archer is usually the first clue that the PCs have either angered the Conspiracy of Minds or brought themselves under their protection, however the PCs may not know for some time that their new friend or antagonist is anything but a skilled archer with a few tricks up his sleeve or perhaps a wizard focused on quickly blasting them to pieces. Either way, once the Conspiracy flexes its muscle, it’s likely to change the PCs entire view of Verold.
Player’s who want to pursue a psionic combat oriented character that’s more subtle than most others without having to actually be sneaky can enjoy the Psychic Archer and it’s unique abilities, though they may be out of place or cause strife in a campaign not already dealing with the emergence of psionic abilities.
Adapation: A Psychic Archer could be rekeyed to work off Intelligence instead of Charisma, indicating one whose abilities come from a practiced and exact manipulation of the forces instead of sheer willpower, though it’s recommended to lower skill points to 2 per level if doing so. It could also be adapted to using arcane energies, as long as psionic focus and feats related to it, and the class, are converted as well. In this case they’d likely be wizards trained for battle, able to reliably draw energy for attacks against the enemy all day long, or even turn the weapons used against them back on their owners. Invocations for Psychic Archers:LeastCatfall: The Psychic Archer rights himself instantly when falling, landing on his feet instead of prone. The fall is also treated as if it was 30 ft shorter, plus an additional 10 ft shorter for each Psychic Archer level above 3rd. This invocation can be used as an immediate action. Skate: The Psychic Archer slides over a thin layer of telekinetic energy, adding a 15 ft enhancement bonus to his land speed for 24 hours. If skating downhill, this bonus doubles, but when skating uphill, the Psychic Archer's speed is reduced to normal. Matter Agitation: As the power. Shatter: As the spell, though it relies on a burst of telekinetic force, not a ringing noise. Entropic Warding: As the spell. Leaps and Bounds: The Psychic Archer gains amazing agility, giving a +6 bonus on Balance, Jump, and Tumble checks for 24 hours. Ceilingwalk: The Psychic Archer can climb and travel on vertical surfaces or even traverse ceilings as well as he can the ground. The Psychic Archer gains a Climb speed equal to his land speed; furthermore, he is treated as automatically succeeding at all Climb checks to traverse a vertical or horizontal surface (even upside down). Gust of Wind: As the spell. LesserTelekinetic Flight: The Psychic Archer can bear himself aloft with his telekinetic powers. This invocation grants a fly speed equal to his land speed with good maneuverability for 24 hours. Even when not flying, the Psychic Archer hovers slightly, gaining a +4 bonus against trips and overruns, but a -4 bonus against bull rushes. Telekinetic Wall: The Psychic Archer creates a wall of telekinetic force within close range that constantly pushes back against anyone trying to pass through it. The wall can have an area up to 5' per character level, and the wall can be created so that it occupies the same space as a creature or another object. When created a direction of push must be designated, and the Psychic Archer makes a special bull rush roll as if he was using a telekinetic burst. Each time a creature enters a space occupied by the wall or ends their turn in a space occupied by the wall, they must make a Str check with a DC equal to the Psychic Archer's initial bull rush result. If failing, they are pushed back 5'. For each 5' they have already been pushed by the wall this round, they suffer -2 to their Str check. If the direction of push would cause them to impact a solid object, they take 2d6 damage and are pushed randomly to one side. If the direction of push would cause them to impact another creature, they fall prone in it's space. Deceleration: The Psychic Archer applies the weight of his telekinetic strength against an individual within medium range, reducing their speed in all movement modes to half for 1 minute per Psychic Archer level. Burst of Speed: The Psychic Archer pushes himself towards a goal or away from an enemy with a burst of telekinetic force. He instantly transfers himself to any other spot within long range that he has line of sight and line of effect to. He can bring along objects as long as he is carrying them with Telekinesis or their weight doesn’t exceed his maximum load. He may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three class levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the Psychic Archer. Spaces that are already occupied cannot be targeted with this ability. Voidsense: The Psychic Archer sharpens his spacial awareness, using pulses of psychic energy as a sort of echolocation. He gains blindsense out to 30 feet for 24 hours. Energy Resistance: The Psychic Archer gains resistance 10 to acid, cold, electricity, fire, or sonic (chosen at the time of casting) damage for 24 hours. If this invocation is used while the first duration is still active, the new immunity replaces the old one. Immovability: As the power, except you oppose Str checks made to move you with a Cha check at +20. At 17th level, this invocation can be used as an immediate action. Greater:Divert Teleport: As the power. Psychic Crush: You focus your telekinetic energies around a creature or object within medium range, crushing it with your will. Against creatures, you deal 2d6 damage per manifester level and an equal amount of nonlethal damage, though a successful Fortitude save negates the real damage. Against objects, you deal 3d4 damage per manifester level. This power can be used to target objects that normal sundering could not, such as armor. If used to target a specific part of a creature's body that the rules already allow for (such a Hydra's individual heads or a Kraken's tentacles), it deals damage to those body parts as if they were an object. Matter Manipulation: As the power, but with no xp cost. Inconstant Location: The Psychic Archer blinks into and out of existence, appearing around the battlefield seemingly at random. At the start of each turn, as a swift action, he can teleport to any square within range of his movement speed, provided he has line of sight to it. This effect lasts for 14 rounds, plus 1 round for each Psychic Archer level above 15th. Living Arrow: As the power, but with no benefits from augmentation. Feats for Psychic Archers: Adaptive Barrage: You have learned to unleash your energy in far more destructive means than others, but doing so leaves you weak. Prerequisite: Barrage class feature, Adaptive Energy Ball class feature, Cha 16 Benefit: The Psychic Archer can apply any single use of Adaptive Energy Ball to each Energy Ball used as part of a Barrage (even though he must maintain psionic focus to use the Barrage itself), but doing so leaves him fatigued for a number of rounds equal to the number of Energy Balls modified in this way. Special: The benefits of this feat can be combined with Barrage Burst, but doing so leaves the Psychic Archer exhausted for a number of rounds equal to 4d8 plus 2 for each modified Energy Ball used in the Barrage.
Barrage Burst: You have learned to combine your outbursts of energy, but you cannot control them as well when doing so. Prerequisite: Barrage class feature, Telekinetic Burst class feature, Cha 18 Benefit: The Psychic Archer's Barrage can be combined with a Telekinetic Burst (even though he must maintain psionic focus to use the Barrage itself), but if doing so, all targets of the Barrage must also be hit by the Telekinetic Burst. Doing this leaves him fatigued for 2d4 rounds. Special: The benefits of this feat can be combined with Adaptive Barrage , but doing so leaves the Psychic Archer exhausted for a number of rounds equal to 4d8 plus 2 for each modified Energy Ball used in the Barrage.
Telekinetic Strength: Your willpower increases the weight your telekinesis ability can move. Prerequisite: Telekinesis class feature, Cha 16 Benefit: The total weight of objects you can carry increases by twice your Cha mod lbs per class level, and the number of objects you can carry increases by your class level. For example, a 20th level Psychic Archer with 20 Charisma could carry 800 lbs total and up to 80 objects. Special: You can take this feat multiple times, each time gaining the same additional benefit.
Greater Telekinetic Strength: Your willpower greatly increases the weight your telekinesis ability can move. Prerequisite: Improved Telekinesis class feature, Telekinetic Strength, Cha 16 Benefit: The total number and weight of objects you can carry, (including the bonuses from Telekinetic Strength) is doubled. For example, a 20th level Psychic Archer with 20 Charisma could carry 1600 lbs total and up to 160 objects.
Personal Deflection: You have enhanced your telekinetic defenses to react quicker, able to deflect even attacks in melee range. Prerequisite: Deflective Telekinesis class feature, Combat Reflexes, Cha 18 Benefit: You can use Deflective Telekinesis to attempt to deflect melee attacks, though with a -5 penalty.
Divine Energy Ball: Your connection with divine energy allows you to channel some through your Energy Balls. Prerequisite: Elemental Energy class feature, ability to Turn or Rebuke Undead, Cha 16 Benefit: You can choose to make half the damage caused by any Energy Ball you have created either holy or unholy (depending on the divine energy you channel). You can also, as a free action, attempt to Turn or Rebuke (as appropriate) any undead you strike with a Divine Energy Ball.
Lingering Energy Ball: Your potent Energy Balls don't fully dissipate when they hit. Prerequisite: Elemental Energy class feature, Cha 18 Benefit: While you are psionically focused, all Energy Balls you imbue with elemental energy cause half (rounded down) their initial damage every round for a number of rounds equal to your Cha-1. The secondary affect, however is still only applied once. A single target can only be affected by lingering damage from one energy ball of each element at a time in this way, and losing your psionic focus causes all lingering damage to cease.
Remote Burst: Your Telekinetic Bursts do not have to originate from your own body. Prerequisite: Telekinetic Burst class feature, Cha 16 Benefit: You can cause your Telekinetic Bursts to treat any square within 5' per character level as their point of origin. You can even choose target squares in the air, allowing you to disperse groups of flying opponents with a spread burst, or slam an opponent into the ground with a line burst.
[Epic] Reflective Telekinesis: Your control of defensive telekinesis allows you to turn attacks against your opponents. Prerequisite: Deflective Telekinesis class feature, Combat Reflexes, Personal Deflection, Cha 18 Benefit: While you are psionically focused, if you successfully deflect an attack with your Reflective Telekinesis, you can turn that attack against any other valid target (including the attacker) within range, treating your square as the origin for ranged attacks. Compare the attacker's roll to the AC of the new target to determine the results. Ranged attacks use all your own applicable feats and damage bonuses and your own ranged attack modifiers if higher than that of the original attacker. This ability uses an additional attack of opportunity, for 2 total per use.
[Epic] Bombardment: You have learned to hurl a truly astounding number of objects with only a moment's work, and you can wipe out whole armies if you choose. Prerequisite: Barrage class feature, Volley class feature, Cha 24 Benefit: When using Volley, you may make a Barrage attack against each enemy within range. Special: The benefits of this feat can be combined with Adaptive Barrage and/or Barrage Burst, but doing so triples any appropriate penalties.
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« Last Edit: March 08, 2011, 06:17:52 PM by EjoThims »
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EjoThims
Moderator
Grape ape

Posts: 1945
The Ferret
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« Reply #14 on: December 19, 2010, 10:55:02 PM » |
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Warlock:The majority of Warlocks in Verold gain their powers from sources other than Fiends. Many in the forests, especially a carefree and mischievous clan of Ferrets, gain their power through bonds with or family ties to Fey. Others allow a maddening voice from beyond the stars to twist power through their minds in intricate displays of insanity. And a few who tend to the Lost come to seek the energies that power them well before their own demise. The Warlocks of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.Base Attack Bonus: Average BAB Saves: Good Will; Poor Fortitude and Reflex Hit Die: d6 Class Skills: The Warlock’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha). Skill Points at 1st Level: (6+Int Modifier)x6 Skill Points at Each Additional Level: 6+Int modifier. BAB Fort Ref Will #Inv Abilities 1. +0 +0 +0 +2 1 Pact, Eldritch Blast 1d6, invocation (least), Flight (Gliding) 2. +1 +0 +0 +3 2 Unearthly Eyes 3. +2 +1 +1 +3 2 Compact's Aegis, Covenant's Vulnerability, Eldritch Blast 2d6 4. +3 +1 +1 +4 3 Deceive Item, Servant's Apathy 5. +3 +1 +1 +4 3 Eldritch Blast 3d6, Boon (lesser) 6. +4 +2 +2 +5 4 New invocation (least or lesser), Flight (limited flight) 7. +5 +2 +2 +5 4 Eldritch Blast 4d6 8. +6 +2 +2 +6 5 Accordant Child 9. +6 +3 +3 +6 5 Eldritch Blast 5d6 10.+7 +3 +3 +7 6 Boon (lesser), Kin Touch 11.+8 +3 +3 +7 7 Eldritch Blast 6d6, new invocation (least, lesser, or greater), Boon (greater) 12.+9 +4 +4 +8 7 Essence Harvest, Flight (unlimited flight) 13.+9 +4 +4 +8 8 Eldritch Blast 7d6 14.+10 +4 +4 +9 8 Boon (greater) 15.+11 +5 +5 +9 9 Eldritch Blast 8d6, Boon (lesser) 16.+12 +5 +5 +10 10 New invocation (least, lesser, greater, or high) 17.+12 +5 +5 +10 10 Eldritch Blast 9d6 18.+13 +6 +6 +11 11 Watcher's Chill 19.+14 +6 +6 +11 11 Eldritch Blast 10d6, Boon (greater) 20.+15 +6 +6 +12 12 Pact Ascension, Boon (lesser)
Class Features:Weapon and Armor Proficiencies: Fey Warlocks are proficient with all simple weapons and with light armor but not with shields, and only when these items are not made of metal. A Warlock can use armor they are proficient in without incurring the normal arcane spell failure chance. Pact: Either by birth or by deed, each Warlock enters into a pact with a source of strange energy not accessible by most mortals. These pacts are different than those of the Binder; instead of drawing in multiple remnants of power past, a Warlock taps directly into one source, funneling that essence into their own and slowly becoming a part of it. The three pacts described here are Infernal, Fey, Far Realms, and Shadow, and each has a unique power source with it's own benefits and limitations. - Infernal: Warlocks with an Infernal Pact draw their power from Devils and are usually beholden to a particular powerful Lord of Hell. They are treated as evil for the purpose of spells, abilities, and powers if it would be less beneficial than their real alignment, but they are recognized by Devils, whose attitudes toward them start as indifferent. Additionally, they add Knowledge (religion) to their list of class skills.
- Fey: Fey Pact Warlocks draw their energy from accords with the children of the wilderness, but are not necessarily bound to either the Seelie or Unseelie Court. They are not considered proficient with weapons or armor made of metal, but are proficient with medium armor provided it is not metal. Additionally, they add Knowledge (nature) to their list of class skills.
- Far Realms: Warlocks with a Pact tied to the Far Realms take their energy and direction from the alien insanities that thrive there. This severely hinders their ability to communicate effectively with more mundane intelligences, however. They suffer a -4 penalty to Bluff, Diplomacy, and Sense Motive, but they cannot be torn away from tasks at hand; they never suffer penalties to any skill checks due to combat or other distractions. Additionally, they add Knowledge (the planes) to their list of class skills.
- Shadow: Shadow Pact Warlocks are servants of death and the undead and hold power of darkness and shadows. They are dazzled in bright light but gain the extraordinary benefits of a constant deathwatch effect. Additionally, they add Handle Undead to the list of class skills.
Invocations: As normal warlock, with the exception that eldritch essence and blast shape invocations make the blast they modify a standard action. Eldritch Blast (Sp): Takes an attack action to use, allowing for it to be used multiple times in a full attack with a high enough BAB, though feats and class features which allow extra attacks as part of a full attack do not grant extra uses of Eldritch Blast. Otherwise as normal, except as follows: - Infernal: Against good aligned outsiders, an Infernal Warlock's Eldritch Blast deals 2 extra damage per die.
- Fey: A Fey Warlock's Eldritch Blast deals damage using d4s instead of d6s but against aberrations, constructs, and undead, a Fey Warlock's Eldritch Blast deals double damage. It may also be used to heal an ally (including the Fey Warlock) for 2 hit points per die of damage it would cause. When used with multiple target or area of affect Blast Shape invocations, the choice to harm or heal is made individually for each target.
- Far Realms: Against non-chaotic aligned opponents, a Far Realms Warlock's Eldritch Blast deals 1 extra point of damage per die.
- Shadow: When striking a target, creates a 5' cube of total darkness that persists for a number of rounds equal to half the Warlock's level, minimum 1, with up to one cube per level persisting at a time.
Flight (Ex): A Warlock is blessed with flight by the energies coursing through him, even if the source his power comes from are not. This works as a Raptoran's wings, with the exception that they grant a glide (and later fly) speed equal to twice the Warlock's base land speed with good maneuverability and only grow more effective from levels in the Warlock class. - Infernal: Dark and imposing bat-like wings.
- Fey: Colorful wings like those of an insect or bird.
- Far Realms: No wings, the Warlock simply hovers in the air if he wishes.
- Shadow: Skeletal wings with tattered, shadowy flesh.
Unearthly Eyes (Su): At 2nd level, A Warlock's sight become enhanced by the magic flowing through him. He gains low-light vision, adds half his class level to spot checks, and can cast detect magic at will with a CL equalling his class level but gaining all information in the first round and, based on his pact, detecting other auras as listed. - Infernal: detect evil
- Fey: detect plants or animals
- Far Realms: detect chaos
- Shadow: Lifesense feat, even if not meeting prerequisites
Compact's Aegis (Ex): At 3rd level, a Warlock gains SR equal to 15 plus his class level. Additionally, he gains damage reduction 3/cold iron which increases by 3 at 7th level and every 4 levels after. Covenant's Vulnerability (Ex): Starting at 3rd level, just as a Warlock is strengthened by the magic flowing through his veins, he also becomes more vulnerable to that which he cannot protect himself from. - Infernal: The mark he bears becomes apparent to all; the attitude of all non-evil creatures he deals with starts as unfriendly.
- Fey: The mere touch of iron or steel (such as touching the bars of a jail cell) causes 1 point of damage, and attempting to wield an iron or steel weapon or use iron or steel armor causes 1 point of damage per round, and iron or steel weapons striking him deal an extra 1d6 points of damage (his DR still applies if it is not cold iron, but he always suffers at least 1 point of damage from being hit with such weapons).
- Far Realms: The mere presence of order is disruptive to his warped mind. He is overwhelmed by lawful auras as if detecting for them, and suffers a -4 to all checks the require concentrating unless he would normally be distracted by his surroundings.
- Shadows: The Warlock's own life begins to wane to shadow. Positive energy affects only heal him for half as much, and he is treated as undead for the purpose of other spells, abilities, and powers if it would be less beneficial for him.
Deceive Item (Ex): As standard Warlock. Servant's Apathy(Su): At 4th level, the Warlock's mental and spiritual bondage to distant creatures allows him to ignore many of the inconveniences of his true location and physical body. He is protected as if by a continuos Endure Elements and only needs to eat and sleep half as much as he normally would, though he still requires eight hours to renew any daily abilities, powers, or spells he may possess. Boon (lesser) (Su): Starting at 5th level and every five levels after, the Warlock is granted a lesser favor from the powers that he serves. He may pick any from the following list or from the list specific to his Pact. Each lesser Boon may only be taken once unless otherwise noted. - Boon:
- 1000 Faces (Su): As Druid.
- Swift Essence (Su): The Warlock may apply an Eldritch Essence to an Eldritch Blast by consuming a swift action. This allows him to apply an Eldritch Essence to an Eldritch Blast without having to convert it into consuming a standard action.
- Agile Flight (Ex): The Warlock's flight (and glide) maneuverability increase by one step.
- Swift Flight (Ex): The Warlock's flight (and glide) speed increases by 30'. This boon may be chosen multiple times, but each time after the first only adds 15'.
- Timeless Haste (Ex): The Warlock's base speed increases by 10'. This boon may be chosen multiple times, but each time after the first only adds 5'.
- Alluring Accuracy (Ex): When using Eldritch Blast, the Warlock adds his Cha bonus to attack rolls, damage, and healing.
- Infernal Boon:
- Poison Immunity (Ex): The Warlock is immune to all poisons.
- Burning Soul (Su): The Warlock burns with an inner fire fueled in the unholy depths of Hell. All enemies that end their turn within 30' of him and anyone grappling him or striking him with a natural attack takes damage equal to the number of dice of damage that his eldritch blast causes. This damage is half fire and half unholy.
- Corrupt Essence (Su): The Warlock's mere presence weakens energy his masters find offensive. All divine spells and all spells with the [Good] descriptor cast within 120' of the Warlock are cast at -1 CL.
- Fey Boon:
- Faerie's Footprints (Su): As Druid's Trackless Step and Woodland Stride, plus the Warlock may treat all wind conditions as if they were one lower whenever it is beneficial to him.
- Wild Empathy (Ex): As Animal Empathy, but can be used on vermin, beasts, and magical beasts with an Int score of 3 or lower at no penalty.
- Camouflage (Ex): Can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment and even while being observed.
- Far Realms Boon:
- Voidmind (Ex): The Warlock's mind is superficially blank. All attempts to detect his mind, his thoughts, his alignment, or his auras must succeed on a CL check against his Warlock level to do so.
- Chaos Minded (Su): The Warlock's mind is home to the swirling chaos of the Far Realms. When any mind affecting spell, ability, or power affects the Warlock, the caster must make a Will save (DC 15 + 1/2 Warlock's level + Cha) or be dazed for one round.
- Insanity Cloak (Su): The Warlock leaks some of the insane distortions of the Farm Realms into the world around him, causing his form to blur, shift, and jump wildly. He does not provoke AoOs for movement or spellcasting.
- Shadow Boon:
- Darksight (Ex): The Warlock's eyes are replaced by motes of darkness; his vision is unimpeded by low-light conditions or darkness, even magical in nature.
- Shadow's Life (Su): The Warlock draws his life energy from darkness and his shadow can act for him. He is healed by negative energy and can treat any square within his reach as the point of origin for any attacks or invocations he uses.
- Dark Harmony (Su): The darkness generated by the Warlock becomes an extension of his own shadow. He can see through any cube of darkness created by his eldritch blast, and each cube counts as being within his threatened reach, regardless of actual distance.
Accordant Child (Su): At 8th level, the constant flow of magic coursing through the Warlock's blood begins to change him, making him more and more like those whose power he shares. Any affect that targets him but that would not work on a creature of the appropriate type (Such as Charm Person or a Bane weapon specific to his current type) has a 50% chance to simply fail against him, and even if succeeding, the Warlock gains a +4 on any save against it. - Infernal: Outsider
- Fey: Fey
- Far Realms: Aberration
- Shadow: Undead
Kin Touch (Su): At 10th level, the Warlock can, with a mere touch, bring forth the powers of those he has given his life to. He learns a unique lesser invocation based on the Pact he has chosen. This unique invocation may also be used as a Eldritch Essence invocation. - Infernal: Poison as the spell, but causes damage equal to the Warlock's level if successfully saved against.
- Fey: Vernal Touch. Removes the dazed, nauseated, fatigued, and exhausted conditions from living creatures not of the aberration type (in that order if more than one applies). Against aberrations, constructs, and undead, the warlock instead makes a Turning Check against his target (as a Cleric's Turn Undead, with an effective Cleric level three lower than the Fey Warlock's).
- Far Realms: Confusion as the spell, with a range of touch.
- Shadow: Animate Dead as the spell, with a range of touch and no material component. Can be used against living targets, though it has no affect unless the target is killed before it's next action.
Essence Harvest (Su): At 12th level, the Warlock can harvest the magical energy around him to fuel his own body. He learns the Essence Harvest greater invocation, which functions as a targeted dispel magic, but for each spell level dispelled, the Warlock heals 10 hit points. If he is already at max health, he instead gains 5 temporary hit points that last for one hour per spell level dispelled. This invocation may also be used as a Eldritch Essence invocation, and he cannot use this invocation on his other invocations. Boon (greater) (Su): Starting at 11th level, and again at 14th level and every five levels after, the Warlock is granted a greater favor from the powers that he serves. He may pick any from the following list. Each greater Boon may only be taken once. A Warlock may choose two lesser boons in place of choosing a greater boon. - Energy Allure (Su): The Warlock's gains Energy Resistance 15 to Fire, Acid, Cold, and Electricity, which stacks with Energy Resistance from invocations. If this Energy Resistance would negate the entirety of the damage caused, the Warlock heals an amount of hit points equal to half what was negated. This boon may be chosen multiple times, but each time after the first only increases the Energy Resistance by 10.
- Swift Shape (Su): The Warlock may apply an Blast Shape to an Eldritch Blast by consuming a swift action. This allows him to apply an Eldritch Essence to an Eldritch Blast without having to convert it into consuming a standard action.
- Free Essence (Su): The Warlock may apply an Eldritch Essence to an Eldritch Blast with only a free action. The Warlock must have the Swift Essence lesser boon to choose this boon.
- Beauty's Bounty (Su): The Warlock changes from the magic coursing through his form. His body is reworked, making it softer and more frail, but far more graceful and regal. He gains a permanent +2 bonus to Dexterity and Charisma and a -2 penalty to Strength and Constitution. Additionally, he uses his Charisma bonus in place of his Constitution bonus for determining bonus hit points per hit die. Only Fey Warlocks may choose this boon.
- Alien Beauty (Su): The Warlock changes from the magic coursing through his form. His mind is reworked, making it frailer and his reactions slower, but more forceful and clever. He gains a permanent +2 bonus to Intelligence and Charisma and a -2 penalty to Dexterity and Wisdom. Additionally, he uses his Charisma bonus in place of his Wisdom bonus for his Will saves. Only Far Realms Warlocks may choose this boon.
- Sinful Allure (Su): The Warlock changes from the magic coursing through his form. His body and mind are reworked, making him more impulsive and less graceful, but far stronger and more attractive. He gains a permanent +2 bonus to Strength and Charisma and a -2 penalty to Wisdom and Dexterity. Additionally, he uses his Charisma bonus in place of his Dexterity bonus for making ranged attack rolls. Only Infernal Warlocks may choose this boon.
- Shadow's Temptation (Su): The Warlock changes from the magic coursing through his form. His body and mind are reworked, making him weaker and more fragile, but more patient and compelling. He gains a permanent +2 bonus to Wisdom and Charisma and a -2 penalty to Constitution and Strength. Additionally, he adds twice his Charisma bonus to the number of HD of Undead he can control. Only Shadow Warlocks may choose this boon.
Watcher's Chill: At 18th level, a Warlock exudes the uneasy feeling of being watched by those he is bound to. While his body accepts it, others near him are disturbed and disheartened by it, especially in the presence of especially beautiful or influential Warlocks. All enemies within 30' of him suffer a morale penalty on all saves and Charisma based skill checks equal to the Warlock's Cha bonus. This is a mind-affecting effect. Pact Ascension: At 20th level, the Warlock is fully changed by the magics flowing within him. He gains the Fey, Outsider, Aberration, or Undead type as appropriate (protecting him from affects which only target humanoids) and becomes immortal, unable to die of natural causes. He does not need to eat, sleep, or breathe. He can still be slain through violence, however. Ferret Warlock Racial Substitution: A Ferret Warlock is a mischievous creature, full of curiosity and unanswerable questions. Many let this curiosity take them where it will, and still others seek answers beyond the initial pacts they make. They also retain much of their desire to shape and build, and many satisfy this by creating elaborate pranks. BAB Fort Ref Will #Inv Abilities 2. +1 +0 +0 +3 2 Unearthly Eyes (Curious Critter) 4. +3 +1 +1 +4 3 Deceive Item, Cunning Craft 10.+7 +3 +3 +7 6 Boon (lesser), Wandering Pact Unearthly Eyes (Curious Critter): Seeking to sate the intense curiosity natural to them, a 2nd level Ferret Warlock is granted the ability to see the nature of those around him and his sight is drawn to the places where secrets are hidden. Instead of gaining a pact-based benefit with Unearthly Eyes, the Ferret Warlock instead additionally detects alignment and secret doors. Crafty Pact: At 4th level, instead of turning away from bodily worries, the Ferret learns to turn the powers of his pact into creative efforts. He learns a unique invocation, Eldritch Crafting, which he can use to mimmic the Mage Hand, Wood Shape, Stone Shape, Stick, and Animate Rope spells. Wandering Pact: At 10th level, a Ferret Warlock can abstain from channeling the powers of his Pact with a touch and instead seek knowledge from another Pact. Each morning, he chooses one Pact other than his own and gains the Pact, Eldritch Blast, and Covenant's Vulnerability abilities specific to the Pact. He may also choose Boons specific to another Pact, though he only gains it's benefits if he chooses it as his Wandering Pact for that day. Eldritch Essence and Blast Shape Invocation Changes/Additions:Other Invocation Changes/Additions
Least
Catfall: The Warlock rights himself instantly when falling, landing on his feet instead of prone. The fall is also treated as if it was 30 ft shorter, plus an additional 10 ft shorter for each Fey Warlock level above 3rd. This invocation can be used as an immediate action. Devil Sight: As Devil Sight, plus detect type given in Accordant Child with Unearthly Eyes. Great Oak's Roots: As mountain stance. Animal Messenger: As the spell.
Lesser
Nature's Reclamation: Short range. Fort save or -5 DR to all enemies in 30' burst. Doubly effective against Undead and Constructs. Oak Sight: Can see as if in the space of any tree within 20'. Can pick a new tree within 20' of current one each round. Sight based invocations or affects work as if you were seeing with your own eyes. Fascinating Presence: As frightful presence, except it can be used as a swift action on any round in which you attack or use an invocation and enemies become dazzled instead of shaken. Clinging Darkness: As the mystery.
Greater:
Sapping Sapling: As Enervating Shadow, except works in areas of difficult terrain due to foliage. Forest Fire: Wall of Fire as the spell, except it does no damage to plants or plant creatures and each round as a move action can be directed to move up to 30' in the direction it causes damage, turning up to 45 degrees. Pixie Dust: As spell Confusion, but 30' cone. Afraid of the Dark: As the mystery.
High:
Illusory Butterflies: As Dark Discorporation, but swarm of butterflies and space you occupy is also affected by Hallucinatory Terrain. Blinding Invisibility: As Retributive Invisibility, except instead of dealing damage, causes blindness on failed Fort save. Blinding Veil: As Perilous Veil, but also causes blindness instead of damage on failed save. Prison of Night: As the mystery.
Feats for Warlocks:
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« Last Edit: December 26, 2010, 11:45:10 AM by EjoThims »
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