Pathfinder Classes

January 13, 2017 | Author: Dai de Andres | Category: N/A
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AVENGER (Class) To fight is to pray. For you, martial prowess is more than utility or beauty; it is belief, and no other communion can raise you closer to the godhead. Combat is a hymn to your god’s glory and the sacrament by which you profess your faith’s virtues. You are the fist of your god, wrought from blood and discipline. To exert, to bleed, to defeat, and to die: these are your prayers. Others will witness your sermon on the field of battle.

Alignment: Same her deity. Hit Die: d8. Class Skills The avenger’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge Planes (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). Skill Ranks per Level: 4 + Int modifier Weapon and Armor Proficiency: An avenger is proficient with all simple weapons and all melee martial weapons, plus the favored weapon of her deity. Are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an avenger loses his AC. AC Bonus (Ex): When unarmored and unencumbered, the avenger adds his Wisdom bonus (if any) to his AC and his CMD. In addition, an avenger gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four avenger levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the avenger is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Ki Pool (Su): At 1st level, an avenger gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the avenger’s ki pool is equal to 1/2 her avenger level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, an avenger can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, an avenger can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. An avenger can gain additional powers that consume points from her ki pool by certain avenger abilities. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the avenger possesses levels in another class that grants points to a ki pool, avenger levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The avenger can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool. At 4th level, as long as he has at least 1 point in his ki pool, he can make a ki strike ki strike allows his attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, his attacks are also treated as good or evil weapons for the purpose of overcoming damage reduction. At 16th level, his attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Orisons: Avenger learns a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. Domain: Like a cleric’s deity, an avenger’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an avenger must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An avenger can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an avenger can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An avenger does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The avenger uses her level as her effective cleric level when determining the power and effect of her domain powers. If the avenger has cleric levels, one of her two domain selections must be the same domain selected as an avenger. Levels of cleric and avenger stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Level

BAB

Fort

Ref

Will

1st

+0

+2

+2

+2

2nd

+1

+3

+3

+3

3rd

+2

+3

+3

+3

4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

+3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special

Ki pool, orisons, detect alignment, domain Evasion, channel energy Maneuver training ghost step (Invisible) Ki pool (magic) Bane ki dodge (20%) Ghost strike Purity of body,smite/1day Deity’s weapon Ki pool (alignment), Strong-Willed Greater Bane Hide in Plain Sight Exploit weakness Ghost mind Ki pool (adamantine), Greater ki dodge (50%) Smite/2day Ghost step (Ethereal) Perfect self

AC Bonus 1st +0

1

+0

2

+0

3

+0 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5

3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5

Spells per Day 2nd 3th 4th

5th

6th

1 2 3 3 4 4 4 5 5 5 5 5 5 5 5 5 5

1 2 3 3 4 4 5 5

1 2 3 4 5

1 2 3 3 4 4 4 4 5 5 5 5 5 5

1 2 3 3 4 4 4 4 5 5 5

Spells: An avenger casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, an avenger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an avenger’s spell is 10 + the spell level + the avenger’s Wisdom modifier. An avenger can cast only a certain number of spells of each spell level each day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An avenger’s selection of spells is extremely limited. An avenger begins play knowing four 0-level spells and two 1st-level spells of the avenger’s choice. At each new avenger level, she gains one or more new spells as indicated on Table. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. Upon reaching 5th level, and at every third avenger level thereafter (8th, 11th, and so on), an avenger can choose to learn a new spell in place of one she already knows. In effect, the avenger “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level avenger spell she can cast. The avenger may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Evasion (Ex): At 2th level or higher, an avenger can avoid damage from many area-effect attacks. If an avenger makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an avenger is wearing light armor or no armor. A helpless avenger does not gain the benefit of evasion. Channel Energy (Su): Regardless of alignment, any avenger can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause damage, depending on the type of energy channeled and the creatures targeted. A good avenger (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures. An evil avenger (or one who worships an evil deity) channels negative energy and can choose to heal undead creatures. A neutral avenger who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects one undead creature in a 30-foot radius centered on the avenger. The amount of damage dealt or damage healed is equal to 1d6 points of damage for every avenger level. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the avenger’s level + the avenger’s Charisma modifier. An avenger may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. An avenger can choose whether or not to include herself in this effect. An avenger must be able to present her holy symbol to use this ability. Maneuver Training (Ex): At 3rd level, an avenger uses his avenger level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Ghost step (Su): As a swift action, the avenger can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point. At 19th, an avenger can become ethereal when using ghost step instead becoming invisible. Using this ability uses up 2 ki point. Bane (Su): At 5th level, an avenger can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the avenger wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the avenger before the duration expires. This ability lasts for a number of rounds per day equal to the avenger’s level. These rounds do not need to be consecutive. Ki dodge (Su): As an immediate action, the avenger can cause an attack against her to miss when it might otherwise hit. When an avenger activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability uses up 1 ki point and does not provoke attacks of opportunity. See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that rant concealment or by spells such as blink or displacement. At level 17th, the ability grants total concealment (50% miss chance). Using this ability uses up 2 ki point.

Ghost strike (Su): As a swift action, the avenger can strike incorporeal and ethereal creatures as if they were corporeal for 1 round per level. Using this ability uses up 1 ki point and does not provoke attacks of opportunity. Purity of Body (Ex): At 8th level, an avenger gains immunity to all diseases, including supernatural and magical diseases. Smite (Su): At level 8th, once per day, an avenger can call out to the powers of her faith to aid her in her struggle against her enemies. As a swift action, an avenger chooses one target within sight to smite. The avenger adds her Wisdom bonus (if any) to her attack rolls and adds her avenger level to all damage rolls made against the target of her smite. Starting level 18th, an avenger can smite twice per day. Deity’s weapon(Ex): At 9th level, an avenger counts his level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his deity’s favored weapon Strong-Willed (Ex): At 11th level, an avenger is able to stand strong against magical effects that seek to control, compel, or persuade her. The avenger rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. Greater Bane (Su): At 12th level, whenever an avenger uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. Ghost mind (Su): At 15th level, an avenger gains a special resistance to spell of the scrying subschool.To detect or see an avenger with such spell, the caster must make a caster level check (DC 20 + the avenger´s class level) that scan the avenger area, a failed check indicates the spell works but the avenger simply isn’t detected. Scrying attempts targeted specifically at the avenger do not work at all if the check fails Hide in Plain Sight (Ex): An avenger of 13th level or higher can use the Stealth skill even while being observed. Perfect Self: At 20th level, an avenger becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the avenger’s creature type was) for the purpose of spells and magical effects. Additionally, the avenger gains damage reduction 10/ evil if is good alignment or 10/good if is evil alignment, which allows him to ignore the first 10 points of damage from any attack made by a nongood or nonevil weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the avenger can still be brought back from the dead as if he were a member of his previous creature type. Chaotic, Evil, Good, and Lawful Spells: An avenger can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions. Ex-Avengers An avenger who slips into corruption or changes to a prohibited alignment loses all spells and the channel Energy ability. She cannot thereafter gain levels as an avenger until she atones (see the atonement spell description).

AVENGER SPELLS Avengers gain access to the following spells. While most of these spells are found in the Pathfinder Core Rulebook, those marked with an asterisk (*) appear in the Pathfinder Advanced Player´s Guide. 0-Level Avenger Spells—acid splash, bleed, brand*, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, sift*, stabilize, virtue. 1st-Level Avenger Spells—alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*.

2nd-Level Avenger Spells—aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, f lames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration, see invisibility (lesser), sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth.

3rd-Level Avenger Spells—arcane sight, banish seeming*, blood biography*, cast out*, continual f lame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter’s eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*. 4th-Level Avenger Spells—brand (greater)*, chaos hammer, coward’s lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order’s wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight. 5th-Level Avenger Spells—atonement, banishment, break enchantment, castigate (mass)*, command, commune (greater), cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, f lame strike, geas/quest, ghostbane dirge (mass)*, hallow, inf lict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*. 6th-Level Avenger Spells—blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes’ feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos.

Favored Soul (Class) Alignment: A Favored Soul’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Favored Soul may not be neutral unless his deity’s alignment is also neutral. Hit Die: d8. Class Skills The favored soul’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (Planes)(Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Perception (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis).

Skill Ranks Per Level: 4 + Int modifier. Class Features All of the following are class features of the favored soul. Weapon and Armor Proficiency Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity’s favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting. Spells A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must. To cast a spell, afavored soul must have a Charisma score of 10 + the spell’s level(Cha 10 for 0-level spells, Cha 11 for 1st-levelspells, and so forth). The Difficulty Classes for a saving throw against a favored soul’s spell is 10 + the spell’s level + the favored soul’s Charisma modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Favored Soul. In addition, she receives bonus spells for a high Charisma. Unlike a cleric, a favored soul’s selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells: Favored Soul Spells Known. (Unlike spells per day, her Charisma score does not affect the number of spells a favored soul knows) Upon reaching 4th level, and at every even-numbered favored soul level after that (6th, 8th, and so on), a favored soul can choose to learn a new spell in place of one she already knows. In effect, the favored soul “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level favored soul spell the favored soul can cast. A favored soul may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Deity’s Weapon Focus: At 1st level, a favored soul gains the Weapon Focus feat with her deity’s favored weapon. If the character already has that feat, she can choose a different one. Domain: Like a cleric’s deity, a favored soul’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, a favored soul must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. A favored soul can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, a favored soul can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the favored soul. A favored soul does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The favored soul uses her level as her effective cleric level when determining the power and effect of her domain powers. If the favored soul has cleric levels, one of her two domain selections must be the same domain selected as an avenger. Levels of cleric and favored soul stack for the purpose of determining domain powers and abilities, but not for bonus spells. Energy Resistance (Ex): At 4th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 8th level, and 12th level, the character gains resistance 10 against another energy type of her choosing. Deity’s Weapon Specialization: At 10th level, a favored soul gains the Weapon Specialization feat with her deity’s favored weapon. If she already has that feat, she can choose a different one. Wings (Ex):At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). A good-aligned favored soul grows positive energy wings, and an evil-aligned favored soul gains bat like wings. A favored soul who is neither good nor evil may choose either type of wings. Damage Reduction (Su):A 20th-level favored soul gains damage reduction. If the character is lawfulaligned, the damage reduction is 10/silver. If the character is chaotic- aligned, the damage reduction is 10/cold iron. A favored soul who is neither lawful nor chaotic may choose either type of damage reduction.

Favored Soul Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

1st

+0

+2

+2

+2

2nd 3rd 4th

+1 +2 +3

+3 +3 +4

+3 +3 +4

+3 +3 +4

5th 6th 7th 8th

+3 +4 +5 +6/+1

+4 +5 +5 +6

+4 +5 +5 +6

+4 +5 +5 +6

9th 10th

+6/+1 +7/+2

+6 +7

+6 +7

+6 +7

11th 12th

+8/+3 +12/+7/+2

+7 +8

+7 +8

+7 +8

13th 14th 15th 16th 17th 19th 20th

+13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +19/+14/+9/+4 +20/+15/+10/+5

+8 +9 +9 +10 +10 +11 +12

+8 +9 +9 +10 +10 +11 +12

+8 +9 +9 +10 +10 +11 +12

Special Domain, Weapon Focus (Deity’s Weapon)

Spells per Day 0 1st 2nd 3th 4th 5th 6th 7th 8th 9th 5 3

6 6 6

4 5 5

3

6 6 6 6

6 6 6 6

4 5 5 6

3 4 5

3

6 6

6 6

6 6

6 6

4 5

3

6 6

6 6

6 6

6 6

6 6

4 5

3

6 6 6 6 Wings 6 6 Damage Reduction 6

6 6 6 6 6 6 6

6 6 6 6 6 6 6

6 6 6 6 6 6 6

6 6 6 6 6 6 6

6 6 6 6 6 6 6

4 5 6 6 6 6 6

Energy Resistance (1st type)

Energy Resistance (2nd type) Weapon Specialization (Deity´s Weapon) Energy Resistance (3th type)

3 4 5 6 6 6

3 4 6 6

4 6

SCOUT (Class) Any force on the move, whether it's an army or an adventuring group, needs information on what's ahead and what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be. Abilities: Dexterity helps scouts become stealthy and overcome their lack of access to heavy armour. Wisdom is also important because it affects many skills, especially Perception, that most scouts consider vital to their ability to survive in the wild and to deter enemies efficiently. Races: Humans make excellent scouts. Their adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use pf the scout’s many abilities. Elves and Halflings are the most naturally gifted scouts; both races have produced nimble scouts with amazing abilities of stealth and observation. While Halflings have more innate talent for sneaking than elves do, the greater speed of elf scouts gives them advantages of their own Dwarves and gnomes make respectable underground scouts, and the scout’s bonuses to speed offset one of these races’ greatest weaknesses. Combined with the dwarf’s knack for operating in areas of earth and stone, scout training can turn dwarves into impressive underground explorers – Although most dwarves prefer a more straight-forward approach to combat and dislike the skirmish fighting style of the scout. Alignment: Any Starting Gold: 5d4x10 gp

The Scout Hit Die: D8 Level Base Attack Bonus 1st +0 2nd +1

Saving Throws Fort Ref Will +0 +2 +0 +0 +3 +0

3rd

+2

+1

+3

+1

4th 5th 6th 7th 8th 9th 10th

+3 +3 +4 +5 +6/+1 +6/+1 +7/+2

+1 +1 +2 +2 +2 +3 +3

+4 +4 +5 +5 +6 +6 +7

+1 +1 +2 +2 +2 +3 +3

11th

+8/+3

+3

+7

+3

12th 13th 14th 15th 16th 17th 18th 19th 20th

+9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+4 +4 +4 +5 +5 +5 +6 +6 +6

+8 +8 +9 +9 +10 +10 +11 +11 +12

+4 +4 +4 +5 +5 +5 +6 +6 +6

Special Skirmish (+1d6), track, trapfinding Battle fortitude +1, uncanny dodge, Hunter´s Trick Fast movement +10ft, Skirmish (+1d6, +1 AC), Trackless step Bonus feat, Hunter´s Trick Evasion, skirmish (+2d6, +1AC) Flawless stride, Hunter´s Trick Skirmish (+2d6, +2AC) Camouflage, Bonus feat, Hunter´s Trick Skirmish (+3d6, +2AC) Blindsense 30ft., Hunter´s Trick, Advanced Talents Battle fortitude +2, fast movement +20ft., Skirmish (+3d6, +3AC) Bonus feat, Hunter´s Trick Skirmish (+4d6, +3AC) Hide in plain sight, Hunter´s Trick Skirmish (+4d6, +4AC) Bonus feat, Hunter´s Trick Skirmish (+5d6, +4AC) Free movement, Hunter´s Trick Skirmish (+5d6, +5AC) Battle fortitude +3, Blindsight 30ft, Hunter´s Trick, Bonus feat

Class Skills The rogue's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str). Skill Ranks per Level: 8 + Int modifier. Class Features Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, scimitar, shortsword, and shortbow. Scouts are proficient with Light armour, but not with shields. Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. this extra damage increases by 1d6 for every four levels gained above 1st (2d6 at fifth, 3d6 at 9th, 4d6 at 13th and 5d6 at 17th). The extra damage doesn’t apply to creatures immune to precision damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to range attacks made while skirmishing, but only if the target is within 30ft. At 3rd level, a scout gains a +1 competence bonus to Armour Class during any round in which she moves at least 10ft.The bonus applies as soon as the scout has moved 10ft, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, +5 at 19th level). A scout loses this ability when wearing medium or heavy armour or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack. Track: A scout adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Trapfinding (Ex):A scout adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A scout can use Disable Device to disarm magic traps. Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armour or when carrying a medium or heavy load. Uncanny dodge (Ex): Starting at 2th level, a scout can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a scout already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Fast Movement (Ex): Starting at 3rd level, a scout gains a +10 foot enhancement bonus to her base land speed. at 11th level, this bonus increases to +20 feet. A scout in medium or heavy armour, or carrying a medium of heavy load loses this bonus. Trackless Steps (Ex): Starting at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may leave a trail if so desired. Hunter´s trick: At 3th level, a Scout learns the use of hunter’s tricks, which typically grant a boon or bonus to the Scout or a nearby ally. At 5th level, the Scout learns one trick, selected from the list below and every two levels thereafter, he learns another trick. A Scout can use these tricks a total number of times per day equal to 1/2 his Scout level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Scout cannot select an individual trick more than once.

A Scout can change one Hunter´s trick for a Rogue talent. The following is a list of hunter tricks and their effects. Aiding Attack (Ex): The Scout can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Scout’s next turn gains a +2 circumstance bonus on that attack roll. Catfall (Ex): The Scout can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Scout takes no damage from the fall, he does not fall prone. Chameleon Step (Ex): The Scout can move up to twice his speed as a move action. The Scout does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal. Cunning Pantomime (Ex): As a standard action, the Scout can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Scout suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick. Defensive Bow Stance (Ex): The Scout can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity. Deft Stand (Ex): The Scout can spend a move action to stand up without provoking attacks of opportunity. Distracting Attack (Ex): The Scout can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round. Hobbling Attack (Ex): The Scout can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds. Hunter´s Counsel (Ex): As a swift action, the Scout can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Scout must have at least one rank in the chosen skill. This bonus lasts for 1 round. Quick Climb (Ex): The Scout can climb at his full speed as a move action without penalty. Quick Healing (Ex): As a swift action, the Scout can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Scout can administer a potion to an unconscious character as a move action. Quick Swim (Ex): The Scout can swim at his full speed as a move action without penalty. Rattling Strike (Ex): The Scout can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. Second Chance Strike (Ex): When he misses with a melee attack, the Scout may reroll his attack at a –5 penalty. Using this ability is an immediate action. Skill Sage (Ex): As a free action, the Scout can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability. Stag’s Leap (Ex): As a free action, the Scout can attempt a running jump without moving 10 feet before the jump. Surprise Shift (Ex): The Scout can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. Tangling Attack (Ex): The Scout can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the Scout can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. Uncanny Senses (Ex): As an immediate action, the Scout gains a +10 insight bonus on Perception checks for 1 round. Upending Strike (Ex): The Scout can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target. Vengeance Strike (Ex): The Scout can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Scout can make a single melee attack at his highest base attack bonus against the creature who attacked his ally. Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-fight, Combat Expertise, Dodge, Endurance, Far Shot, Great Fortitude, Improved initiative, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack. She must meet all the prerequisites for the feat. Evasion (Ex): A scout of 5th level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (Such as a fireball spell), she instead takes no damage. Evasion can only be used if a scout is wearing light or no armour. A helpless scout (Such as one who is unconscious or paralysed) does not gain the benefit of evasion. Flawless Sride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (Such as undergrowth, rubble and similar terrain) at her normal speed and withotu taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede movement. A scout loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load. Camouflage (Ex): A scout of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing Medium or heavy armour or when carrying a medium or heavy load. Blindsense (Ex): At 10th level a scout gains the Blindsense ability out to 30ft. Hide in Plain Sight (Ex): While in any sort of natural terrain, a scout of 14th level or higher can use the Hide skill even while being observed. A scout loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load. Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load. Blindsight (Ex): At 20th level a scout gains the Blindsight ability out to 30ft. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it. Master Hunter: A Scout of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. Can kill foes observing the prey, must first study her target for 1 round as a standard action. On the following round, if the hit is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the scout’s level + the scout’s Wisdom modifier. If the save is successful, the target still takes the damage as normal, but it is immune to that ability for 1 day.

SWASHBUCKLER (Class) Swashbucklers have the following game statistics. The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants. Alignment: Any. Hit Die: d10. Class Skills The swashbuckler’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),Disguise (Cha), Escape Artist (Dex), Profession (Wis), Sleight of Hand(Dex),Sense Motive (Wis) and Swim (Str) Skill Points at Each Additional Level: 4 + Int modifier.

The Swashbuckler Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

+11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

+7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Special Weapon Finesse, Dodge bonus +1 Grace +1, Swashbuckler´s Luck Insightful strike, Rogue talent, Uncanny dodge Dodge bonus +2 Acrobatic skill mastery Bonus feat, Improved flanking Rogue talent Evasion Dodge bonus +3, Finesse specialization. Grace+2,Improved Uncanny dodge Advanced Rogue talent Defensive roll Weakening critical Dodge bonus +4 Rogue talent Slippery mind Bonus feat Wounding critical Dodge bonus +5, Grace +3, Finesse Master.

Class Features All of the following are class features of the swashbuckler. Weapon and Armor Profi ciency: Swashbucklers are profi cient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered. Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that.

Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves and Initiative at 2nd level. th This bonus increases to +2 at 11 level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Swashbuckler´ s luck: Fortune favors the Swashbuckler. As a swift action, a Swashbuckler can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the Swashbuckler is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load

Rogue Talents (Ex): At 4th level, a swashbuckler gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability. Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. th

Acrobatic Skill Mastery (Ex): At 6 level, a swashbuckler gains a bonus equal to half his class level on Acrobatics skill checks and becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making an Acrobatics check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so. A swashbuckler can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Acrobatics, in particular) to successfully move over the terrain. th

Bonus feat: At 7 level, a swashbuckler gains a bonus feat from the following list: Dodge, Mobility Weapon Focus (piercing weapons or light weapons), Two-weapon Fighting, Two-weapon Defense, th Combat Expertise and Combat Reflexes. At 18 level, add Spring Attack, Improved Two-weapon Fighting, and Improved Vital Strike. Don’t need to meet the requirements; the benefits of the feats apply only when he wears light, medium, or no armor. Improved Flanking (Ex): A swashbuckler of 7th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.) Evasion (Ex): At 9th level, a swashbuckler gains evasion, as the rogue ability of the same name. Finesse Specialization (Ex): At 10th level, a swashbuckler gains Weapon Specialization feat in a piercing weapon. Uncanny Dodge (Ex): At 11th level and higher, swashbuckler can no longer be flanked. This defense denies a rogue the ability to sneak attack the swashbuckler by flanking him, unless the attacker has at least four more rogue levels than the target has swashbuckler levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character Advanced talent: At 12th level, and every four levels thereafter, a swashbuckler can choose an advanced rogue talent in place of a rogue talent. Defensive Roll (Ex): Starting at 13th level, once per day, a swashbuckler can attempt to avoid a lethal blow. This functions as the rogue's advanced talent of the same name. Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

th

Slippery Mind (Ex): When a swashbuckler reaches 17 level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw. Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect. Finesse Master: When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 2 points of Strength and Dexterity damage (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical and wounding critical class feature.), –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

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