http://wiki.faxcelestis.net/index.php?title=Special:Contributions&feed=atom&target=SatyrFax Encyclopedicus - User contributions [en]2024-03-29T09:57:29ZFrom Fax EncyclopedicusMediaWiki 1.15.1http://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Character_ClassesSerpents and Sewers: Character Classes2010-03-09T13:09:09Z<p>Satyr: </p>
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<div>[[Serpents and Sewers]] features 26 base classses (there is a 27th class, the Lorekeeper, but it isn't done yet), most of them with at least one significant variety or other options. These 26 classes include replacements for all core base classes except one, and a various number of additional classes. It does not contain Prestige Classes, as we never came to an agreement how or if those should be implemented. Ithink that with the additional characters layers through background traits and heroic paths prestige classes aren't a necessary feature anymore for thei nidividualisation of characters, and on the account of power, it is not necessary for any of the S&S classes to be replaced to be able to compete in the long run. <br />
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In comparison zo the vanilla rules, Serpents & Sewers characters have more skill points, more class features and almost no dead levels; whenever a character gains a level, he also gains a new feature (okay, sometimes it is only a couple of new spells).<br />
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I am not completely content with all of these classes. Three of them - the Paladin, the Man-at-Arms and the Wizard - are close to what I strive for in the area of individualisation and options, others are just not good enough . The train wreck until now is the sorcerer (but I think this specific class is so used to neglection, it has ceased to suffer).<br />
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In general, melee fighters are much more powerful than in the normal rules and spellcasters are significantly weaker. They meet in the middle ground and are roughly equal to each other (a strongly optimised character will almost always be better than a weak one, indepentently of the class). The designated support characters may be a bit weaker on their own, but may boss around the other characters. That's worthwhile enough in itself, I think.<br />
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=Adventurer=<br />
[[Serpents and Sewers: Adventurer|Adventurers]] are jacks of all traits which have an enormously wide spread knowledge and adaptability, but is master in no field. Their greatest strength is this adaptability and diversity of abilities, but while they contribute in most situations they rarely ever achieve the level of mastery in any field of more specialised adventurer.<br />
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=Alchemist=<br />
The [[Serpents and Sewers: Alchemist|Alchemist]] is a meddler and researcher specialised in the creation of magical potions, alchemical goods and large explosions. While he is not a real spellcaster, he can emulate many magical effects through his elixirs, potions and powders. Alchemists are both potent support characters and are masters of pyromania and large explosions. Buton the other hand, their power is almost completely based on preparation and without it, they are in trouble.<br />
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=Archer=<br />
[[Serpents and Sewers: Archer|Archers]] are characters concentrated on ranged attacks, deadly with a bow but with problems when forced into melee. Archers are deadly when they can keep their distance and have enough arrows at hand. Archers are Artillery characters who are deadly but face serious danger when they are under direct attack themselves.<br />
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=Assassin=<br />
The [[Serpents and Sewers: Assassins|Assassin]] is a silent killer, specialised in stealth, ambush attacks and the use of poisons. The Assassin is deadly when he attacks from the shadow, but in the open the assassin loses most of his advantages.<br />
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=Battle Priest=<br />
As a militant servant of a god, the [[Serpents and Sewers: Battle Priest|Battle Priest]] is specialised in fighting to defend his faith by combining martial prowess and divine spellcasting. The Battle Priest tries to find a balance between martial prowess and their spiritual magic. Nonetheless, they rarely fight as well as a true warrior and their magic is more limited than those of the truem men and women of the cloth.<br />
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=Berserker=<br />
The [[Serpents and Sewers: Berserker|Berserker]] is a mighty warrior with an uncontrollable rage and impulse control issues. While he is deadly to his enemies, he may become just as dangerous to his allies when he loses control. As a nigh unstoppable Monster in battle, it is a very good idea not to make him angry.<br />
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=Bravo=<br />
The [[Serpents and Sewers: Bravo|Bravo]] is a cocky, light armored fighter that prefers light weapons and mobility to heavy armor and large, slow weapons. The Bravo is a fast and deadly fighter, but also a fragile one, who relents on quickness and mobility to defend themselves. The Bravo is also a social face character and a charming rogue who moves with more elegance than strength.<br />
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=Cleric=<br />
Similar to the [[Serpents and Sewers: Battle Priest|Battle Priest]], the [[Serpents and Sewers: Cleric|Cleric]] is a divine spellcaster and probably the best definition of one at that. The cleric is educated in the way of the magic of his gods and the rhetoric of a preacher. This makes him a man of the word and the book, not of the battlefield.<br />
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=Commander=<br />
The [[Serpents and Sewers: Commander|Commander]] is a leader of men, whose bravery can inspire armies and tactical instincts can lead to victory or defeat; while he commands troops he is not necessarily a good fighter as well. His strength is in the leaderhip and the support of other fighters, but he is better in support than in direct action.<br />
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=Defender=<br />
The [[Serpents and Sewers: Defender|Defender]] is a warrior specialised in defense and the use of heavy armor. While the defender is neither as mobile nor strong as other frontliners, he can becomes nigh invulnerable.<br />
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=Druid=<br />
The [[Serpents and Sewers: Druid|Druid]] is a divine spellcaster who does not draw her powers from the faith but from nature itself. The druid is wild mirror image of the civilised cleric whose focus on nature and the wild makes up for the lack of the cleric's social skills.<br />
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=Healer=<br />
The [[Serpents and Sewers: Healer|Healer]] is the personification of healing energy and the magic of life. Even moreso than the cleric the healer uses his magic not only protect and preserve the living, but also as a deadly weapon against the (un-)dead. A good healer may be a life insurance for a party of adventurers or even a whole army, but a healer is much better in support and healing than in taking the initiative and doing the heroic deeds himself.<br />
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=Lorekeeper=<br />
The [[Serpents and Sewers: Lorekeeper|Lorekeeper]] is an intellectual, a scholar or a scribe who has dedicated her whole life to knowledge and education. While the Lorekeeper is not a spellcaster, she learns and remembers enough to memorize simpler magical activities and learn to use them not through a supernatural gift but through intellectual devotion.<br />
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=Mage Blade=<br />
A [[Serpents and Sewers: Mage Blade|Mage Blade]] is an arcane spellcaster who is specialised in casting spells on himself to boost his combat prowess or to use their weapons to deliver deadly spells. Mage Blades try to merge spellcasting and fighting power into very effective attacks, but as average spellcaster at best, they can neither compete with more concentrated spellcasters or with mundane fighters without magic.<br />
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=Man-at-arms=<br />
The knight, the legionnaire, the mercenary: The [[Serpents and Sewers: Man-at-arms|Man-at-arms]] is the most versatile fighter and the backbone of every elite army. As a man or a woman of steel and fire, they are without equal in a battle, but not meant for gentle words and polite conversations. The Man-at-arms is a master of armed combat and frontline heroism, but he is going to be very useful outside of combat; No spellcasting.<br />
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=Martial Artist=<br />
The [[Serpents and Sewers: Martial Artist|Martial Artist]] is a warrior of great discipline and self control. The Martial Artist learns to control his body and mind in a way not achievable or even understable. While he doesn't use magic, their abilities doesn't seem any less supernatural. As the martial artist needs neither weapons nor magic, it is probably te most self-dependant class around. <br />
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=Noble=<br />
The [[Serpents and Sewers: Noble|Noble]] class is an aristocrat, a ruler or another person born into power. As a ruler and leader of man but more focused on the social network of the ruling class than the command of troops on the battlefield. In comparison to the [[Serpents and Sewers: Commander|Commander]], the noble is more focused on social interaction than battlefield tactics, even though political power does not always make up for lacking martial power or magical aptitude.<br />
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=Paladin= <br />
Combining the dedication of a priest with the fighting prowess of a Man-at-arms and leadership of a commander, the [[Serpents and Sewers: Paladin|Paladin]] is the most powerful warrior around, and his rigid code of honor makes sure that she also deserves this power. The Paladin is a powerful fighter who is protected by faith and honor and granted with specialised but effective magic but there seems to be no powers without obligations for the Paladin.<br />
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=Pathfinder=<br />
The [[Serpents and Sewers: Pathfinder|Pathfinder]] is a scout, tracker and wilderness expert. The pathfinder is at home in the wilderness and is also an expert hunter who relies on finding his enemies’ weak spots instead of brute force.As a master outdoorsman of great adaptability, he is a surprisingly effective fighter but while pathfinder are good in everything, they are masters of nothing. <br />
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=Shaman=<br />
The [[Serpents and Sewers: Shaman|Shaman]] is a divine spellcaster who combines spellcasting, a strong ritualist approach and the guidance of the spirits. Shamans follow different totems, which grants different unique abilites.<br />
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=Shapechanger=<br />
Part mortal, part spirit creature, the [[Serpents and Sewers: Shapechanger|Shapechanger]] is a wanderer between the worlds and is not bond by his or her physical form. A shapechanger can adopt many elements of the spirit inside his soul and turn into a terrible beast or an inconspicuous watcher. They can literally change into a 3 meter beast and rip their enemies open with razor-sharp talons and even can cast a handful of spells. But besides of the spirit in your soul and the monster form they can adopt, most shapeshifters aren't much more than a peasant who lives in interesting times.<br />
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=Sorcerer=<br />
A child, born with a powerful Gift for magic but not the rigid education of a [[Serpents and Sewers: Wizard|wizard]], the [[Serpents and Sewers: Sorcerer|Sorcerer]] is a rare and flamboyant spellcaster more used to the life of the normal people than dusty libraries. As they are living magic, combined with enough pragmatism to get along, Sorcerers ''feel'' magic and learn and use it intuitively. <br />
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=Spellthief=<br />
Not everyone is born with a powerful gift for magic but still yearning for it. These are the [[Serpents and Sewers: Spellthief|Spellthieves]], who ‘borrow’ their magical gift from other casters. A Spellthief combines stealth and sorcery with the unique ability to steal magic. But they are worse rogues than the more specialised thieves and will probably never achieve the power levels of a full caster on their own, even if they could snatch it for a moment.<br />
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=Thief=<br />
The [[Serpents and Sewers: Thief|Thief]] is an expert to gain riches, treasures and goods from other people. Some thieves are brutal thugs, others are romantic scoundrels, steadily smiling tricksters or agile cat burglars. The Thief's greatest strengths are subtlety, stealth and social aptitude.<br />
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=Warmage=<br />
The artillery of the battlefield, [[Serpents and Sewers: Warmage|Warmages]] are specialised in using their magical powers for combats and battles. Their access to magic may be limited, but within their speciality, they are deadly and terrible enemies. A Warmage is the personified magical artillery. Let them burn. On the downside, warmages are likewise dependent on your magic and lack the versatility of less focused spellcasters.<br />
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=Weapon Master=<br />
While other fighters learn to fight with a diversified numbers of weapons, the [[Serpents and Sewers: Weapon Master|Weapon Master]] concentrates on the perfection in wielding one weapon of her choice. While not as flexible as other fighters, the Weapon Master is deadly with his armament of choice, but while they are incredible with their weapon of choice, they are indescribable without it.<br />
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=Wizard=<br />
The combination of discipline, magic talent and a life-long dedication to learning and studies are the trademark abilities of the [[Serpents and Sewers: Wizard|Wizard]], who completely concentrates on the control of the magic energies. Wizards are probably the strongest of all spellcasters but they are also almost completely dependent on your magic and have almost no skills besides magic.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Background_TraitsSerpents and Sewers: Background Traits2010-03-09T13:04:09Z<p>Satyr: </p>
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<div>Every character in [[Serpents and Sewers]] gets two background traits, which represent physical or mental character traits, upbringing, environment or social background of a character. These should help to make the character more unique and give the player the possibility to get an additional mean of influence on the character’s overall appearance. The two traits are chosen at the character creation and cannot be changed afterwards. <br />
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The background traits were introduced in Iron Heroes and can be found there. Additional traits are the ‘background feats’ found in several campaign settings and the feats that grant a +2 Bonus to two abilities.<br />
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There are two important addendums: Spellcasting Characters (with the exception of the Paladin) require one of the “Gift” traits. Without these, only magical dabbling is possible. Secondly, only ‘normal sized’ characters can take traits that change the character’s size category or similar features.<br />
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The Dungeon Master is required to ban any combination she deems unfitting for the game – you cannot be short and tall at the same time, for instance.<br />
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Additionally, Character Backgrounds influence what a character have learned in Life and how he will develop. Several background traits offer Background skills, which may always be treated as class skills, for all classes that character has levels in, and additional favorite classes, that offer more options for the character’s future career.<br />
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=Mental Background Traits=<br />
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==Ability Boost==<br />
You are remarkably strong, agile etc. for your species, granting you a bonus to a certain ability. Likewise, you also have a specific weakness in another ability.<br />
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''Effect:'' You gain a +2 bonus to a ability score of your choice and a –2 penalty to another ability score.<br />
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''Special:'' You can take this trait more than once, eliminating the penalty with the second pick.<br />
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''Background Skills:'' Chose one skill based on your enhanced Ability and treat it as a background skill.<br />
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==Animal Empathy==<br />
You have an innate, intuitive understanding of animal behavior and instincts and animals just like you.'<br />
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''Effect:'' You gain a +4 bonus to all Handle Animals and Ride checks and gain the Druid's Wild Empathy class Feature.<br />
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''Background Skills:'' Handle Animals, Ride<br />
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''Favorite Class:'' None<br />
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==Bloodthirsty==<br />
You are used to violence and live for the adrenaline rush of the battle – or you just enjoy to inflict pain on your enemies. <br />
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''Effect:'' If you deliver an attack that deals enough damage to immediately kill an enemy or drop him nauseated from a heavy hit, your lust for blood stir you to a minor frenzy – you gain a +1 morale bonus to damage and +2 moral bonus to Will saves. These benefits last until the end of this encounter.<br />
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''Background Skills:'' None.<br />
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''Favourite Class:'' Chose one class with a full BAB progression and treat it as a favourite class.<br />
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==Born Leader==<br />
You possess an innate ability to bring out the best in others and to create loyalty and friendship. With a few words of encouragement from you or a presentation of your efforts to lead, your allies perform much better than normal – at least temporary.<br />
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''Effect:'' You gain the ability to use one of the Commander’s Commands (see the Commander class description in the Class section). The Command may be chosen at first level and not changed afterwards. <br />
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''Special:'' Commanders with this ability gain an additional Command at first level. <br />
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''Background Skills:'' None<br />
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''Favourite Class:'' Commander<br />
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==Brave==<br />
You understand the value of quick wits and quicker reactions when blades are drawn and deadly spells are chanted and there is not much that scares you anymore.<br />
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''Effect:'' You gain a +2 bonus to your Initiative score and Will Saves to resist fear or fear related effects. Treat an effect that would panic you as if you were frightened and a result that would make you frightened as if you were shaken. An effect that would make you shaken has no effect on you.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' Chose one class with a full BAB progression and treat it as a favourite class.<br />
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==Chaotic Mind==<br />
You are crazy, deranged, apart from the reality of other people. Your mind is unordered and jumping from one concept to another with a logic hard to identify or follow by other people. Other people will think of you as enigmatic and at least eccentric, but your unusual cognitive processes offers great protection from mind-effecting magic.<br />
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''Effect:'' You gain a +4 bonus to mind effecting magic and abilities. People are feeling insecure around the deranged, and you can easily exploit this – you gain a +2 bonus to Intimidate.<br />
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''Background Skills:'' Intimidate. <br />
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''Favourite Class:'' None <br />
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==Fast Learner==<br />
You learn very quickly and without many problems.<br />
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''Effect:'' You gain 8 additional skill points on first level, and one additional skill point on each following level.<br />
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''Background Skills:'' Take one of your choice. <br />
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''Favourite Class:'' None<br />
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==Intuitive Learning==<br />
You never understood how people learned from books. While you are not necessarily what other consider as ‘clever’, you have a knack for learning things, even seemingly more intelligent people have problems to grasp.<br />
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''Effect:'' Use your Wisdom instead of your Intelligence to determine how many skill points you gain per level.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' None<br />
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==Loyal Follower==<br />
You are not the one who takes the reign and lead your allies from victory to victory – you are the one who guarantees that the leader’s orders will actually lead them to victory and that his efforts for motivation will be effective.<br />
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''Effect:'' Whenever you gain a morale bonus through another character’s leadership efforts such as the cleric’s sermons or the commander’s orders, double that bonus. This does not work when the morale boost was caused by a spell or another supernatural ability or power.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' Man-at-arms<br />
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==Master of your own fate==<br />
You have decided that only you will detemine your way in life. No ancient prophecies, mystical writings or caste origin should ever force you to take another path than that you have chosen for you. You are your own master and do not tolerate anyone else to tell you what you should do.<br />
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''Effect:'' You gain a +2 bonus to all saves against mind-affecting spells or powers - you are too stubborn to submit to mere magic. Your stubbornness also grants you two additional hitpoints at first level, as not even pain and injury should lead you from the way you have chosen.<br />
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''Background Skills:'' Chose two skills. These skills will be treated as background skills for you. You and not your origin determine what you are good in.<br />
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''Favorite Class:'' Chose one class and treat it as a favorite class. <br />
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==Paranoid==<br />
Perhaps you were betrayed once or you have a low opinion of most other people, but you have learned to distrust most people that you know well, let alone strangers. For you, everyone is suspicious.<br />
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''Effect:'' Once per social encounter, you can reroll a Sense Motive, Spot or Listen checks. In any case, you must choose to re-roll after rolling but before learning the results of the check, and you must accept the results of the second roll, even if it is lower than the first.<br />
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''Background Skills:'' Sense Motive<br />
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''Favourite Class:'' None<br />
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==Perfect Recall==<br />
You have an eidetic memory, and can easily remember even minor details from an event others have long forgotten without much difficulty.<br />
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''Effect:'' You enjoy a +1 bonus to all knowledge checks and a +2 bonus to spot to see through a disguise. If you have any questions about details or events, such as a person’s name or the exact events, the DM is obliged to tell you, even if you as a player have forgotten them.<br />
While you can’t memorise the exact wording of a book or a similar source, you can remember the general gist of the book or the passage. You always remember faces, names and the basic sequence of events.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' None<br />
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==Seducer==<br />
You have the eerie ability to charm and manipulate others, perhaps due to your attractiveness or just a great skill in empathy and scheming. You don’t need magic to twist others around your fingers.<br />
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''Effect:'' When dealing with NPCs whose starting attitude is neutral or better, you can temporarily improve their attitude by two categories instead of one with a successful diplomacy check for a number of minutes equal to your charisma modifier. Afterwards the attitude returns to its original state (if the NPC is now more hostile to you, the attitude obviously does not change back).<br />
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''Background Skills:'' Intrigue<br />
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''Favourite Class:'' None<br />
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=Physical Background Traits=<br />
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==Ability Boost==<br />
You are remarkably strong, agile etc. for your species, granting you a bonus to a certain ability. Likewise, you also have a specific weakness in another ability.<br />
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''Effect:'' You gain a +2 bonus to a ability score of your choice and a –2 penalty to another ability score.<br />
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''Special:'' You can take this trait more than once, eliminating the penalty with the second pick.<br />
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''Background Skills:'' Chose one skill based on your enhanced Ability and treat it as a background skill.<br />
Favourite Class: None<br />
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==Burly==<br />
You are exceptionally tall and heavy set for your species. You are larger and tougher than most others and your broad shoulders can carry a heavy weight.<br />
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''Effect:'' Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous. You are also treated as a creature of one size larger for the purposes of calculating your carrying your light, medium and heavy loads.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' None<br />
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==Cat’s Balance==<br />
You are exceptionally light on your feet and have a superb sense of balance.<br />
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''Effect:'' You gain a +2 bonus on all Balance, Move Silently and Tumble checks. You do not become flat-footed when you are balancing, and you retain your complete defense bonus in these circumstances. When you make a Tumble check to reduce damage from falling, reduce the height of the fall by 20 feet.<br />
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''Normal:'' Using Tumble to reduce Falling damage reduces the fallen distance by 10 feet.<br />
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''Background Skills:'' Acrobatics<br />
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''Favourite Class:'' Assassin, Bravo or Thief (pick one, not all three)<br />
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==Face in the crowd==<br />
You have knack for blending into crowds. You lack any noteworthy features or characteristics that would make you easy to identify or to recognize you. With a little effort, you can remain nearly anonymous.<br />
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''Effect:'' During any non-combat situation, you can make a hide check based on your charisma instead of your dexterity to fade into the background. Make a hide check opposed by spot checks from everyone else who s present. Those who fail simply do not notice you, as long as you don’t do anything suspicious or threatening. Additionally, you gain a +4 bonus to disguise checks.<br />
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''Background Skills:'' Stealth<br />
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''Favourite Class:'' None<br />
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==Graceful Acrobat==<br />
You are lithe, flexible and has the grace of a dancer. You move with excellent coordination and complete difficult acrobatic maneuvers with relative ease.<br />
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''Effect:'' You gain a +2 bonus to tumble checks and can use Tumble to move at your normal speed without penalty.<br />
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''Background Skills:'' Tumble<br />
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''Favourite Class:'' Bravo<br />
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==Hard to kill==<br />
Your body just does not give up, even when you are severely injured.<br />
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''Effect:'' You gain a +4 bonus to all saves to resist the effects of wounds or to stabilise and you gain one additional level of Scratches you can tolerate.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' Chose one class with a full BAB progression and take it as a Favorite Class.<br />
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==Mighty Build==<br />
Your heavy muscles and broad build allows you to use tools and weapons other would fiend clumsy to wield. While an enormous maul would force others to struggle to keep their balance, you have the strength and steadiness to use such large weapons without problems.<br />
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''Effect:'' You can wield weapons up to one size larger than normal for a creature of your size without penalty. You still suffer the normal penalties for weapons above that size and for smaller ones. The benefit of this trait only effects weapons and do not expend to shields.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' None<br />
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==Quick==<br />
You are extraordinary swift on your feet and an expert runner.<br />
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''Effect:'' Add +10 ft to your base speed.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' Bravo<br />
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==Resilient==<br />
You have an incredible immune system and an iron cast stomach. Poisons and Illnesses have little effect on you.<br />
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''Effect:'' You gain a +2 bonus to Saves to resist poisons and illnesses. Additionally, whenever you are the recipient of a Heal check to treat poison or disease, the character performing the Heal check gains a +2 bonus on the check result.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' Alchemist<br />
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==Sharp Senses==<br />
You posses an uncanny awareness for your surroundings and are normally the first to recognize details around you. You are notoriously hard to surprise. <br />
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''Effect:'' Whenever a Spot, Search or Sense Motive Check would reveal a falsehood or a hidden object or person, the DM makes such a check for you in secret. If the check succeeds, you learn that something is amiss and can make an additional check yourself to determine the exact nature of the event; the first check gives only a general feeling.<br />
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''Background Skills:'' Perception.<br />
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''Favourite Class:'' Pathfinder<br />
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==Short==<br />
You are much smaller and skinnier than normal – so much that you count as one size category smaller than other member of your species.<br />
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''Effect:'' You are small-sized if you ordinarily would be medium sized. As a small creature, you gain a +1 bonus to your defense, <br />
a +1 size bonus to attack rolls, and a +4 bonus to hide rolls. You suffer a –10 foot penalty to your base speed and a –2 penalty to your strength. You also must wield weapons one size smaller than normal and gain a -1 size penalty to your Shock Value. <br />
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''Background Skills:'' None<br />
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''Favourite Class:'' None<br />
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==Tall==<br />
You have longer arms and legs than other members of your species, which let you tower over the others. In battle, your height and longer limbs grant you improved reach.<br />
''Effect:'' You gain a +2 size bonus to grapple checks. In Combat, when you wield an at least medium sized weapon, you can attack with your weapon as if it had a 5 feet longer reach, but doing so would give an additional –4 penalty to all attack rolls for this turn.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' None<br />
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==Tough as iron==<br />
Your bulging, powerful muscles are hard as old wood and your bones are even tougher. You are not injured easily.<br />
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''Effect:'' You gain a natural armor of 1/-. If you already have natural armor, increase it by 1.<br />
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''Background Skills:'' None<br />
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''Favourite Class:'' Chose one class with a full BAB progression and take it as a Favorite Class.<br />
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=Social/Cultural Background Traits=<br />
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==Aristocratic Heritage==<br />
You were born into the nobility and enjoyed the privileges of this life. You are supposed to be a leader and a ruler instead of a follower and had access to the best teachers and equipment.<br />
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''Effect:'' As a member of ruling class, you start the game with double the normal amount of gold to purchase equipment and your better education grants 4 additional skill points at first level and one additional skill point on each subsequent level. You also bear a title in a nation or domain that will grant you several privileges, such as hospitality and access to the upper class of the nobility.<br />
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''Background Skills:'' Knowledge (Royalty and Nobility)<br />
<br />
''Favourite Class:'' Commander or Noble<br />
<br />
==Barbarian==<br />
You grew up in a tribe or society that is less sophisticated or civilized than the people further away from the wilderness. Your people had less technological knowledge, and the land you grew up in was much wilder than the farmland where the more civilized people live. <br />
<br />
''Effect:'' You gain a +2 bonus to survival checks and since you grew up in a much more dangerous environment, you also have sharpened senses: you gain a +2 bonus to Perception checks and your initiative. On the downside, you do not have the same access to wealth and higher arts as many other people and start with only half of the usual Starting Wealth.<br />
<br />
''Background Skills:'' Survival<br />
<br />
''Favourite Class:'' Berserker<br />
<br />
==Born in the saddle==<br />
Your people wandered the lands on the back of your mounts and like most of the children of your people you learned to ride before you could walk. You are an expert horseman.<br />
<br />
''Effect:'' You gain a +2 bonus to ride checks and handle animals check, as you spent more time with your mount than with many people. Additionally, you can reroll a ride check once per encounter if you fight mounted and may use your full class level to determine the level of a potential Animal Companion if said companion is your mount.<br />
<br />
''Background Skills:'' Ride<br />
<br />
''Favourite Class:'' None<br />
<br />
==Craftsman==<br />
You trained as a craftsman or artisan or derive from a family with a long-standing tradition in this area. Perhaps you never planned to live the life of an adventurer but the circumstances forced you to give up your craft.<br />
<br />
''Effect:'' You gain 4 ranks in one craft skill of your choice and an additional skill point every level that you can only use to raise craft or profession skills. Likewise, you gain a +2 bonus to the appraise skill since you have developed an eye for the quality of craftsmanship. This ability also allows you to spot flaws in objects, allowing you to add your Intelligence modifier (if any) to all damage rolls against objects and constructs.<br />
<br />
''Background Skills:'' Craft (any)<br />
<br />
''Favourite Class:'' Alchemist<br />
<br />
==Circus Artist==<br />
You were born amongst a group of travelling actors, acrobats, performers or fortune tellers. During your time amongst these extraordinary people you were schooled in performing a particular activity typical of their lifestyle.<br />
<br />
''Effect:'' You are a natural performer and gain a +2 to all Balance, Perform, Sleight of Hand and Tumble checks. In addition, you get an additional +2 bonus to one skill from the following list: Bluff, Escape Artist, Handle Animal, Sense Motive or Use Rope.<br />
<br />
''Background Skills:'' Chose one of the following list: Acrobatics, Legerdemain, Perform<br />
<br />
''Favourite Class:'' Thief<br />
<br />
==Denizen from the Deep==<br />
Your people live deep underground, in caves and mines beyond the surface and far away from the sun. You are well adapted to this environment, but the open skies and lightness of the surface world is something terribly strange for you.<br />
<br />
''Effect:'' You gain the Darkvision ability with a reach of 60’. If you already have Darkvision, increase its reach by 60’. You also gain a +2 bonus to Hide, Move Silently and Search, as these skills can guarantee your survival in the dangerous darkness of the underground.<br />
<br />
''Background skills:'' Hide<br />
<br />
''Favourite Class:'' None<br />
<br />
==Desert Dweller==<br />
Your people lived in the endless dunes of a great desert and you have learned to survive in this merciless environment.<br />
<br />
''Effect:'' You enjoy a +4 bonus to saving throws against fire, hot weather effects and heat exposure, as well as an energy resistance against fire equal to your constitution bonus. Likewise, you can survive on half the standard amount of food and water and may treat difficult terrain based on sand as normal terrain.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Pathfinder<br />
<br />
==Disciplined Upbringing==<br />
Your people are admired for their single-minded determination and clarity of purpose and you were raised with this discipline.<br />
<br />
''Effect:'' You gain a +2 bonus on Will saves and Concentration checks.<br />
<br />
''Background Skills:'' Concentration<br />
<br />
''Favourite Class:'' None<br />
<br />
==Faithful==<br />
You were raised in a very religious environment of religious fervour and in strict observation of he faith’s religious tenets. You don’t have to be a priest or a similar representative of the faith, but you are a stout believer.<br />
<br />
''Effect:'' As long as you hold up a code of honor fitting to your religion, you get an additional bonus based on your faith and resolution – you get a +2 bonus to Will Saves against fear effects and once per day, may add a +2 moral bonus to a single D20 roll of your choice.<br />
Additionally, you gain a +2 bonus to knowledge (religion) and social skills when dealing with followers of the same faith.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Paladin<br />
<br />
==Ice-Born==<br />
You were born in the frozen lands of ice and snow. You are used to bitter cold and howling winds and coldness has little effect against you. <br />
<br />
''Effect:'' You gain a +4 bonus on all saves against cold effects, including cold weather or exposure and an energy resistance against cold equal to your constitution bonus. You can treat difficult terrain as normal terrain, as long as its difficulty is based on snow, iced surfaces or similar winter or cold related reasons.<br />
You also gain a +2 Bonus to Athletics and Survival, checks and may treat Survival in a cold environment as a trained skill, even if you have no ranks in it.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Berserker<br />
<br />
==Member of the Thieves’ Guild==<br />
You are or were a member of the local guild of thieves or a similar underworld organisation and you have learned the art of crimes close to perfection. <br />
<br />
''Effects:'' Your criminal activities taught you how to gain access to information others may be unable to obtain. You gain a +2 bonus to all intrigue checks and gain 4 additional skill points at first level and +1 skillpoint on each level, which can only be used for skills from the following list: Acrobatics, Disable Device, Intrigue, Legerdemain or Stealth. <br />
The Guild also offers shelter and some contacts as well as some social lever in the underworlds, but you are required to be loyal to the guild and spend a certain amount of your income for the guild’s ‘welfare program’. <br />
<br />
''Background Skills:'' None.<br />
<br />
''Favourite Class:'' Thief or Assassin.<br />
<br />
==Mountaineer==<br />
You come from the mountains or their direct surroundings. You are used to steep slopes and jagged cliffs. <br />
<br />
''Effect:'' You gain a +2 bonus to survival in a mountainous environment and +4 bonus to all Athletics checks dealing with climbing. You are also used to keep your footing under all costs, granting you a +2 bonus to all checks and saving throws you make to keep yourself from being knocked prone.<br />
Additionally, the mountains have bred toughness and tenacity into you, granting you an additional level of Scratches and a +1 bonus to your Shock Value.<br />
<br />
''Background Skills:'' Athletics<br />
<br />
''Favourite Class:'' Barbarian<br />
<br />
==Merchant==<br />
You have worked as a merchant and a trader and made some important experiences in the art of commerce.<br />
<br />
''Effect:'' You get a +2 bonus on all Intrigue and Sense Motive checks and start the game with twice the regular starting wealth. In addition, you can reduced or increase the price of any ware you buy or sell by 10%.<br />
<br />
''Background Skills:'' One fitting craft skill<br />
<br />
''Favourite Class:'' Thief<br />
<br />
==Peasant==<br />
It might not the most heroic background, but it is the most common: You were born among the village folk that works in the fields and nourishes the whole realm through agriculture and animal husbandry. This is dull labour without any prestige, so it is no wonder that you turned away from this and started a life as an adventurer.<br />
<br />
''Effect:'' You gain a +2 bonus to the Profession (farmer) skill and handle animal. More important, the constant labour on the fields grant you a +1 Bonus to all Fortitude Saves. You are so grown to harship that you also gain one additional level of Scratches.<br />
<br />
''Background Skills:'' Handle Animals, Profession (Agriculture)<br />
<br />
''Favourite Class:'' None<br />
<br />
==Scholar==<br />
You have spend many years with learning and studying, granting you an impressive and broad education.<br />
Effect: You can use any knowledge skill as a trained skill even if you don’t have any ranks in it and gain a +2 bonus to all knowledge checks as well. You get an additional skill point per level (4 at 1st level) that may only distributed among knowledge skills.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' None<br />
<br />
==Sea child==<br />
You are at home at the sea, whether you have spent more time aboard of a ship than on dry land or grew up on the coast. <br />
<br />
''Effect:'' You ignore any penalties to fighting aboard a ship due to heavy seas or swaying decks and gain a +2 bonus to all ability or skill checks to keep on foot, keep their balance. You are also proficient with either a martial or an exotic weapon associated with the sea or fishing, like the trident or the net.<br />
<br />
''Background Skills:'' Athletics<br />
<br />
''Favourite Class:'' None<br />
<br />
==Spellwise==<br />
You grew up in a land where mighty wizards are more common than in the rest of the world. Everyone in your homeland knows something about magic, and you have developed a certain resistance against the favourite art of the local spellcasters.<br />
<br />
''Effect:'' You receive a +2 bonus on all Knowledge (Arcana) and Spellcraft checks. You also get a +2 bonus on saving throws against spells and effects of a school of magic of your choice.<br />
<br />
''Background Skills'': Knowledge (Arcana) ''or'' Spellcraft <br />
<br />
''Favourite Class'': None<br />
<br />
==Swamp Folk==<br />
You were born and raised in a community deep within a marsh or swamp. Your people may have made their homes in small mud huts, on houses raised on wooden stilts, or on free drifting rafts, but they all relied on the isolation and solitude to protect them from their enemies. You are completely at home in the muddy tracts and waterways of such lands.<br />
<br />
''Effect:'' You gain a +2 bonus to survival checks in a marshland environment and treat the slippery, wet or muddy ground of a swamp as normal instead of difficult terrain. You also get a +2 bonus on Saving Throws against poisons since there are many poisonous animals and plants in the marshes.<br />
<br />
''Background Skills:'' Athletics<br />
<br />
''Favourite Class:'' Pathfinder<br />
<br />
==Urban Scum==<br />
You grew up in one of the toughest slums of a giant urban jungle. From early on, you learned how to scavenge and survive on the streets, including the occasional fight for your survival or even worse.<br />
<br />
''Effects:'' You are a tough street dweller, granting you a +2 bonus to Intimidate, Intrigue and Sense Motive. Your experience in street fights also grants you 1D6 of Sneak Attack damage that stacks with sneak attack from other sources. On the downside, you only start half the normal starting wealth due to the poverty of your upbringing.<br />
<br />
''Background Skills:'' Intrigue<br />
<br />
''Favourite Class:'' Thief<br />
<br />
==Warrior people==<br />
Your people praise nothing as much as martial prowess and live a life full of strive and combat. Perhaps you grew up in a mercenary unit or a tribe in a constant state of war with its neighbours and you have adapted to this highly martial upbringing.<br />
<br />
''Effect:'' Your people’s focus on martial prowess makes them skilled warriors. This environemnt of martial prowess has allwoed you to study the art of combat from early on, granting you familiarity with all martial weapons and one bonus feat from the fighter bonus feat list. In addition, you gain a +2 bonus to will saves to resist fear or fear-related spells and effects and a +2 bonus to Initiative rolls.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Commander or any one class with a full BAB progression<br />
<br />
==Widely travelled==<br />
Your people where constantly on the move and you have seen many countries towns and especially roads. Perhaps you grew up without ever settling down anywhere for more than a fortnight and for your whole life, the road stretched out in front of you.<br />
<br />
''Effect:'' You are used to travel and to commute with many different people. You gain a +2 bonus to intrigue checks and fortitude checks to resist fatigue from marching or other encumbrances. You have also learned the languages of the cultures you have met, granting you two ranks in the languages skill.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Pathfinder<br />
<br />
==Wild Child==<br />
You were raised in the wild by a pack of animals who, for whatever reason, chose to rear you as one of they own. It was not until a later age that you began to learn of your true nature and began to seek out your own kind.<br />
<br />
''Effect:'' Your time among animals has naturally attuned you to their minds allowing you an unmatched ability to interact amongst them. You gain a +4 bonus to all handle animal checks and may also select a single type of animal which operates commonly in packs (such as wolves), these animals almost never act with hostile intent towards either you or up to 6 additional individuals travelling within 60 feet of you (should either you or one of your chosen companions act in a hostile manor towards the chosen creatures they will however defend themselves and move against you). In addition, you gain the endurance feat and a +2 bonus to survival checks due to your youth in the wilderness.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Berserker<br />
<br />
==Woodland folk==<br />
You were born and raised between towering trees and a dense brushwood and here in the forest you are at your best. Perhaps you even feel somewhat uncomfortable in open spaces. <br />
<br />
''Effect:'' You gain a +2 bonus to Stealth and Survival checks in a forest environment and a +2 bonus to craft checks related to wood. Additionally, you gain a +4 bonus to all Athletics and Acrobatics checks dealing with climbing or moving in treetops and you retain your full defense bonus while climbing.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class'': Pathfinder or Archer<br />
<br />
=Exotic and Supernatural Background Traits=<br />
<br />
<br />
==Arcane Gift==<br />
You were born with the Gift to manipulate the forces of magic and are able to become an arcane spellcaster.<br />
<br />
''Effect:'' This trait allows you to take levels in an arcane spellcasting class.<br />
<br />
''Normal:'' Without this trait, a character cannot take class levels in an arcane spellcaster class.<br />
<br />
''Special:'' The Gift should be treated as a rare and exotic trait, because there are only a few things worse that you can do to a Fantasy game than cheapen and de-mystify magic. In any given group, not more than one character should have this trait.<br />
<br />
''Background Skills:'' None.<br />
<br />
''Favourite Class:'' Chose one arcane spellcaster class and treat it as a favourite class.<br />
<br />
<br />
==Atheist==<br />
You don't believe in gods, or any other such superstition. This makes you some kind of an outsider, when you vocalize your beliefs in public, but more importantly, your refusal to accept the god's powers greatly reduces them when facing you - which is not always beneficial for you.<br />
<br />
''Effect:'' You gain a +4 bonus to all Saving throws to resists divine spells or spell-like effects or powers with a divine background (e.g. the spell-like abilities of the plane-touched). You may even make your Saving roll against spells that would normally do not allow one (the Gamemaster determines which Save is applied in the specific situation). On the downside, any divne spell which would have a positive effect on you is only half as effective as usual (healing spells only heal half the damage, other spells have only half the usual duration for you).<br />
<br />
''Special:'' You can not take this trait and the divine Gift. <br />
<br />
''Background Skills:'' None.<br />
<br />
''Favourite Class:'' None.<br />
<br />
<br />
==Child of Prophecy==<br />
Omens and signs of great potency accompanied your birth and it seems that you have a great destiny to fulfil. This does not need to be entirely positive, but in one way or the other, you will change the way of the world.<br />
<br />
''Effect:'' This trait has no mechanical effect, but will easily enlarge your importance in the ongoing campaign. Discuss with your DM what the prophecy tells about your character and what destiny she has to fulfil.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Pick one class of your choice and treat it as a favorite class.<br />
<br />
<br />
==Divine Gift==<br />
You were blessed by the gods, spirits or the earth itself and have gained the rare blessing to form and manipulate the energies of divine magic. <br />
<br />
''Effect:'' This trait allows you to take levels in a divine spellcasting class.<br />
<br />
''Normal:'' Without this trait, a character can not take class levels in a divine spellcaster class.<br />
<br />
''Special:'' The Gift should be treated as a rare and exotic trait, because there are only a few things worse that you can do to a Fantasy game than cheapen and de-mystify magic. In any given group, not more than one character should have this trait.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' Chose any one divine spellcaster class.<br />
<br />
<br />
==Eldritch Void==<br />
Arcane magic just does not have the usual effect on you. Often, it has no effect at all on you. The reason for this may be personal determination or pure coincedence.<br />
<br />
''Effect:'' You gain a +4 bonus to all Saving throws to resists arcane spells or spell-like effects or powers with an arcane background. You may even make your Saving roll against spells that would normally do not allow one (the Gamemaster determines which Save is applied in the specific situation). On the downside, any arcane spell which would have a positive effect on you is only half as effective as usual (usually helpful spells have only half the usual duration for you).<br />
<br />
''Special:'' You can not take this trait and the arcane Gift. <br />
<br />
''Background Skills:'' None.<br />
<br />
''Favourite Class:'' None.<br />
<br />
==Fur==<br />
For reasons you don't really know yourself, you were born with a thick fur that covers your whole body. Perhaps this is a distinct trademark of your people, or you are an accident - if you are a member of a specis that is already covered with fur (like Gnolls), your fur is much thicker and tougher than usual and you still stand out among your people.<br />
<br />
''Effect:'' This trait grants a Damage Resistance of 1/- and a 3 point energy resistance against cold damage.<br />
<br />
''Background skill:'' Craft (Grooming and Braiding).<br />
<br />
''Favorite Class:'' Barber<br />
<br />
<br />
==Lucky==<br />
Perhaps you were born under a good star or some higher power looks out for you, but through luck, determination, and resilience, you survive when no one expects you to make it through.<br />
<br />
''Effect:'' You gain a +1 bonus to all saving throws and your defense.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' None<br />
<br />
<br />
==Magic Sense==<br />
While you not necessarily have the Gift to wield magic itself, you have the rare ability to sense magic around you. <br />
<br />
''Effect:'' Your ability to sense the presence of magic items or spellcasters resemble the Sense Magic spell, but is always active and takes the form of a 30 feet radius emanation around you. This ability is not per se magic and is therefore not affected by antimagic spells etc. (spells that hide the magic aura of casters or items are still in effect). This sense of magic also allows you to defend better against it, whenever you are a target of a spell or effect which is cast onto you within the reach of your ability: In this case you gain a +1 bonus to all saving throws against spells and other supernatural powers.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' None<br />
<br />
<br />
==Not from this world==<br />
You are not completely mortal. Perhaps your mystic power seem to transcend your mortal form or you are the descendant of a truly odd couple, but in any case your inner radiance is so strong that you are more than mortal.<br />
<br />
''Effect:'' You are a Native Outsider, not a humanoid. You have darkvision out to 60 feet (or, if you already have darkvision, increase its range by 60 feet). Furthermore, you gain an Energy Resistance against one source of damage of your choice equal to your constitution modifier. You may not take this trait if you already gain the native outsider feature from a template or when your species is an outsider by default.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favourite Class:'' None<br />
<br />
<br />
==Psionic Gift==<br />
Somehow, you were always different. Sometimes you saw events happen before they happened, or things around started to shake when you were angry. You are a psionic who have this Gift - or Curse - that sets you apart from the rest of the world.<br />
<br />
''Effect'': A character with this trait is a psionic and can obtain psionic feats and powers; other than magic, psionics are mostly useable at will, and are open to any class. The character choses one of the psionic power paths - Biokinetics, Clairvoyance, Telekinetics or Telepathy -and gains the associated bonus (see the [[Serpents and Sewers: Psionics|Psionics]] section for this).<br />
<br />
''Normal:'' Without this trait, a character can not take psionic feats and the corresponding powers.<br />
<br />
''Special:'' The Gift should always be treated as a rare and exotic trait, because there are only a few things worse that you can do to a Fantasy game than cheapen and de-mystify supernatural powers. Psionics in [[Serpents and Sewers]] represent a more primal and innate ability in comparison to magic, and should therefore be even rarer. <br />
<br />
''Background Skills:'' None<br />
<br />
<br />
==Supernatural Resistance==<br />
For strange reasons, magic and psychic gifts affect you much less than others. While it is very unlikely that you have the Gift yourself, those who have it do not impresse you much.<br />
<br />
''Effect:'' You gain a +2 bonus to all Saving Throws to resist all forms of spells, spel-like abilities or supernatural abilities.<br />
<br />
''Background Skills:'' None<br />
<br />
''Favorite Class:'' None<br />
<br />
==Weak Magic==<br />
You were born with a trace of magic in your blood, not enough to qualify for the full gift, but still impressive from the point of view of the complete mundane people. Your innate magic may be too weak to become a real spellcaster, but you have an intuitive understanding how to work your specific magic powers.<br />
<br />
''Effect:'' Choose 3 cantrips and any one level 1 spell from any spell list. You can cast only these spells, and are considered to have a spell energy pool equal to your highest mental ability bonus. With the GM's accord, the Weak Magic trait may suffice to qualify a character for a class with only very limited spell access like the Shapechanger.<br />
<br />
''Background Skills:'' Use Magic Device<br />
<br />
''Favourite Class'': None</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Heroic_PathsSerpents and Sewers: Heroic Paths2010-03-09T10:08:26Z<p>Satyr: /* Path of the Iron Skin */</p>
<hr />
<div>=Introduction=<br />
Originally, [[Serpents and Sewers]] featured Gestalt rules, but since the number of available base classes in the homebres steadily increased and Serpents and Sewers characters already had much more abilities, features traits than standard D&D characters, I dismissed the idea. Instead, characters gain an additional layer in the form of heroic paths. <br />
<br />
Every character chose one path during character creation, which gives him several additional abilities or features when he advances in level. Unlike a class, a path cannot be changed and most path features are less significant than class features. Most paths have no requirements but a few have. One category of paths, the dabbler paths can not be taken by a spellcasting characters because they describe the – very limited – abilities of potential magicians whose innate magic is for a true magical field of career. <br />
<br />
It is quite possible that a Heroic Path and a Background Trait cover a very similar aspect of a character. In comparison, the Path is much more significant for your character than the Background Traits, since the path qualities improve over time. You can try to cover a broader spectrum of abilities by choosing Background traits that are quite diverse from your Path or you can focus on a more directed approach. <br />
<br />
Your background traits describe where you come from and what you have done in the past. Your Heroic Path describes what you are and what you strive for and your class describes what you have learned and what you do. The idea of the additional Paths and Background is not only a way to increase a character’s power – it is also meant as a guideline to create more versatile, more well-rounded and generally less stereotypic characters. The first commandment for the choice of Path and background should be based on the question “What makes the most interesting character?”, Not “How can I become extra powerful?” <br />
<br />
The whole path concept is very similar to the bloodlines found in Unearthed Arcana, even though they originally derived from the excellent Midnight campaign setting. Characters receive path abilities on 2nd level at first and every three levels later (5, 8, 11, 14, 17 and 20).<br />
<br />
<br />
<br />
=Paths=<br />
<br />
==Path of Adaptation== <br />
The followers of this path are Jacks of all trades, who can easily adapt to new and strange situations and have a great number of versatile abilities and tools.<br />
<br />
''Prerequisites'': None<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Master of improvisation<br />
|-<br />
|2<br />
|Bonus Feat<br />
|-<br />
|5<br />
|Save boost<br />
|-<br />
|8<br />
|Skill Boost<br />
|-<br />
|11<br />
|Ability Boost<br />
|-<br />
|14<br />
|Bonus Feat<br />
|-<br />
|17<br />
|Skill Boost<br />
|-<br />
|20<br />
|Ability Boost<br />
|-<br />
|}<br />
<br />
<br />
* ''Master of improvisation'': The character can use all skills as if they were trained, even when he has no skill levels in them.<br />
* ''Bonus Feat'': The adaptive hero gains a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus or Stealthy. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.<br />
* ''Save Boost'': The adaptive hero gains a +1 competence bonus to a saving throw of his choice. <br />
* ''Skill Boost'': The path of adaptation grants a +4 competence bonus to a skill of his choice. The character may not choose the same skill twice.<br />
* ''Ability Boost'': The adaptive hero gains a +1 inherent bonus to an ability score of his choice. He may not choose the same ability score twice.<br />
<br />
<br />
<br />
==Path of the Augur==<br />
Some mortals are granted a small blink in the future. Those who are gifted with the second sight can sometimes see the future, but rarely change it, making the followers of this path either very desperate or very stoic.<br />
<br />
''Prerequisites'': Wisdom 14+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Augury 1/day<br />
|-<br />
|2<br />
|Second sight (day/level)<br />
|-<br />
|5<br />
|Speak with dead 1/day<br />
|-<br />
|8<br />
|Divination 1/day<br />
|-<br />
|11<br />
|Second sight (month/level)<br />
|-<br />
|14<br />
|Legend lore 1/day<br />
|-<br />
|17<br />
|Second sight (year/level)<br />
|-<br />
|20<br />
|Vision 1/day<br />
|-<br />
|}<br />
<br />
<br />
'''Special''': At his discretion, the DM may activate one of the augur’s spell-like abilities in order to convey useful story information to the party. Additionally, because the augur’s powers do not actually rely on communication with a divine entity, all of her spell-like abilities convey information using sight, sound, smell, and other sensory information, rather than actual words. For instance, augury would provide a positive or negative feeling when the augur thinks about a particular course of action, rather than the words “weal” or “woe.” Likewise, when using speak with dead, a seer can experience what the body saw, felt, heard, etc. about specific events or topics, but cannot ask it actual questions. <br />
The augur must not roll a spellcasting check to use the spell-like abilities deriving from this path. But the effects of these spells are often very devastating for the augurs, and if they fail a fortitude or will check (whichever is higher) against a DC of 15 plus Spell Level, the character becomes fatigued and suffers from (Spell level) damage. If the augur fails by a margin of five or more, he becomes exhausted instead and the damage is doubled. <br />
* ''Second Sight (Su)'': The augur can divine information from an object, place, or person that she is touching. She can see all events that occurred to or near the target, as far back into the past as the listed amount of time. Using this ability requires uninterrupted concentration, during which the information is transferred to her as a series of quick flashes in her mind. The seer may choose to look back several days, several months, or several years. If looking back over days, the seer gains a detailed understanding of all of the day’s events. If looking back over months, the seer gains a comprehensive understanding of events of each week, with dramatic events being highlighted. If looking back over years, the seer gains a general understanding of events of each season, with dramatic events being highlighted. Each day, month, or hour observed requires one minute of concentration. After using this ability, the seer becomes automatically fatigued if they fail a fortitude or will check (whichever is higher) against a DC of 15, they become exhausted instead. Like the spell-like abilities, the DM may trigger the second sight.<br />
<br />
<br />
<br />
==Path of the Beast==<br />
Refusing the possibilities of civilization, the followers of this path strive to become like the beast in the fields. The followers of the path become more beastlike and less dependant of anything but themselves.<br />
<br />
''Prerequisites'': Strength 13+, Constitution 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Sense of the Wild<br />
|-<br />
|2<br />
|Beast Claws<br />
|-<br />
|5<br />
|Animalistic Instincts<br />
|-<br />
|8<br />
|Beast claws<br />
|-<br />
|11<br />
|Rage<br />
|-<br />
|14<br />
|Beast claws<br />
|-<br />
|17<br />
|Rend<br />
|-<br />
|20<br />
|Vicious Assault<br />
|-<br />
|}<br />
<br />
<br />
* ''Sense of the Wild'': The beast grants its followers exceptional sharp senses. As long as the character is in a rural environment, he receives a +2 Bonus to all Spot, Search and Listen checks.<br />
* ''Beast Claws'': The followers of the Path of the Beast are so vicious and aggressive that they can tear enemies to pieces with his bare hands. They gain two claw attacks. At 8th level and 14th level, the Beast Claws deal greater damage as shown on the chart below. Because these are natural attacks, these characters may make both claw attacks at their normal BAB. They also qualify for the Improved Natural Attack feat.<br />
{|<br />
!Level <br />
!Large<br />
!Medium <br />
!Small<br />
|-<br />
|2nd<br />
|1d6<br />
|1d4 <br />
|1d3<br />
|-<br />
|8th<br />
|1d8<br />
|1d6 <br />
|1d4<br />
|-<br />
|14th<br />
|1d10<br />
|1d8 <br />
|1d6 <br />
|-<br />
|}<br />
<br />
* ''Animalistic Instincts (ex)'': At 5th level, the followers of the Path of the Beast can add their wisdom bonus (if any) to their initiative rolls.<br />
* ''Rage'': Similar to the Berserker, a follower of the Path of the Beast can enter a feral wrath. This works like the Berserker class trait. <br />
* ''Rend'': Whenever a character on this path hits with both his claws, he may make an additional 1d6 slashing damage through rending.<br />
* ''Vicious Assault'': While using their Beast Claws, the Followers of the Path of the Beast receive the Pounce ability.<br />
<br />
<br />
<br />
==Path of the Blade==<br />
Not all fighters have the same talent. There always those who are less gifted and those who excel in the struggle and are true masters of their weapons. The followers of this path are excellent fighters and masters of devastating attacks.<br />
<br />
''Prerequisites'': Proficiency with martial melee weapons, BAB 1+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Bonus Feat<br />
|-<br />
|2<br />
|Offensive Warrior +2<br />
|-<br />
|5<br />
|Bonus Feat<br />
|-<br />
|8<br />
|Combat Sense +2<br />
|-<br />
|11<br />
|Bonus Feat<br />
|-<br />
|14<br />
|Offensive Warrior +4<br />
|-<br />
|17<br />
|Bonus Feat<br />
|-<br />
|20<br />
|Combat Sense +4<br />
|-<br />
|}<br />
<br />
* ''Bonus Feat'': Blades receive a Bonus Feat from the fighter feat list on 1st, 5th, 11th and 17th level. <br />
* ''Offensive Warrior'': Whenever the Blade character uses the full attack action or charges an enemy, he gains the listed bonus either to his attack or damage rolls. The Blade must chose whether to apply the bonus to attack or to damage before any rolls are made.<br />
* ''Combat Sense'': the Blade has an innate knack for fighting. The character gains the listed bonus as a bonus to all initiative checks and to defense against attacks of opportunity.<br />
<br />
<br />
<br />
<br />
==Path of the Bow==<br />
The followers of this path are calm and aure-handed, and have an unvering knack for the use of bows and other ranged weapons. The path grants great accuracy with all forms of ranged weapons.<br />
<br />
''Prerequisite:'' Proficiency with martial ranged weapons<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Calm Shot +1<br />
|-<br />
|2<br />
|Eagle Eyes<br />
|-<br />
|5<br />
|Calm Shot +2 <br />
|-<br />
|8<br />
|Sniper +1d4<br />
|-<br />
|11<br />
|Greater Eagle Eyes<br />
|-<br />
|14<br />
|Brutal Arrows<br />
|-<br />
|17<br />
|Calm Shot +3<br />
|-<br />
|20<br />
|Sniper +2d4<br />
|-<br />
|}<br />
<br />
<br />
* ''Calm Shot (ex)'': As a full round action, a follower of the path may enter a special kind of meditation, that allows for a very accurate use of all ranged attacks. As long as the character does not use any other actions but aiming and firing a ranged weapon or taking steps, the character may add the listed bonus to all ranged attack rolls.<br />
<br />
* ''Eagle Eyes (ex):'' The character's great accuracy allows for greater range with arrowsbolts and thrown weapons. The character may add 5' to the range increments with thrown weapons and slings and 10' to the wage increments with bows and crossbows.<br />
<br />
* ''Sniper'': This ability works like the [[Serpents and Sewers: Archer|Archer's]] class trait. The Sniper ability stacks with the same ability of other sources, e.g. Archer class levels.<br />
<br />
* ''Greater Eagle Eyes (ex): This ability works like the Eagle Eyes ability above, but the bonus to the range increments are doubled (+10 for thrown, +20 for shooting weapons).<br />
<br />
* ''Brutal Arrows'' (ex): Ranged weapons used by the follower of this path are treated as if they were one size category larger for the calculation of the damage.<br />
<br />
<br />
<br />
<br />
<br />
==Path of the Brute== <br />
There are always those people who are bigger, stronger and more muscled than the rest. Said to have the blood of giants, those of impressing size always stands apart from the crowd. The followers of this path are strong and big.<br />
<br />
''Prerequisites'': Medium Sized Creature, STR 15+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Brute Strength +1<br />
|-<br />
|2<br />
|Crushing Bear Hug<br />
|-<br />
|5<br />
|Brute Strength +3<br />
|-<br />
|8<br />
|Fearsome Charge +1<br />
|-<br />
|11<br />
|Brute Strength +5<br />
|-<br />
|14<br />
|Rock Throwing<br />
|-<br />
|17<br />
|Fearsome Charge +2<br />
|-<br />
|20<br />
|Powerful Built<br />
|-<br />
|}<br />
<br />
* ''Brute Strength'': The Brute can perform acts of terrific strength due to her great muscular endurance and power. The character adds his Brute Strength bonus to all Strength checks, grapple checks, and strength-based skill checks.<br />
* ''Crushing Bear Hug'': When you successfully grapple an opponent, you deal an additional d6 of bludgeeoning or nonlethal damage (your choice) to it for every turn you maintain the grapple. This damage comes in addition to any other action you make against the target.<br />
* ''Fearsome Charge'': The Brute can use his sheer force and site to add power and leverage to her charges. When using the charging option, the Brute may voluntarily suffer voluntarily an additional –1 penalty to her defense for every 10 ft. traveling during the charge; if she successfully hits her target, she can add the listed bonus to her damage for every additional point of penalty to her defense.<br />
* ''Rock Throwing'': Enough strength provided, and a Brute becomes a living siege engine, throwing rocks lesser men couldn’t even lift. So long as the Brute has loose boulders, broken masonry or the bodies of his slain foes about him, he will never lack for ammunition. Treat the rocks as simple, two-handed thrown weapon with a range increment of 10 foot. The rocks inflict damage based on their size.<br />
<br />
{|<br />
!Stone Size<br />
!Damage<br />
|-<br />
|Tiny<br />
|1d2<br />
|-<br />
|Small<br />
|1d4<br />
|-<br />
|medium<br />
|1d6<br />
|-<br />
|large<br />
|2d6<br />
|-<br />
|huge<br />
|3d6<br />
|-<br />
|gargantuan<br />
|4d6<br />
|-<br />
|collossal<br />
|5d6<br />
|-<br />
|}<br />
<br />
* ''Powerful Built'': the bulk and physical power of a 20th level Brute grants him the Powerful Built Feature.<br />
<br />
==Path of the Dragon== <br />
The Dragon is the mightiest symbol of pure power, and a beast of mighty magic. The followers of this path often claim to have dragon blood running through their veins, which grants them powerful magical abilities. They are not the most versatile or subtle casters, but they compensate this lack with sheer power.<br />
<br />
''Prerequisite'': Arcane Gift, Key ability 13+, <br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Bonus Spell Energy +3<br />
|-<br />
|2<br />
|forceful spellcasting +2<br />
|-<br />
|5<br />
|Bonus Spell<br />
|-<br />
|8<br />
|Bonus Spell Energy +3<br />
|-<br />
|11<br />
|forceful spellcasting +4<br />
|-<br />
|14<br />
|Bonus Spell<br />
|-<br />
|17<br />
|Bonus Spell Energy +3<br />
|-<br />
|20<br />
|Forceful spellcasting +6<br />
|-<br />
|}<br />
<br />
<br />
* ''Bonus Spell Energy'': On 1st, 11th and 17th level, the dragonblooded receives a +3 Bonus to her spell energy pool.<br />
* ''Forceful spellcasting'': The dragonblooded spellcaster can enforce the success of her spells through sheer overkill – for every additional spell energy point that is used to energize a spell; the Concentration Check for the spellcasting receives the listed bonus. The additional spell points spend for this doesn’t need to be channeled beforehand. The dragonblooded cannot use more additional spell points for this ability than her key ability bonus (e.g. a Sorcerer with Charisma 16 can not use more than 3 additional spell points).<br />
* ''Bonus Spell'': The character learns an additional spell of the highest spelllevel he or she has access to from the sorcerer/wizard spelllist.<br />
<br />
<br />
<br />
<br />
==Path of the Earth==<br />
This is a path for those who descent from the races of earth and stone, and who have an intuitive understanding about earth and stone. The followers of this path can read the walls of a cave like an opened book and hear the whispers from the earth.<br />
<br />
* ''Prerequisite'': no requirements for Gnomes or Dwarves. Other characters need CON 13+, WIS 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Earth Affinity +1<br />
|-<br />
|2<br />
|Stonecunning<br />
|-<br />
|5<br />
|Earth Affinity +3<br />
|-<br />
|8<br />
|Greater Stonecunning<br />
|-<br />
|11<br />
|Tremorsense +30 ft<br />
|-<br />
|14<br />
|Earth Affinity +5<br />
|-<br />
|17<br />
|Stone Tell 1/day<br />
|-<br />
|20<br />
|Tremorsense +60 ft.<br />
|-<br />
|}<br />
<br />
<br />
* ''Earth Affinity'': The follower of the Path of the Earth receives the listed bonus to social skills when dealing with all creatures with a link to the Elemental Plane of Earth.<br />
* ''Stonecunning'': As the dwarves’ ability. If the character already has stonecunning, he receives an additional +2 bonus to the skill checks and increases the range to detect unusual stone stonework by 10 ft.<br />
* ''Greater Stonecunning'': The character is automatically treated as if he were searching actively when he merely passes usual stonework within his stonecunning reach.<br />
* ''Tremorsense'': At 11th level, the character gains the tremorsense ability with a reach of 30 ft. At 20th level, the reach is doubled. <br />
* ''Stone Tell'': At 17th level, the character gains Stone Tell as a spell-like ability. The character doesn’t need to roll a spellcasting check to use the spell-like ability but the effects of the spell are often very devastating, and if he fails a fortitude or will check (whichever is higher) against a DC of 20, the character becomes fatigued and suffers from (Spell level) damage. If the character fails by a margin of five or more, he becomes exhausted instead and the damage is doubled.<br />
<br />
<br />
<br />
<br />
==Path of the Favorite==<br />
Some priests are more blessed by their gods than others. And since the gods are fickle and their ways beyond the grasp of a mere mortal mind, these favors are applied almost randomly among the servants of the gods. The followers of this path are strong divine casters and are often revered as the holy saints of their faith.<br />
<br />
''Prerequisite'': Divine Gift or Paladin, WIS 13+, CHA 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Prestige +1<br />
|-<br />
|2<br />
|Bonus Spell Energy +3<br />
|-<br />
|5<br />
|Smite 1/day<br />
|-<br />
|8<br />
|Prestige +3<br />
|-<br />
|11<br />
|Bonus Spell Energy +3<br />
|-<br />
|14<br />
|Smite 2/day<br />
|-<br />
|17<br />
|Prestige +5<br />
|-<br />
|20<br />
|Bonus Spell Energy +3<br />
|-<br />
|}<br />
<br />
* ''Prestige'': The followers of your faith revere you. When dealing with people who pray to the same god, you receive the listed bonus to all social skills.<br />
* ''Bonus Spell Energy'': Your god grants you additional power. On 2nd, 11th and 20th level, you receive a +3 Bonus to your spell energy pool.<br />
* ''Smite'': You gain the Paladin’s Smite Ability. This stacks with Smite from other sources.<br />
<br />
<br />
<br />
<br />
==Path of the Fell-Handed==<br />
Not all warriors focus on elegance and quick movements – many are much more content to trust in a heavy armor and hard, strong blows with their weapons. The followers of this path are no beautiful, elegant battle dancers, they are often slow moving and hard hitting warriors that would always prefer a trusty heavy mace instead of a rapier. <br />
<br />
''Prerequisites'': Strength 13+, Constitution 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Melee Smash +1<br />
|-<br />
|2<br />
|Strong Back <br />
|-<br />
|5<br />
|Ignore Hardness 2<br />
|-<br />
|8<br />
|Melee Smash +2<br />
|-<br />
|11<br />
|Extreme Effort<br />
|-<br />
|14<br />
|Ignore Hardness 4<br />
|-<br />
|17<br />
|Improved Power Attack<br />
|-<br />
|20<br />
|Devastating Blow<br />
|-<br />
|}<br />
<br />
<br />
* ''Melee Smash (ex)'': The fell-handed Hero gains the listed bonus to all damage rolls which profits from the hero’s strength ability bonus.<br />
* ''Strong Back (ex)'': The fell-handed Hero can add his constitution bonus to his strength score to calculate the character’s lifting strength and carrying capacities.<br />
* ''Ignore Hardness (ex)'': The fell-handed hero can ignore as many hardness points as listed when he try to attack objects. <br />
* ''Extreme Effort (ex)'': The fell-handed Hero can prepare himself for extreme shows of strength. As a full round action that does not provoke an attack of opportunity, the fell-handed hero can add a +4 bonus to his strength score for a number of rounds equal to 3 + Constitution Bonus rounds. Afterwards, the character must make a Fortitude Save (DC 20) or become fatigued.<br />
* ''Improved power Attack'': When using the Power Attack feat, the Strong hero may treat a one-handed weapon as a two handed weapon for the calculation of the bonus damage from the power attack and may double the bonus when he uses a two-handed weapon.<br />
* ''Devastating blows'': Whenever the strong hero attacks an opponent in melee with a full attack weapon, the target is automatically knocked back as if he was the target of a bull rush when the total damage is higher than the target’s strength score +/- 4 for every step of size.<br />
<br />
==Path of Fire==<br />
The path of fire is the result of a more than usual, even more than mundane fascination with flames and fire. The followers of this path are no mere pyromaniacs- they can read the flames, call the flames and even understand the flames. The path of fire is a powerful gift, but a very rare one.<br />
<br />
''Prerequisites:'' Wisdom 13+ , Charisma 15+ <br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Fire Resistance 5<br />
|-<br />
|2<br />
|Call Flame<br />
|-<br />
|5<br />
|Flamboyant Flame of Passion<br />
|-<br />
|8<br />
|Fire Resistance 10<br />
|-<br />
|11<br />
|Call Small Fire Spirit <br />
|-<br />
|14<br />
|Burning Aura<br />
|-<br />
|17<br />
|Fire Resistance 15<br />
|-<br />
|20<br />
|Call Large Fire Spirit <br />
|-<br />
|}<br />
<br />
<br />
* ''Fire Resistance:'' Self explanatory<br />
<br />
* ''Call Flames (sp)'': With a succesful Concentration check (DC 15), the character can use the ''Produce Flame'' spell as a spell-like ability as well. Using this ability is a standard action that does not provoke an attack of opprtunity.<br />
<br />
* ''Flamboyant Flame of Passion (ex)'': The character gains a +4 bonus to all charisma-base skill checks when dealing with creatures with the fire subtype or which are at home in the elemental plane of fire. The character also gains a +1 bonus to these skills when ddealing with any other creatures and a -2 penalty to these skills when dealing with creatures with the water, ice or aquatic subtype or which are associated with cold, water or the elemental plane of water.<br />
<br />
* ''Call Fire Spirit (sp)'': Once a day as a full-round action that provokes an attack of opportunity, the character may summon a Fire Elemental as with the Summon Monster spell. At 11th level, the called spirit is a medium fire elemental, at 20th level, the character is able to to call a large fire elemental instead. to use this ability, a large fire is needed, and the elemental always appears in the flames.<br />
<br />
*''Burning Aura (su)'': THe character may all the flames to cover himself with a gust of heat and sparks that deals one point of fire damage per turn to every adjacent creature. The damage is doubled against all creatures that attack the character in melee, or trippled if the character is grappled or grapples a target. The aura of heat also offers a small protection against cold attacks, equal to the character's charisma bonus.<br />
<br />
<br />
<br />
<br />
==Path of Frost==<br />
Born in the icy wind of the frozen wastes and tundras of the high north, the followers of this path have adapt to the harsh and cold climate and can survive in temperatures where others just sit down and freeze.<br />
<br />
''Prerequisites'': Constitution 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Northborn<br />
|-<br />
|2<br />
|Cold Resistance 5<br />
|-<br />
|5<br />
|Howling Winds 1/day<br />
|-<br />
|8<br />
|Frost Weapon 1/day<br />
|-<br />
|11<br />
|Cold Resistance 10<br />
|-<br />
|14<br />
|Howling Winds 2/day<br />
|-<br />
|17<br />
|Frost Weapon 2/day<br />
|-<br />
|20<br />
|Cold Resistance 15<br />
|-<br />
|}<br />
<br />
<br />
* ''Northborn'': The frost character is familiar with the wind and cold of the frigid northern tundras. He is immune to any non-lethal damage resulting from cold weather or exposure and is considered to have the Wild Empathy trait when dealing with animals native to cold environments. Finally, he receives a +2 Bonus to Survival checks in cold environments.<br />
* ''Cold Resistance'': Self-explanatory.<br />
* ''Howling Winds (Su)'': The cold, howling wind of the northlands can bring portents of boon and danger when heard by those who understand the wind’s whispers. Once per day at 5th and twice at 14th level, the frost character can listen to the winds and determine information as if he had cast commune with nature with a caster level equal to his character level. The ability only works under an open sky when the wind is blowing.<br />
* ''Frost Weapon (Su)'': A frost character can temporarily enchant a weapon with the frost enchantment. The enchantment is active for a number of minutes equal to the character’s constitution bonus. On 17th level, the ability can be used twice per day. Both uses per day can be used to enchant the weapon with the icy burst ability instead.<br />
<br />
<br />
<br />
<br />
==Path of the Guardian==<br />
Not all warriors seek out to conquer- some just wants to protect their loved ones and hinder the conquerors to achieve their aims. The followers of this path are excellent defenders and protectors.<br />
<br />
''Requirements'': Constitution 13+, Proficiency with medium armor<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Shieldwall<br />
|-<br />
|2<br />
|Bulwark +1<br />
|-<br />
|5<br />
|Counter Attack+1<br />
|-<br />
|8<br />
|Bulwark +3<br />
|-<br />
|11<br />
|Grit the Teeth<br />
|-<br />
|14<br />
|Counter Attack+2<br />
|-<br />
|17<br />
|Bulwark +5<br />
|-<br />
|20<br />
|Counter Attack+3<br />
|-<br />
|}<br />
<br />
<br />
* ''Shieldwall (ex): When the Guardian uses the help another action and has a shield, he can transfer the shield’s defense bonus to his ally. Additionally, he can sacrifice one of his attacks in the next round to roll a defense roll to defend an adjacent ally.<br />
* ''Bulwark (ex)'': When fighting defensively, use the total defense action or use combat expertise, you receive the listed bonus additionally to your defense.<br />
* ''Counter Attack (ex)'': Whenever the margin of your defense roll is ten points or greater than your opponent’s attack roll or your opponent rolls a natural 1 on the attack, you get the listed bonus to all attack rolls against this target for your next cycle of attacks.<br />
* ''Grit the Teeth'': You get two additional levels of Scratches and may increase your Shock Value by +2.<br />
<br />
==Path of the Iron Skin==<br />
The Iron Skin can withstand almost any blows. The followers of this path are those who can resist even the harshest punishments and still keep going.<br />
<br />
''Requirements'': Constitution 15+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Incredible Resilience<br />
|-<br />
|2<br />
|DR 1/-<br />
|-<br />
|5<br />
|Improved Healing (Wounds)<br />
|-<br />
|8<br />
|Grit the Teeth<br />
|-<br />
|11<br />
|DR 2/-<br />
|-<br />
|14<br />
|Indefatigable<br />
|-<br />
|17<br />
|Improved Healing (Ability Damage)<br />
|-<br />
|20<br />
|DR 3/-<br />
|-<br />
|}<br />
<br />
<br />
* ''Incredible Resilience'': The Character gains an additional hitpoint per level and may double the usual amount of regeneration per day.<br />
* ''Improved Healing'': At 5th level, the Ironskinned character regenerates wounds much faster than usual. He gains Fast Healing 1 and a +2 bonus to all Constitution checks to regenerate wounds and injuries. At 17th level, he also regains ability score damage at a rate of 1 per hour.<br />
* ''Grit the Teeth'': The character gets two additional levels of Scratches and may increase his Shock Value by +1. This stacks with the bonus from Incredible Resilience. <br />
* ''Indefatigable'': The character becomes immune to effects that would cause him to be fatigued, and effects that would cause him to be exhausted instead cause him to be fatigued instead.<br />
<br />
==Path of Kings==<br />
This path represents the bloodline of the true kings, whose rule was sanctified by the gods. They represent the pinnacle of their species, the greatest among the people. Even if their dynasty was overthrown centuries ago, the people – and the land itself – still remember.<br />
<br />
''Requirements'': Charisma 13+, significant code of honor (including the commandment ‘protect the land and the people’)<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Divine Right +1<br />
|-<br />
|2<br />
|Blood of Kings +2<br />
|-<br />
|5<br />
|Royal Privilege<br />
|-<br />
|8<br />
|Divine Right +2<br />
|-<br />
|11<br />
|Blood of Kings +4<br />
|-<br />
|14<br />
|Sovereign Strike<br />
|-<br />
|17<br />
|Divine Right +3<br />
|-<br />
|20<br />
|Blood of Kings +6<br />
|-<br />
|}<br />
<br />
<br />
'''Special''': The true king’s abilities are based on his attendance to fulfill the role as a leader. When the true king becomes a mere tyrant or despot, he loses the path abilities until he atones.<br />
* ''Divine Right'': The true king is beloved by the gods. The character gains the listed bonus to all saves.<br />
* ''Blood of Kings'': Leadership is innate to those who follow this path and those of lower birth are eager to serve the king. The character gains the listed Bonus to all Charisma-based skill checks and his leadership score.<br />
* ''Royal Privilege'': The character may add his Cha modifier +1 as a generic bonus to her Defense for one round per two character levels per day.<br />
* ''Sovereign Strike'': The True King can make an especially powerful and impressive melee attack, gaining +4 to hit and dealing +(character level) bonus damage. The victim of the attack must make a Will save (DC 10 + / 1/2 level + cha mod) or be stunned for 1 round.<br />
<br />
==Path of Luck==<br />
Some adventurers trust their luck more than their skills, and if this can be foolish to an extreme, there is a lucky few who does rightly so; these are the followers of the path of luck, whose privileges are based on pure coincidences.<br />
<br />
''Prerequisites'': None. Everyone can be lucky.<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Stroke of Luck +1<br />
|-<br />
|2<br />
|Fate is on my side 1/day<br />
|-<br />
|5<br />
|Surprising Deadliness<br />
|-<br />
|8<br />
|Stroke of Luck +2<br />
|-<br />
|11<br />
|Fate is on my side 2/ day<br />
|-<br />
|14<br />
|Dodge the certain death<br />
|-<br />
|17<br />
|Stroke of Luck +3<br />
|-<br />
|20<br />
|Fate is on my side 3 /day <br />
|-<br />
|}<br />
<br />
<br />
* ''Stroke of Luck'': Somehow, you are rarely hit with the full effect of negative events. You gain the listed Bonus as a Luck bonus to all Saving throws.<br />
* ''Fate is on my side'': The Lucky character has a knack for turning a failure into a success by sheer coincidence and as such gains the listed uses of additional ‘luck dice for the listed times per day. The Lucky character can roll a d6 and add its result to any D20 but he has to do this before he knows whether the result of the of the result s a success or a failure. <br />
* ''Surprising Deadliness'': While a Lucky character is not necessarily a better fighter, sometimes he may have the extraordinary luck to hit in the right moment or find a weak spot per chance. The character gains a +4 bonus to confirm critical hits.<br />
* ''Dodge the certain Death'': This ability works like thief’s special ability defensive roll.<br />
<br />
<br />
<br />
==Path of the Magician==<br />
Some spellcasters have a stronger contact to the magical flame within and a stronger aptitude for the manipulation of these forces. The followers of this path are the most versatile arcane casters among the mortals.<br />
<br />
''Requirements'': Arcane Gift<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Single Minded +1<br />
|-<br />
|2<br />
|Resistance +1<br />
|-<br />
|5<br />
|Bonus Feat<br />
|-<br />
|8<br />
|Single Minded +3<br />
|-<br />
|11<br />
|Resistance +2<br />
|-<br />
|14<br />
|Bonus Feat<br />
|-<br />
|17<br />
|Single Minded +5<br />
|-<br />
|20<br />
|Resistance +3<br />
|-<br />
|}<br />
<br />
<br />
* ''Single Minded (ex)'': The Mage is more focused on his magic than other casters and therefore has it a bit easier to weave the raw magic into spells. The mage gains the listed bonus to all concentration checks for spellcasting purposes.<br />
* ''Bonus Feat'': On 5th and 14th level, the Mage gains a Bonus Feat from the Wizard’s bonus feat list. He has to fulfill the feat’s requirements.<br />
* ''Resistance'': The Mastery of Magic also includes to protect oneself against them. The Mage gains the listed bonus on all saving throws to resist spells or spell-like abilities.<br />
<br />
<br />
<br />
<br />
==Path of the Magic Void==<br />
Some people are like wounds in the structure of magic – the supernatural forces do not affect them, but their mere presence alone suffices to interrupt the flow of magic, let spells fizzle and magical items stutter and fail. For some people, this gift is a curse, but for the canny ones, those who can master this ability, it is a constant source of power.<br />
<br />
''Prerequisites'': None.<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Antimagic Saving Throws +2<br />
|-<br />
|2<br />
|Spell Resistence 11+ Character Level<br />
|-<br />
|5<br />
|Doom of Mages<br />
|-<br />
|8<br />
|Disrupt Magic<br />
|-<br />
|11<br />
|Magic Mettle<br />
|-<br />
|14<br />
|Antimagic field 10’<br />
|-<br />
|17<br />
|Antimagic Saving Throws +5<br />
|-<br />
|20<br />
|Antimagic field 30’<br />
|-<br />
|}<br />
<br />
<br />
'''Special''': The character may not take any levels in a spellcasting class. When she uses magical items, these have a 10% chance per encounter) to not function at all.<br />
* ''Antimagic Saving Throws'': At 1st level, the character gains a +2 bonus to all saving throws against spells and supernatural powers. This bonus increases to +5 at 17th level.<br />
* ''Spell Resistance'': Self explanatory<br />
* ''Doom of Mages'': Spellcasters who are threatened by a Magic Void character can not cast defensively. All their spells will lead to an attack of opportunity, both from the Magic Void and all of her allies who also threaten the spellcaster.<br />
* ''Disrupt Magic'': The Magic Void character can use Disrupt Magic with a caster level equal to his character level, but the range of the spell is reduced to touch or a 20‘ radius around her in case of an area dispel. The ability can be used at will, but is very exhausting – the Magic Void must make a Will or Fortitude Save (whatever is higher) against a DC of 15 or become fatigued.<br />
* ''Magic Mettle'': At 11th level and higher, a Magic Void can avoid magical and unusual attacks with great effectiveness. If she makes a successful Fortitude of Will saving throw against a spell or supernaturally attack that normally deals half damage or a reduced effect on a successful save, she instead takes no damage or other negative results. This ability has no influence on completely mundane effects.<br />
* ''Anti-Magic Field'': The Magic Void can radiate an antimagic field with a radius of 10’ around her. This ability can be switched on or off, but takes serious concentration to hold it up – the character must dedicate her move action to the antimagic field every turn or it disappears. On 20th level, the radius of the field increases to 30’.<br />
<br />
<br />
<br />
<br />
==Path of the Martyr==<br />
Sometimes it is necessary to suffer to further a great aim. The followers of the path of the martyr are willing to suffer greatly to achieve their personal goals and have developed an unmatched resistance against pain.<br />
<br />
''Prerequisites'': Wisdom 13+. Constitution 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Resigned to Death<br />
|-<br />
|2<br />
|Sacrificial Dodge (attacks)<br />
|-<br />
|5<br />
|Grit the Teeth<br />
|-<br />
|8<br />
|Transfer Wounds<br />
|-<br />
|11<br />
|Martyr’s Resilience<br />
|-<br />
|14<br />
|Sacrificial Dodge (spells and powers)<br />
|-<br />
|17<br />
|Transfer Hindrances<br />
|-<br />
|20<br />
|Greater Martyr’s Resilience<br />
|-<br />
|}<br />
<br />
<br />
* ''Resigned to Death'': You gain a +4 bonus to saving throws against fear effects and mind affecting magic. Further, any fear effect you suffer from is lessened by one step. For instance, if you would normally be panicked, you are instead frightened; if you would normally be frightened, you are instead shaken; and if you would normally by shaken, you suffer no ill effects.<br />
* ''Sacrificial Dodge'': If the Martyr stands adjacent to an ally, which is the target of an attack or effect, the Marty may put himself in the line of the attack and suffer the damage instead. On 2nd level, the Martyr may only use this ability to take mundane attacks instead of an ally, but on 11th level, the ability is expanded to cover spells and supernatural powers as well.<br />
* ''Grit the Teeth'': You get two additional levels of Scratches and may increase your Shock Value by +2.<br />
* ''Transfer Wounds'': As a standard activity that does provoke an attack of opportunity, the Marty can heal allies through a touch by taking the damage up for himself. The Martyr may transfer wounds and scratches on a 1:1 ratio with an ally he touches, up to an amount of wounds equal to his constitution bonus.<br />
* ''Martyr’s Resilience'': The Martyr gain fast healing 2 that stacks with fast healing from any other source.<br />
* ''Transfer Hindrances'': The Martyr may not only transfer hit points, but can also take other effects onto him, relieving the original victim from it. The Hindrances that the Martyr can transfer include Ability Damage, Blinded, Deafened, Exhausted, Fatigued, Nauseated, Sickened, Staggered and Stunned.<br />
* ''Greater Martyr’s Resilience'': On 20th level, the Fast Healing ability of the Martyr is increaseb by his Constitution bonus (if any) to a total of Constitution bonus +2.<br />
<br />
==Path of Mercury==<br />
There are those who depend more on grace and quick reflexes than on brutish strength. The followers of the path of mercury are graceful and elegant in their movements and have the reflexes of an angry mongoose.<br />
<br />
''Prerequisites'': Dexterity 15+<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
| +2 bonus to Initiative<br />
|-<br />
|2<br />
| +1 dodge bonus to defense<br />
|-<br />
|5<br />
|Fast Movement +10’<br />
|-<br />
|8<br />
|Burst of Speed<br />
|-<br />
|11<br />
| +4 bonus to Initiative<br />
|-<br />
|14<br />
| +2 dodge bonus to defense<br />
|-<br />
|17<br />
|Fast Movement +20’<br />
|-<br />
|20<br />
|Burst of Speed<br />
|-<br />
|}<br />
<br />
<br />
* ''Initiative Bonus'': The Mercury Hero gains the listed bonus to her Initiative checks. <br />
* ''Dodge Bonus'': The Mercury Hero gains the listed bonus to her Defense as a Dodge Bonus that stack with other dodge bonuses from feats, etc.<br />
* ''Fast Movement'': The Mercury hero’s base speed is faster than the norm for her race by the listed bonus. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load.<br />
* ''Burst of Speed'': The Mercury character can activate a burst of speed as a free action. While Using the Burst of Speed, she may use an additional Move action per round either before or after her regular actions. A burst of speed last at most for a number of rounds equal to 3 + the Character’s Constitution Modifier. After the Burst of Speed, the Character makes a Fortitude Save (DC= 10+ number of rounds). If the save fails, the character becomes fatigued until he rests.<br />
* ''Greater Burst of Speed'': As above, but with the exception that the Mercury character gains an additional attack per turn. <br />
<br />
<br />
<br />
<br />
==Path of the Mountain==<br />
The mountain does not move. Those who live in or under the mountains have adapted to this unique and sometimes very deadly environment. The followers of this path know how to survive in a hostile environment and are excellent mountaineers.<br />
<br />
''Prerequisites'': Constitution 14+ and Strength 14+ or the Mountaineer background trait.<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Master of the mountain ranges<br />
|-<br />
|2<br />
|Ambush (5 Rounds)<br />
|-<br />
|5<br />
|Rallying Cry<br />
|-<br />
|8<br />
|Ambush (+2 attacks)<br />
|-<br />
|11<br />
|Rock throwing devil<br />
|-<br />
|14<br />
|Ambush (1 Round)<br />
|-<br />
|17<br />
|Pass without Trace<br />
|-<br />
|20<br />
|Ambush (Sniping)<br />
|-<br />
|}<br />
<br />
<br />
* ''Master of the Mountain Ranges'': The Follower of the Path of the Mountain may add his Constitution Bonus to all Climb, Balance and Jump Checks and all Survival checks made in a mountainous terrain.<br />
* ''Ambush'': The character may use the Hide skill to lay out very successful ambushes, a prime tactic in the rough and rocky terrains of the mountains. On 2nd level, the character may use his Hide skill to conceal allies, which takes the listed amount of rounds per ally (each size category over medium doubles the required time). Effectively, this ability allows other party members to use the Hide skill of the Follower of the path of the mountain. On 8th level, the character and all other characters he has concealed gain a +2 bonus to all attacks against flat-footed enemies within 30 feet. This benefit only applies during the surprise round and the first regular round of combat.On 14th level, the Character needs only one round to successfully hide another character, and on 20th level, the Mountainman and all his allies may use the Sniping Variety of the hide skill, they only suffer a –10 penalty instead of the regular –20.<br />
* ''Rallying Cry'': In the Mountains, communication between the members of a hunting or war party is the key to not being surprised by foes. As a standard action, the character may raise a powerful alert that helps to warn and coordinate his allies, granting them a +4 bonus to all rolls to avoid being surprised. The Character himself gains no bonus fro this ability.<br />
* ''Rock throwing devil'': The character can hurl rocks with unerring accuracy and may treat any rock as a simple two handed ranged weapon with a ten foot range increment. The stones inflict damage based on their size. <br />
<br />
{|<br />
!Stone Size<br />
!Damage<br />
|-<br />
|Tiny<br />
|1d2<br />
|-<br />
|Small<br />
|1d4<br />
|-<br />
|medium<br />
|1d6<br />
|-<br />
|large<br />
|2d6<br />
|-<br />
|huge<br />
|3d6<br />
|-<br />
|gargantuan<br />
|4d6<br />
|-<br />
|collossal<br />
|5d6<br />
|-<br />
|}<br />
<br />
* ''Path without Trace''. Like the Druid ability.<br />
<br />
==Path of Nature==<br />
While the followers of the path of the beast shuns away from civilization, the path of nature is about to live in harmony with the natural world. The followers of this path have a rare connection to the inhabitants of the wild, and a deep understanding about them.<br />
<br />
''Prerequisites'': Charisma 13+, Wisdom 13+<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Natural Bond<br />
|-<br />
|2<br />
|Speak with Animals<br />
|-<br />
|5<br />
|Animal Friend<br />
|-<br />
|8<br />
|Animal Companion<br />
|-<br />
|11<br />
|Plant Friend<br />
|-<br />
|14<br />
|Summon nature’s ally IV 1/day<br />
|-<br />
|17<br />
|Elemental Friend<br />
|-<br />
|20<br />
|One with Nature<br />
|-<br />
|}<br />
<br />
<br />
* ''Natural Bond'': The nature character has an instinctive connection with the natural world. She gains wild empathy (as the druid ability of the same name) and gains Knowledge (nature) and Survival as class skills. If the nature character already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.<br />
* ''Speak with animals'': The follower of the path of nature may use Speak with animals as a spell–like ability at will. The spell only works on natural animals. <br />
* ''Animal Friend (Su)'': Starting at 5th level, animals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the character. In addition, the character gains a +4 bonus to all Handle Animal checks.<br />
* ''Animal Companion'': The nature character gains the Wild Cohort feat as a bonus feat.<br />
* ''Plant Friend (Su)'': Starting at 11th level, plant creatures must make Will saves (DC 10 + character's Cha modifer) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks against intelligent plant creatures.<br />
* ''Summon Nature’s Ally'': The character may use Summon nature’s ally IV as a spell-like ability once per day. Burt may only summon animals, which are native to the region. The summoned creature will take 1d4+1 turn until they appear.<br />
* ''Elemental Friend (Su)'': Starting at 17th level, elementals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks involving elementals.<br />
* ''One With Nature'': At 20th level, the nature character becomes intrinsically tied with nature. She may use ''Commune with Nature'' as a spell-like ability at will.<br />
<br />
==Path of the Pious==<br />
Faith is a powerful tool. The most faithful (or fanatic) followers of their gods have strong personalities and are often blessed by the god they worship for their devotion. The followers of this path are zealots, missionaries and priests, and their gods grant them their favor.<br />
<br />
''Prerequisites'': Wisdom 13+, Charisma 13+ minor code of honor (religious practice)<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Confident + 2<br />
|-<br />
|2<br />
|Guidance <br />
|-<br />
|5<br />
|Fanatic 1/day<br />
|-<br />
|8<br />
|Confident +4<br />
|-<br />
|11<br />
|Armor of Faith<br />
|-<br />
|14<br />
|Fanatic 2/day<br />
|-<br />
|17<br />
|Confident +6<br />
|-<br />
|20<br />
|Righteous Fury<br />
|-<br />
|}<br />
<br />
<br />
'''Special''': A pious character’s path powers are linked to his faith and religious practice. A crisis of faith or a violation of the religious obligation may lead to the loss of the path abilities until the character atones.<br />
<br />
* ''Confident (ex)'': As their faith grants them a great strength of will, a pious character gains the listed bonus to all will saves.<br />
* ''Guidance (sp)'': The pious character may use ''Guidance'' as a spell-like ability, but only on him or herself.<br />
* ''Fanatic (ex)'': As the Paladin’s ability.<br />
* ''Aid (sp)'': The pious character may use Righteous Fury as a spell-like ability at will but only targeted on him or herself.<br />
<br />
<br />
<br />
<br />
==Path of the Professional== <br />
At all times there were people who seem able to handle every task set upon them. These people are born with an innate understanding of how to make things work, and they excel in almost every mundane art invented.<br />
''Prerequisites'': Int 13 +<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Master of Improvisation<br />
|-<br />
|2<br />
|Bonus Feat<br />
|-<br />
|5<br />
|Steel Nerves<br />
|-<br />
|8<br />
|Generalist<br />
|-<br />
|11<br />
|Bonus Feat<br />
|-<br />
|14<br />
|Steel Nerves<br />
|-<br />
|17<br />
|Skill Mastery<br />
|-<br />
|20<br />
|Bonus Feat<br />
|-<br />
|}<br />
<br />
<br />
* ''Master of Improvisation (ex)'': The Professional may ignore up to a –5 penalty to skill roles caused by improvised tools, improper material or inappropriate circumstances.<br />
* ''Bonus Feat (Ex)'': The character may select a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy or Track. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.<br />
* ''Steel Nerves (Ex)'': The character can pick a class-skill of their choice. The character will always be able to Take 10 when using this skill, even in stressful situations.<br />
* ''Generalist (Ex)'': The characters mind is so receptive to learning that they count every craft skill as a class-skill, regardless of the classes they have. <br />
* ''Skill Mastery (Ex)'': The character select a skill with at least rank 5. The time the skill takes to use is halved, minimum one round. It’s even possible to Take 20 with the skill at 10 times the regular time instead of 20.<br />
<br />
<br />
<br />
<br />
==Psychic Path==<br />
<br />
<br />
==Path of the Scholar==<br />
Some heroes are blessed with uncannily sharp minds. Capable of feats of reason and intellect far beyond that of the common man, these individuals have an aptitude for many difficult tasks. A warrior may be disarmed, and a wizard may burn all his spell energies, but no one can take you your mind.<br />
<br />
''Prerequisites'': Intelligence 13+<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Quick Learner +1<br />
|-<br />
|2<br />
|Higher education<br />
|-<br />
|5<br />
|Sharp as a knife +2<br />
|-<br />
|8<br />
|Battleplan 1/day<br />
|-<br />
|11<br />
|Quick Learner +2<br />
|-<br />
|14<br />
|Sharp as a knife +4<br />
|-<br />
|17<br />
|Battleplan 2/day<br />
|-<br />
|20<br />
|Library of Knowledge<br />
|-<br />
|}<br />
<br />
<br />
* ''Quick Learner'': The scholar gains an additional skill point every level. On level 11 this bonus increases to two additional skill points per level, this increase is not retroactive.<br />
* ''Higher Education'': The Scholar may always take 20 on all knowledge checks even in the most unlikely situations. <br />
* ''Sharp as a knife'': The scholar can solve puzzles and problems with a speed and finesse that befuddles those of lesser intellect. He gains the listed roll on all Appraise, Decipher Script and Forgery checks, as well as any rolls to solve puzzles or riddles.<br />
* ''Battleplan'': The scholar can see tactical advantages, spot weaknesses and lay clever plans for combat with breathtaking speed. Starting on level 8 he may once per day as a free action activate the Battleplan ability. He may then add his wisdom or intelligence modifier to attack, damage or defense for a number of turns equal to the used ability bonus.<br />
At 17th level, the scholar gains an additional use of this ability, for the cost of the additional use, the scholar may add the bonus to more than one type of roll. Adding the bonus to both attack and damage for example would take both uses for the day. <br />
Library of knowledge: The scholar’s ability to soak up knowledge everywhere has now resulted in a general understanding of almost all things. The scholar may make any knowledge skill roll untrained, even for difficult questions. The scholar gains a +2 bonus on all knowledge checks.<br />
<br />
<br />
<br />
<br />
==Path of Shadows==<br />
Some walk more easily at night, hidden from the light and the suspicious eyes of their brethren. Some even have learned to move without noise or leaving any trace and to hide in the darkness. Those who are best in it are the followers of the Path of Shadows.<br />
<br />
''Prerequisites'': Dex 15+<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Veil of the Night +2<br />
|-<br />
|2<br />
|Blindsense 10 ft<br />
|-<br />
|5<br />
|Veil of the Night +4<br />
|-<br />
|8<br />
|Blindsense 30 ft.<br />
|-<br />
|11<br />
|Veil of the Night +6<br />
|-<br />
|14<br />
|Hide in Plain Sight<br />
|-<br />
|17<br />
|Veil of the Night +8<br />
|-<br />
|20<br />
|Blindsight 30’<br />
|-<br />
|}<br />
<br />
<br />
* ''Blindsense'': For those who live and move in darkness, sensing the environment without seeing it is invaluable. At 2nd level, a hero on the path of Shadows gains Blindsense with a range of 10ft. This range increase to 30ft. on 8th level and replaces the Blindsense with Blindsight on 20th level.<br />
* ''Veil of the Night'': The shadowed character can easily blend into the darkness and disappear in it. The character gains the listed bonus to all Hide and Move Silently checks. <br />
* ''Hide in Plain Sight'': A shadowed character can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, the character can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.<br />
<br />
<br />
<br />
<br />
==Path of the Tactician==<br />
There are always those warriors who understand an old but eternally valid concept: A good plan is more important than pure force. An army of sheep led by a lion is a hundred times more dangerous than an army of lions led by a sheep. The followers of this path are these lions and their minds are often as sharp as their blades.<br />
''Prerequisites'': Intelligence 13+<br />
<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Aid another +1<br />
|-<br />
|2<br />
|Combat Overview<br />
|-<br />
|5<br />
|Aid another +2<br />
|-<br />
|8<br />
|Coordinated Initiative<br />
|-<br />
|11<br />
|Aid another +3<br />
|-<br />
|14<br />
|Coordinated Attack<br />
|-<br />
|17<br />
|Aid another +4<br />
|-<br />
|20<br />
|Directed Attack<br />
|-<br />
|}<br />
<br />
<br />
* ''Aid another'': The tactician can perform the aid another combat action as a move action instead of a standard action. Characters assisted this way gains the listed bonus as an additional bonus to their attacks or defenses for this turn, whichever option the Tactician choses.<br />
* ''Combat overview'': As a full round action that provokes an attack of opportunity, the tactician is able to prevent an attack of opportunity against one of his allies within 30’ range. The tactician may use this ability outside of his turn, but uses his next turn’s action for it.<br />
* ''Coordinated Initiative'': All allies within 30’ range can use the Tactician’s initiative score instead of their own.<br />
Coordinated Attack: As a full round action, the tactician may make a touch attack against a foe. If the attack succeeds, any ally of the Tactician within 30’ gains a +1 bonus to all attacks and damage rolls against this foe for every ally involved, up to a maximum of +5. To profit from this ability, the characters must delay their own actions until the Tactician has made his touch attack.<br />
* ''Directed Attack'': as a full round action that does not provoke an attack of opportunity, the Tactician may grant an ally within 30’ range a bonus equal to half the Tactician’s BAB to the ally’s next single attack.<br />
<br />
==Path of True Death==<br />
The followers of this path are the hunters of the undead and are blessed with a stronger protection against their touch to bring the dead to the deadless. The followers of this path excel in the fight against the undead.<br />
<br />
''Requirements'': Charisma 13+, Wisdom 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Sense the Dead (30’)<br />
|-<br />
|2<br />
|Touch of the Living +3<br />
|-<br />
|5<br />
|Disrupting Attack 1/day<br />
|-<br />
|8<br />
|Sense the Dead (50’)<br />
|-<br />
|11<br />
|Touch of the Living +5<br />
|-<br />
|14<br />
|Disrupting Attack 2/day<br />
|-<br />
|17<br />
|Touch of the Living +7<br />
|-<br />
|20<br />
|Deathward<br />
|-<br />
|}<br />
<br />
<br />
* ''Sense the Dead (Su)'': As detect evil, except that the Bringer of true Death can only sense the presence of undead at 30ft. at 1st level. The detection distance increases to 50 feet at 8th level. This ability is a standard action and may be used at will. The character must make a character level check + his Wisdom modifier to detect the undead (DC 10 + 1 per HD of the undead).<br />
* ''Touch of the Living (Su)'': Melee attacks made by the Bringer of true Death are particularly effective against undead. Those who follow this heroic path exude an aura that is painful and disruptive to the undead, allowing them to weaken the bonds holding the spirit to the corpse. All melee attacks made by the character, which cause any damage to an undead creature inflict the listed bonus as additional damage to those creatures.<br />
* ''Disrupting Attack (Su)'': Before making a melee attack roll against an undead creature, the Bringer of true Death may decide to attempt a disrupting attack. If the attack hits, the target must make a Will save (DC 10 + 1/2 character levels + the character’s Charisma modifier) or be destroyed. If the attack misses or if the character accidentally uses a disrupting attack against a creature that is not undead, the distrupting attack has no effect and the daily use of the ability is still used up.<br />
* ''Deathward (Sp)'': A 20th level Bringer of True Death may use Deathward as a spell-like ability at will. The spell may only affect the character himself.<br />
<br />
<br />
<br />
<br />
==Unrelenting Path==<br />
Some heroes have an inner drive that pushes them forward through pain and difficulty. They able to pull off feats of planning and persistence that other mere mortals deemed impossible. Such people do not flag under duress, do not tire as normal people do, and seem to be able to constantly go beyond the limits set by others.<br />
<br />
''Prerequisites'': CON 13+<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Tough<br />
|-<br />
|2<br />
|Unflagging Endurance (1 day)<br />
|-<br />
|5<br />
|Ignore Exposure<br />
|-<br />
|8<br />
|Focus (4->1)<br />
|-<br />
|11<br />
|Unflagging Endurance (2 days)<br />
|-<br />
|14<br />
|Unflagging Drive<br />
|-<br />
|17<br />
|Focus (3->1)<br />
|-<br />
|20<br />
|Unflagging Endurance (3 days)<br />
|-<br />
|}<br />
<br />
<br />
* ''Tough (Ex)'': The character gains Toughness as a bonus feat.<br />
* ''Unflagging Endurance (Ex)'': Starting from 2nd level, the character may act without any penalty for not having rested in the past 1 day, provided that at the end of the effect they take a double rest (sleep for sixteen hours) Characters still regain hit points as though they had slept a full 8 hours, regardless of the actual time spent sleeping (if any) but are not able to refill their spell points.At 11th, and 17th levels, this effect increases in duration by a full day (e.g. at 17th level, a character can go 3 days without rest.<br />
* ''Ignore Exposure (Su)'': Functions like the spell Endure Elements, but is effective continuously, and only affects the character, but not his equipment.<br />
* ''Focus (Ex)'': At 4th level, the character may push their body to the limit of its endurance to focus on a particular action. The character may add a +1 to any action, attack or skill check, at the cost of 4 points of non-lethal damage. A character may only add a total bonus equal to their character level each day. The bonuses can be divided up any way the character chooses (i.e. 4 +1 bonuses, 2 +2 bonuses, 1 +4 bonus, etc). At 17th level, the cost is reduced to 3 points of non-lethal damage for each +1 bonus. <br />
* ''Unflagging Drive (Su)'': At 14th level, the character may use this ability once per day as though it were the spell Freedom of Movement. For these purposes, the caster level of the spell is equal to the character’s constitution bonus. The ability affects only the character (i.e. spell range of 'personal' only).<br />
<br />
==Path of the Waves==<br />
The sea can entice the heart of men, and some become their willingly servants. The followers of this path are the sea-legged sailors and fishermen who cross the oceans and listen to the whispers of the waves.<br />
<br />
''Prerequisites'': Con 13, Wis 13<br />
<br />
{| border="1"<br />
|Level<br />
|Ability<br />
|-<br />
|1<br />
|Swim like a fish (20’)<br />
|-<br />
|2<br />
|Hold Breath (3 times)<br />
|-<br />
|5<br />
|Aquatic Blindsense 30’<br />
|-<br />
|8<br />
|Swim like a fish (40’)<br />
|-<br />
|11<br />
|Aquatic Ally<br />
|-<br />
|14<br />
|Cold Resistance 5<br />
|-<br />
|17<br />
|Hold Breath (5 times)<br />
|-<br />
|20<br />
|Aquatic Emissary<br />
|-<br />
|}<br />
<br />
<br />
* ''Swim like a fish'': The character gains a swim speed of 20’. She need not making swim checks to pass calm water, but if she must make a swim check, she gains +8 bonus to it At 8th level, the Swim speed increases to 40’. Characters who already have a swim speed increase their swim speed by 20’ respectively 40’ when they gain these path features.<br />
* ''Hold Breath'': The character can hold her breath for much longer than usual. She can hold its breath for a number of rounds equal to three times its Constitution score before it risks drowning. If the character already has a similar feature, she may use the higher amount of time and increase the multilier by one. The time the character an hold her breath increases at 17th level.<br />
* ''Aquatic Blindsense'': The character gains the Blindsense ability with a range of 30’ when she is in the water.<br />
* ''Aquatic Ally'': The character gains the wild cohort feat and therefore an animal companion. The chosen companion must be a maritime creature.<br />
* ''Aquatic Emissary'': At 20th level, the character can understand and communicate with any creature of the sea or the rivers. She may talk to any aquatic creature using its native tongue and may speak freely (or cast spells with a verbal component) under water. All such communication is limited by the creature’s intelligence.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_WizardSerpents and Sewers: Wizard2010-03-09T09:23:19Z<p>Satyr: </p>
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<br />
=Description and Role=<br />
Wizards are educated spellcasters of the arcane powers. Their training is rigorous and strongly focused on research and intellect, and often they are firmer with the theory than with the practical implementation of their powers. With the right preparation and research, wizards are extremely powerful spell-casters, and certainly they are the characters with the strongest focus on practicing magic, but without their preparation they are not nearly as effective.<br />
<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The wizard’s class skills (and the key ability for each skill) are Concentration Concentration (Con+Wis), Craft (Int+?), Knowledge (arcana) (2xInt), Knowledge (the planes) (2xInt), Languages (Int+Cha), Perform (Cha+?), Profession (Wis+?) and Spellcraft (Int+Wis).<br />
<br />
'''Skill Points at 1st Level''': (2 + Int modifier) × 4. <br />
<br />
'''Skill Points at Each Additional Level''': 2 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 6 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 1 + Con modifier<br />
<br />
<br />
'''Spell Points at 1st Level:''' 10 + Int modifier <br />
<br />
'''Spell Points at Each Additional Level:''' 4 + Int modifier.<br />
<br />
'''Spell point regeneration (per night’s rest):''' 2d10 + int modifier<br />
<br />
<br />
'''Starting Age:''' complex<br />
<br />
'''Starting Wealth: 3d4 x10 gp (75 gp)<br />
<br />
<br />
<br />
=Table: The Wizard=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +0<br />
| +0<br />
| +2<br />
| Scribe Scroll, simple energy control, Specialization<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +0<br />
| +0<br />
| +3<br />
| <br />
|-<br />
|3rd <br />
| +1<br />
| +1<br />
| +1<br />
| +1<br />
| +3<br />
|<br />
|-<br />
|4th<br />
| +2<br />
| +1<br />
| +1<br />
| +1<br />
| +4<br />
| <br />
|-<br />
|5th <br />
| +2<br />
| +2<br />
| +1<br />
| +1<br />
| +4<br />
| Specialization feature<br />
|-<br />
|6th <br />
| +3<br />
| +2<br />
| +2<br />
| +2<br />
| +5<br />
| advanced energy control<br />
|-<br />
|7th <br />
| +3<br />
| +2<br />
| +2<br />
| +2<br />
| +5<br />
|<br />
|-<br />
|8th<br />
| +4<br />
| +3<br />
| +2<br />
| +2<br />
| +6<br />
|<br />
|-<br />
|9th <br />
| +4<br />
| +3<br />
| +3<br />
| +3<br />
| +6<br />
|<br />
|-<br />
|10th <br />
| +5/+0<br />
| +3<br />
| +3<br />
| +3<br />
| +7<br />
| Specialization feature<br />
|-<br />
|11th<br />
| +5/+0<br />
| +4<br />
| +3<br />
| +3<br />
| +7<br />
| <br />
|-<br />
|12th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +4<br />
| +8<br />
| complex energy control<br />
|-<br />
|13th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +4<br />
| +8<br />
| <br />
|-<br />
|14th <br />
| +7/+2<br />
| +5<br />
| +4<br />
| +4<br />
| +9<br />
|<br />
|-<br />
|15th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +5<br />
| +10<br />
| Specialization feature<br />
|-<br />
|16th <br />
| +8/+3<br />
| +5<br />
| +5<br />
| +5<br />
| +10<br />
|<br />
|-<br />
|17th <br />
| +8/+3<br />
| +6<br />
| +5<br />
| +5<br />
| +10<br />
|<br />
|-<br />
|18th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +6<br />
| +11<br />
| perfect energy control<br />
|-<br />
|19th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +6<br />
| +11<br />
|<br />
|-<br />
|20th <br />
| +10/+5/+0<br />
| +7<br />
| +6<br />
| +6<br />
| +12<br />
| Specialization feature<br />
|-<br />
|}<br />
<br />
<br />
=Class Feature=<br />
<br />
* '''Weapon and Armor Proficiency''': Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.<br />
<br />
* '''Spells''': A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). <br />
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is the spell level + the wiz-ard’s Intelligence modifier + 1d20. <br />
Unlike a sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While study-ing, the wizard decides which spells to prepare.<br />
A wizard gets 10 + Intelligence modifier Spell points at first level and 4 + Intelligence modifier spell-points at each additional level. A wizard’s spell casting ability is dependant on his spell points as usual.<br />
<br />
* '''Bonus Languages''': A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.<br />
<br />
* '''Basic energy control''': At 1st level, a wizard cam channel one spell energy point per turn and can keep a total of her Intelligence modifier Energy points under her control, but not more than three points.<br />
<br />
* '''School Specialization''': A school is one of eight groupings of spells, each defined by a common theme. A wizard must specialize in one school of magic (see below).<br />
A wizard gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school and a +2 bonus to Concentration checks to cast a spell from the chosen school.<br />
Apart from the chosen speciality, she must also give up two other schools of magic, which become her prohibited schools. <br />
Spells of the prohibited schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.<br />
In addition to the different spells, every wizard also gains a number of additional traits based on his or her specialization. On 5th, 10th and every 5 levels ever after, the wizard gains a specific feature based on the specialized school.<br />
<br />
* '''Advanced Energy Control''': At 6th level, a wizard has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and therefore in-crease the casting speed of complex spells, and the maximum of energy he can keep under his control increases to Intelligence modifier +1 or five, which ever is lower.<br />
<br />
* '''Complex Energy Control''': At 12th level, the wizard becomes a true master of the arts of magic. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to 2 + her Intelligence modifier, but the amount of spell points can not exceed seven.<br />
<br />
* '''Perfect energy control''': At 18th level, a wizard has perfected the arts of magic. She can control the in-ner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that she can control increases to Intelligence modifier +3, but not more than nine.<br />
<br />
* '''Spellbooks''': A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.<br />
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her pro-hibited school or schools, see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks or on arcane scrolls to her own, making this spell available to the wizard. Wizards know no other way to gain new spells apart from this.<br />
<br />
<br />
=Wizard School specialisations=<br />
<br />
==Abjurer==<br />
The abjurers are the specialists of anti-magic spells and are the wizards with the least depend-ency on magic and the most self-sufficient approach to it. Abjurers gain an additional class skill of choice every time the Specialization Feature is achieved and gain an additional skill point per level (in-cluding 4 skill points at first level).<br />
<br />
==Summoner==<br />
The Summoner is a specialist for summoning spells and often learns most about the crea-tures they call and control. A summoner gains the augment summoning feat at first level and Survival as a class skill and gain a +2 bonus for every step of the specialization feature for every check of knowl-edge or survival to identify creatures and their traits, starting at 1st level.<br />
<br />
==Seer==<br />
Seers are divination specialists and are often the most respected arcane spellcasters. Seers gain Search, Spot and Listen as additional class skills and gain a +1 bonus to these skills for every time they gain the specialization feature.<br />
<br />
==Enticer==<br />
The Enticer is a specialist for Enchantment spells and are often Con-artists, liars and infiltra-tors. These magicians are specialised in the most subtle casting of magic and the rule over the mind of sentient people. Enticers gain Bluff and Sense Motive as additional class skills and ay use the Bluff skill to hide spellcasting gestures and invocations. This works like the disguise spell feat, but it is based on the Bluff skill, not perform. This works for one spell rank for every time the specialization feature is gained.<br />
<br />
==Elementalists==<br />
Elementalists are Evocation specialists and often the most destructive spellcasters. Ele-mentalists chose one elemental descriptor, such as Fire. Whenever they cast a spell with this descriptor, they gain a +1 bonus to the concentration check for every time they gain the specialization feature. It doesn’t matter if the spell with the descriptor is an evocation spell or not to gain this bonus.<br />
<br />
==Illusionists==<br />
Illusionists are among the most subtle spellcasters. They gain Move Silently and Hide as additional class skills through this stealthier connotations, and they gain a +1 bonus to perceive and resist illusionary spells for every step of the specialization feature.<br />
<br />
==Necromancer==<br />
The power over life and death is alluring, and the necromancer is the one who has fallen for this lure. Necromancers. If the Necromancer creates an undead creature through a spell such as ''animate dead'' or ''create undead'', he may add an additional bonus hit dice to the created creature for every time he gains the specialisation feature, starting at level 1.<br />
<br />
==Blood Mages==<br />
Blood mages are Transmutation experts and also most strongest egocentric of all spell-casters. Blood Mages gain a +1 bonus to all concentration checks on all spells they cast on themselves, and only on themselves, even when these spells are no transmutation spells.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Weapon_MasterSerpents and Sewers: Weapon Master2010-03-09T09:22:00Z<p>Satyr: </p>
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<br />
<br />
=Description and Role=<br />
<br />
While the Man-at-arms tries to master numerous weapons and can fight with a very broad range of them, they are the masters of none of them. The weapon master is a perfectionist, who focuses his complete life on mastering the combat with a single weapon. With their weapon of choice, they are among the greatest fighters who ever lived, but without it, they are average at best.<br />
For the purpose of favorite class, the weapon master is treated as a man-at-arms.<br />
<br />
<br />
The Weapon Master is effectively only a little more than a variety of the man-at-arms, but with that many changes that it was much easier and clear to write it up as an own class. That is also the reason why the Weapon Master counts as a MaA for the favorite classes.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Weapon Master's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (geography) (2xInt), Knowledge (warfare and tactics) (2xInt) , Perform (weapon drill) (Cha+Str), Perception (Con+Wis), Ride (Dex + Cha), Stealth (Dex + Con) and Survival (Wis + Con). <br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 15 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 4 + Con modifier<br />
<br />
<br />
'''Starting Age:''' Medium<br />
<br />
'''Starting Wealth:''' 6d4 x10 (150 gp) <br />
<br />
<br />
<br />
=Table: The Weapon Master=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +1<br />
| +1<br />
| +2<br />
| +2<br />
| +0<br />
| Chosen Weapon, Weapon Focus<br />
|-<br />
|2nd <br />
| +2<br />
| +2<br />
| +3<br />
| +3<br />
| +0<br />
| Bonus feat<br />
|-<br />
|3rd <br />
| +3<br />
| +3<br />
| +3<br />
| +3<br />
| +1<br />
| simple Art of War<br />
|-<br />
|4th<br />
| +4<br />
| +4<br />
| +4<br />
| +4<br />
| +1<br />
| Weapon Specialization<br />
|-<br />
|5th <br />
| +5/+0<br />
| +5<br />
| +4<br />
| +4<br />
| +1<br />
| Bonus feat<br />
|-<br />
|6th <br />
| +6/+1<br />
| +6<br />
| +5<br />
| +5<br />
| +2<br />
| Insightful Strike +1d6<br />
|-<br />
|7th <br />
| +7/+2<br />
| +6<br />
| +5<br />
| +5<br />
| +2<br />
| Simple Art of War <br />
|-<br />
|8th<br />
| +8/+3<br />
| +7<br />
| +6<br />
| +6<br />
| +2<br />
| Improved Critical<br />
|-<br />
|9th <br />
| +9/+4<br />
| +8<br />
| +6<br />
| +6<br />
| +3<br />
| Bonus feat<br />
|-<br />
|10th <br />
| +10/+5/+0<br />
| +9<br />
| +7<br />
| +7<br />
| +3<br />
| Greater Weapon Focus<br />
|-<br />
|11th<br />
| +11/+6/+1<br />
| +10<br />
| +7<br />
| +7<br />
| +3<br />
| advanced Art of War <br />
|-<br />
|12th <br />
| +12/+7/+2<br />
| +10<br />
| +8<br />
| +8<br />
| +4<br />
| Greater Weapon Specialization<br />
|-<br />
|13th <br />
| +13/+8/+3<br />
| +11<br />
| +8<br />
| +8<br />
| +4 <br />
| Bonus feat<br />
|-<br />
|14th <br />
| +14/+9/+4<br />
| +12 <br />
| +9<br />
| +9<br />
| +4<br />
| Melee Weapon Mastery<br />
|-<br />
|15th <br />
| +15/+10/+5/+0<br />
| +13<br />
| +9<br />
| +9<br />
| +5<br />
| advanced Art of War <br />
|-<br />
|16th <br />
| +16/+11/+6/+1<br />
| +14<br />
| +10<br />
| +10<br />
| +5<br />
| Insightful Strike +2d6<br />
|-<br />
|17th <br />
| +17/+12/+7/+2<br />
| +15<br />
| +10<br />
| +10<br />
| +5<br />
| Bonus feat<br />
|-<br />
|18th <br />
| +18/+13/+8/3<br />
| +15<br />
| +11<br />
| +11<br />
| +6<br />
| Weapon Supremacy<br />
|-<br />
|19th <br />
| +19/+14/+9/+4<br />
| +16<br />
| +11<br />
| +11<br />
| +6<br />
| complex Art of War <br />
|-<br />
|20th <br />
| +20/+15/+10/+5/+0<br />
| +17<br />
| +12<br />
| +12<br />
| +6<br />
| Epic Weapon Focus<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
<br />
* '''Weapon and Armor proficiency:''' The Weapon Master is proficient with all simple and martial weap-ons and all armor and shields, including tower shields.<br />
<br />
* '''Chosen Weapon''': At first Level, the Weapon Master chooses a weapon she is proficient with. This weapon becomes her chosen weapon for the weapon Focus tree. A Weapon Master may never change her favorite weapon, but gains her Intelligence Bonus (if any) added to her Attack bonus when someone tries to disarm her.<br />
<br />
* '''Weapon Focus''': On 1st level, the weapon master gains Weapon Focus for her chosen weapon as a bonus feat, granting a Bonus of +1 to Attack Rolls.<br />
<br />
* '''Bonus Feats''': At 2nd level, a weapon master gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. These bonus feats must be drawn from the fighter bonus feat list. A Weapon Master must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. <br />
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Weapon Master is not limited to the list of man-at-arms bonus feats when choosing these feats.<br />
<br />
* '''Art of War''': at level 3, and every four level after that, the Weapon Master gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a Weapon Master must possess the prerequisite abilities to take the ability in question.<br />
<br />
* '''Weapon Specialization''': A 4th level Weapon Master gains Weapon Specialization for her chosen weapon as a bonus feat, granting a +2 Bonus to damage.<br />
<br />
* '''Insightful Strike''': When fighting with her Chosen Weapon, a Weapon Master of 6th level or higher may add 1d6 points of precision damage to her damage rolls. Creatures that are immune to critical hits are also immune to this damage. On 16th level, the damage bonus increases to 2d6.<br />
<br />
* '''Improved Critical''': At 8th level, the weapon master gains Improved Critical as bonus feat. The feat must be used with her weapon of choice and doubles the weapon’s threat range.<br />
<br />
* '''Greater Weapon Focus''': A 10th level, a Weapon Master gains Greater Weapon Focus for her Chosen Weapon, increasing the total attack bonus to +2.<br />
<br />
* '''Greater Weapon Specialization''': A Weapon Master gets Greater Weapon Specialization as a bonus feat at 12th level, increasing the total damage bonus to +4.<br />
<br />
*''' Melee Weapon Mastery''': At 14th level, a weapon master’s knowledge grants him the melee weapon mastery feat for the type of damage of her Chosen Weapon. <br />
<br />
* '''Weapon Supremacy''': A 18th level Weapon Master is truly a master of her Chosen Weapon and there-fore gains the Weapon Supremacy Feat.<br />
<br />
* '''Epic Weapon Focus''': Even though ‘only’ a 20th level character, the final ability of the Weapon Master is an epic Weapon Focus with her Chosen Weapon, granting her a total + 4 Bonus to her attack rolls.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_WarmageSerpents and Sewers: Warmage2010-03-09T09:21:00Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Role and Description=<br />
<br />
The War mage is a specialized arcane spellcaster whose talents are completely focused on one task: use the magic as a weapon. Warmages are often shunned as ‘magical brutes’ by their more generalist colleagues and rivals, but others praise their straightforwardness and deadliness in combat.<br />
In opposite to the Mage Blade, the War Mage is a full spellcaster who does not use his magic in combination with a weapon but as a weapon.<br />
<br />
<br />
The warmage is a piece of artillery. There is little subtle about the magic of this class - it has a purpose - killing things through magic -and a very straightforward way to achieve it. Thanks to this, the Warmage is probably the easiest playable full spellcaster in Serpents and Sewers, but it is also one of the least flexible ones. A warmage can led things and people explode, that's it. But at least he is very good in letting them explode. And he is a constant source of stunning visiual effects. <br />
From a mechanical level, the warmage is most similar to the healer, especially because he fills more or less the exact opposite role - both classes are very powerful within their specific niche, but are not that much outside of their special fields.<br />
<br />
<br />
'''Class Skills:'''<br />
<br />
The War Mage’s Class skills and the key ability for each skill are: Concentration (Con+Wis), Craft (Int+?), Knowledge (arcana) (2xInt), Knowledge (War and Tactics) (2xInt), Languages (Int+Cha), Perform (Cha+?), Profession (Wis+?) and Spellcraft (Int+Wis).<br />
<br />
'''Skill Points at 1st Level''': (2 + Int modifier) × 4. <br />
<br />
'''Skill Points at Each Additional Level''': 2 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier<br />
<br />
<br />
'''Spell Points at 1st level:''' 12 + Int modifier<br />
<br />
'''Spell points at each additional level:''' 5 + Int modifier<br />
<br />
'''Spell point regeneration (per night’s rest):''' 2d12 + Int modifier<br />
<br />
<br />
'''Starting Age''': complex<br />
<br />
'''Starting Wealth:''' 4d4 x10 (100 gp) <br />
<br />
<br />
<br />
=Table: The Warmage=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +1<br />
| +0<br />
| +2<br />
| basic energy control, Armored Caster +1<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| war mage’s edge<br />
|-<br />
|3rd <br />
| +1<br />
| +1<br />
| +2<br />
| +1<br />
| +3<br />
| advanced learning<br />
|-<br />
|4th<br />
| +2<br />
| +2<br />
| +2<br />
| +1<br />
| +4<br />
|<br />
|-<br />
|5th <br />
| +2<br />
| +2<br />
| +3<br />
| +1<br />
| +4<br />
| Armored Caster +2<br />
|-<br />
|6th <br />
| +3<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| advanced energy control<br />
|-<br />
|7th <br />
| +3<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| advanced learning<br />
|-<br />
|8th<br />
| +4<br />
| +4<br />
| +4<br />
| +2<br />
| +6<br />
| Sudden Empower<br />
|-<br />
|9th <br />
| +4<br />
| +4<br />
| +4<br />
| +3<br />
| +6<br />
| Armored Caster +3<br />
|-<br />
|10th <br />
| +5/+0<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| Sudden Enlarge<br />
|-<br />
|11th<br />
| +5/+0<br />
| +5<br />
| +5<br />
| +3<br />
| +7 <br />
| advanced learning<br />
|-<br />
|12th <br />
| +6/+1<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| complex Energy control<br />
|-<br />
|13th <br />
| +6/+1<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| Armored Caster +4<br />
|-<br />
|14th <br />
| +7/+2<br />
| +7<br />
| +6<br />
| +4<br />
| +9<br />
| Armored Caster +4<br />
|-<br />
|15th <br />
| +7/+2<br />
| +7<br />
| +7<br />
| +5<br />
| +9<br />
| advanced learning<br />
|-<br />
|16th <br />
| +8/+3<br />
| +8<br />
| +7<br />
| +5<br />
| +10<br />
| Sudden Widen<br />
|-<br />
|17th <br />
| +8/+3<br />
| +8<br />
| +8<br />
| +5<br />
| +10<br />
| Armored Caster +5<br />
|-<br />
|18th <br />
| +9/+4 <br />
| +9<br />
| +9<br />
| +6<br />
| +11<br />
| perfect energy control<br />
|-<br />
|19th <br />
| +9/+4<br />
| +9<br />
| +9<br />
| +6<br />
| +11<br />
| advanced learning<br />
|-<br />
|20th <br />
| +10/+5/+0<br />
| +10<br />
| +9<br />
| +6<br />
| +12<br />
| Sudden maximize<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
<br />
*''' Armor and Weapon Proficiency:''' A War Mage is proficient with all simple weapons, one chosen mar-tial weapon of her choice, light armor and light shields. At 9th level, a war mage becomes proficient with medium armor and all shields except tower shields as well.<br />
<br />
* '''Spells''': A Warmage casts arcane spells, which are drawn from the war mage spell list given below. She can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Warmage gains access to a new level of spells, she automatically knows all the spells for that level listed on the Warmage’s spell list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).<br />
To cast a spell, a war mage must have an Intelligence score of 10 + the spell’s level. The war mage must be successful on a Concentration check to successfully cast a spell.<br />
A Warmage starts the game with 10 + Intelligence modifier spellpoints. On each additional level she gets 4 + Intelligence modifier additional spellpoints. The warmage‘s spellpoints limit the use of spells like usual for spellcasters.<br />
Unlike a cleric or wizard, a war mage need not prepare his spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up his spells for the day for that spell level or above.<br />
Basic energy control: At 1st level, a Warmage can channel one spell energy point per turn. The total sum of Energy points the Warmage can keep under control is equal to his Intelligence modifier or three, whichever is lower. <br />
<br />
* '''Armored Caster (ex)''': A war mage is used to cast spells while wearing armor. At 2nd level, she reduces the armor penalty for spellcasting by one point. The more experienced the war mage gets, the more comfortable she can cast spells while wearing armor. Every 4 levels, the armor penalty for spellcasting is reduced by one. This bonus is only applied if the war mage wears an armor she is proficient with. When wearing a non-proficient armor, she gains no advantage whatsoever from this ability.<br />
<br />
* '''War Mage’s edge (Ex)''': A War Mage is specialized in dealing damage with her spells. Whenever a war mage casts a spell that deals hit point damage, she may add her Intelligence modifier to the dealt dam-age. The bonus of warmage’s edge is only applied to the spells casted as a war mage, not to spells from other sources like other spellcasting classes, scrolls, wands or rods. A single spell profits only one time from this ability, even if the spell creates more than one projectile or deals damage to separate targets.<br />
<br />
* '''Advanced Learning (Ex)''': At 3rd, 7th, and every four levels thereafter, a war mage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be chosen from the sorcerer/wizard spell list, and it must be of the evocation school or the school of abjuration. The spell must be no higher than that of the highest-level spell the war mage already knows. Once a new spell is selected, it is forever added to that war mage’s spell list, and can be cast just like any other spell on the war mage’s list.<br />
<br />
* '''Advanced Energy Control''': At 6th level, a war mage has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and the maximum of energy she can keep under his control increases to her Intelligence modifier +1 or five, whichever is lower.<br />
<br />
* '''Sudden Empower:''' At 8th level, a Warmage gains the Sudden Empower Feat as a bonus feat.<br />
<br />
* '''Sudden Enlarge:''' On 10th level, Warmage gains Sudden Enlarge as a Bonus Feat.<br />
<br />
* '''Complex Energy Control:''' At 12th level, the war mage’s control of the energies of magic becomes even stronger. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to her Intelligence modifier +2 but not more than seven.<br />
<br />
* '''Sudden Widen:''' On 16th level, a war mage gains Sudden Widen as a bonus feat.<br />
<br />
* '''Perfect energy control''': At 18th level, a war mage has perfected the arts of destructive magic. She can control the inner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that he can control increases to Intelligence modifier +3, but not more than nine.<br />
<br />
* '''Sudden maximize''': At 20th level, a war mage gains Sudden Maximize as a bonus feat.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_ThiefSerpents and Sewers: Thief2010-03-09T09:19:55Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
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Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Role and Description=<br />
<br />
As long as there are riches, there will be people who try to get them, no matter if the means are regarded as honorable or not. The thief is a master of acquisition. He is a burglar, a pickpocket, a con artist, the shadow in a dark alley or the spy in the duke’s court. There are many different thieves, from polite highwaymen to cruel thugs, but they all have one thing in common: They are incredible versatile and equally untrustworthy. <br />
<br />
The thief is the skill-focused, less deadly than the assassin version of the rogue. The thief is stealthy, adaptable, very talented in social situations and also very athletic. <br />
Through the various special abilities, it is also one of the classes which allow more a specific adaptation to the player's wishes. The two different variants of the class allow for another, more specific adaptations.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Thief's class skills (and the key ability for each skill) are Acrobatics (2xDEX), Athletics (STR + CON), Concentration (CON + WIS), Craft (INT+?), Disable Device (DEX + INT), Intimidate (CHA + STR), Intrigue (2x CHA), Knowledge (Geography) (2xINT), Knowledge (Dungeoneering) (2xINT), Knowledge (Underworld)(2x INT), Languages (INT + CHA), Legerdemain (DEX + CHA), Perception (CON + WIS), Profession (WIS + ?), Sense Motive (WIS + CHA), Stealth (DEX + CON) and Use Magical Device (2xCha).<br />
<br />
'''Skill Points at 1st Level''': (6 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 6 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 9 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 2 + Con modifier<br />
<br />
<br />
'''Starting Age''': low<br />
<br />
'''Starting Wealth''': 4d4 x10 (100 gp)<br />
<br />
<br />
<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +0<br />
| +3<br />
| +1<br />
| Sneak attack + 1d6, trap finding<br />
|-<br />
|2nd <br />
| +1<br />
| +0<br />
| +0<br />
| +4<br />
| +1<br />
| Evasion<br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +1<br />
| +5<br />
| +2<br />
| Trap sense+ 1<br />
|-<br />
|4th<br />
| +3<br />
| +1<br />
| +1<br />
| +5<br />
| +2<br />
| Sneak Attack + 2d6 <br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +1<br />
| +6<br />
| +3<br />
| Uncanny dodge<br />
|-<br />
|6th <br />
| +4<br />
| +2<br />
| +2<br />
| +7<br />
| +3<br />
| Trap sense + 2<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +2<br />
| +5<br />
| +3<br />
| sneak attack +3d6, improved feint<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +2<br />
| +8<br />
| +4<br />
| Special Ability<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +3<br />
| +9<br />
| +4<br />
| Improved uncanny dodge, trap sense + 3<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +3<br />
| +9<br />
| +5<br />
| Sneak attack + 4d6<br />
|-<br />
|11th <br />
| +8/+3<br />
| +5<br />
| +3<br />
| +10<br />
| +5<br />
| Special Ability<br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +4<br />
| +11<br />
| +6<br />
| Trap sense + 4<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +4<br />
| +11<br />
| +6<br />
| sneak attack + 5d6, Greater Feint<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +4<br />
| +12<br />
| +6<br />
| Special Ability<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +5<br />
| +13<br />
| +7<br />
| trap sense + 5<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +5<br />
| +13<br />
| +7<br />
| Sneak attack + 6d6<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +5<br />
| +14<br />
| +8<br />
| Special Ability<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +6<br />
| +15<br />
| +8<br />
| trap sense + 6<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +6<br />
| +15<br />
| +9<br />
| Sneak attack + 7d6, supreme feint<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +6<br />
| +16<br />
| +9<br />
| Special Ability<br />
|-<br />
|}<br />
<br />
<br />
<br />
=Class Features=<br />
<br />
*'''Weapon and Armor Proficiency:''' Thieves are proficient with all simple weapons, plus the hand cross-bow, rapier, sap, shortbow, and short sword. Thieves are proficient with light armor, but not with shields.<br />
<br />
* '''Sneak Attack (Ex)''': If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<br />
The thief’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thief flanks her target. This extra damage is 1d4 at 1st level, and it increases by 1d6 every three thief levels thereafter up to a maximum of 7d6 at 19th level. Should the thief score a critical hit with a sneak attack, this extra damage is not multi-plied.<br />
Ranged attacks can count as sneak attacks only if the target is within 30 feet.<br />
With a sap (blackjack) or an unarmed strike, a thief can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.<br />
A thief can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<br />
Trap finding (Ex): Thieves can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. <br />
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
Thieves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.<br />
A thief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<br />
<br />
* '''Evasion (Ex)''': At 2nd level and higher, a thief 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, she instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.<br />
If a thief already has evasion from a different class she automatically gains improved evasion instead.<br />
<br />
* '''Trap Sense (Ex)''': At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giv-ing her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.<br />
Trap sense bonuses gained from multiple classes stack.<br />
<br />
* '''Uncanny Dodge (Ex)''': Starting at 5th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Defense if immobilized.<br />
If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.<br />
<br />
* '''Improved Feint''': A thief gains Improved Feint as a bonus feat at 7th level, even if she does not have the normal prerequisites for it. If she already has Improved Feint, she may instead select another feat, but she must meet all the prerequisites for it, including ability score and base attack minimums.<br />
<br />
* '''Special Abilities:''' On attaining 8th level, and at every three levels thereafter, a thief gains a special abil-ity of her choice from among the following options.<br />
<br />
** ''Adaptability (ex)'': The thief selects a number of skills up to 2+ the character’s Intelligence modifier (minimum 2). All of these skills must be cross-class skills in which the character already has at least one rank. These skills are now considered to be thief class skills for this character.<br />
<br />
** ''Crippling Strike (Ex)'': A thief with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.<br />
<br />
** ''Dirty Fighting (ex)'': The rogue is so skilled at distracting, unnerving, deceiving and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: automatically succeed on a single roll to hit; cause her opponent to fail a single attack roll; make a single attack and then move away from the opponent, treating the square the action starts in as not threatened; or perform a single sneak attack, even while the opponent is not flanked and retains his full Dexterity bonus.<br />
<br />
** ''Defensive Roll (Ex)'': The thief can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in com-bat (from a weapon or other blow, not a spell or special ability), the thief can attempt to roll with the damage. To use this ability, the thief must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the thief’s evasion ability does not apply to the defensive roll.<br />
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** ''Honed Senses (ex)'': The rogue notices things that others miss. Once per day, the rogue may choose to use his honed senses for Perception and Sense Motive skill checks, as well as all attempts to save vs. illusions. The rogue is considered to have rolled a 20 for this roll. The rogue may not use this ability after he has already rolled and failed.<br />
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** ''Improved Defensive Roll (ex)'': This ability is basically similar to defensive roll except that instead of half damage, the thief takes no damage at all. Since all thieves with this ability are required to already have defensive roll, they may now make two defensive rolls per day — one for zero damage and one for half damage.<br />
''Prerequisite: Defensive Roll.''<br />
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** ''Improved Evasion (Ex)'': This ability works like evasion, except that while the thief still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless thief does not gain the benefit of improved evasion.<br />
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** ''Improved Slippery Mind (ex)'': If a rogue with improved slippery mind is affected by any enchantment cast by a magic user, whose caster level is less than half the character’s rogue levels, the rogue succeeds automatically at her saving throw. The effects of the slippery mind special ability still apply to the en-chantments of higher level casters.<br />
''Prerequisite: Slippery Mind.''<br />
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** ''Inconspicuousness (ex)'': The rogue is difficult to notice unless he is actively trying to attract attention. Unless the rogue is choosing to stand out, or unless others are specifically searching for him, the rogue is considered at all times to be hiding. The DC to spot a rogue with the inconspicuousness ability is the rogue’s Dexterity modifier + his ranks in Hide. Characters purposefully searching for the rogue see him normally (unless of course the rogue actually is actively hiding). In addition, any time a magic user wishes to target the rogue with a Divination spell, she must first succeed at a Concentration check, with a DC equal to the rogue’s Intelligence modifier + his ranks in Hide.<br />
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** ''Intuition (ex)'': Once per session, the player of a rogue character may privately ask the GM a single in-character yes or no question. The GM must answer the question truthfully, and the player may then use this information as an in-character “hunch.” This question cannot pertain to things that are randomly determined (since the GM cannot possibly know the answer in advance), but all other in-character yes or no questions are acceptable. If the question cannot be answered as it is phrased, the player may ask another until an answerable question is found.<br />
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** ''Opportunist (Ex)'': Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the thief’s attack of opportunity for that round. Even a thief with the Combat Reflexes feat can’t use the opportunist ability more than once per round.<br />
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** ''Roguish Charm (ex)'': The rogue is very likable, in spite of all evidence to the contrary. Once per day she may choose to perform any one of the following two near-magical effects. First, the rogue may tell a single brief lie to one person and have it be believed unquestioningly until the rogue leaves the victim’s line of sight for more than a minute. The lie must be believable to a sane person — “the sky is green,” will not work, for example, but “of course I didn’t steal the jewel,” would work on anyone who hadn’t witnessed the incident directly. The lie cannot be longer than a single simple sentence.<br />
Second, the rogue may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not — unless the person is so high in level (or authority) that turning back the guards poses no threat whatsoever. These abilities can only be used on sentient creatures with whom the rogue shares a common language. They can only be used on one person at a time. Characters of higher total level than the rogue character’s levels in rogue may make a Will save at a DC of 10 + the rogue’s Charisma modifier + the rogue’s ranks in an appro-priate skill (usually Bluff for the first and Diplomacy for the second). Those who make their saves are fully aware of the rogue’s attempt to manipulate them. These abilities can never work on the same per-son twice, and the rogue must always be within the target’s line of sight to attempt either ability.<br />
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** ''Search mastery (ex)'': The rogue is highly proficient at finding things. In fact, the rogue is so adept that he always finds something interesting on a roll of 20 or more, whenever he looks. Naturally, what the rogue finds will not always be what he was looking for — especially if he is searching in the wrong room — but it will be interesting in some way. GMs are encouraged to use this in whatever manner best fits the game. Rogues may find coins or jewelry, clues and plot devices for this or future sessions, bits of local gossip (a love note from the lord’s wife to a fellow rogue!), things of no interest to the rogue per-sonally but useful to other members of the party, or anything else useful or worthy of comment. Often the information or items a rogue finds in this manner may seem irrelevant at the time and only turn out to be interesting much later on in the campaign. Coins are a good fall-back if this ability ever threatens to slow down the game, but GMs should try to make the ability as interesting and diverse as they possi-bly can.<br />
''Prerequisite: Search 10+ ranks.''<br />
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** ''Skill Mastery'': The thief becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.<br />
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would nor-mally prevent her from doing so. A thief may gain this special ability multiple times, selecting addi-tional skills for it to apply to each time.<br />
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** ''Skilled Opportunist (ex)'': This functions identically to the special ability, opportunist, except that the rogue may use it as many times in a round as she has attacks of opportunity.<br />
''Prerequisite: Opportunist, Combat Reflexes''<br />
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** ''Slippery Mind (Ex)'': This ability represents the thief’s ability to wriggle free from magical effects that would otherwise control or compel her. If a thief with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.<br />
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** ''Strange Luck (ex)'': The thief is inordinately lucky — most of the time. Once per day, the thief may turn a single unsuccessful roll into a 20. This ability may be used on any roll that requires a d20. Strange luck can be used to confirm a critical hit; but if used as a regular attack roll, it does not create a critical threat. For every three times this ability is used, the GM may choose to turn one of the rogue’s success-ful rolls into a 1. The GM may not use this ability on a natural 20.<br />
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** ''Feat'': A thief may gain a bonus feat in place of a special ability.<br />
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** ''Improved Uncanny Dodge (Ex)'': A thief of 9th level or higher can no longer be flanked.<br />
This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.<br />
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.<br />
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* '''Greater Feint:''' A thief gains Greater Feint as a bonus feat at 14th level, even if she does not have the normal prerequisites for it. If she already has Greater Feint, she may instead select another feat, but she must meet all the prerequisites for it, including ability score and base attack minimums.<br />
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* ''Superior Feint (Ex)'': Beginning at 19th level, a thief is able to feint as a free action instead of a swift action (see Greater Feint). However, she is still only allowed to make one feint attempt before each attack roll.<br />
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=Class Varieties=<br />
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==Thug==<br />
Not all thieves are focused on agility and bluff; some are nothing more than brutes who use sheer violence and fear to achieve their aims. Thug characters lack the finesse for sneak attacks, but gain Arts of War instead; a simple one on 1st, 4th and 7th level, advanced ones on 10th, 13th and 16th level and a complex one on 19th level. A thug is also proficient with all martial weapons, medium armor and shields (except tower shields and gain a stacking +1 professional bonus to Intimidate on 3rd, 6th, 9th, 12th, 15th and 18th level. <br />
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They do not gain the trapfinding and trapsense abilites. <br />
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==Acrobatic Burglar==<br />
Some thieves are more focused on agility and acrobatics than the rest; they do not gain the Trap Finding and Trap Sense ability, but a Climb Speed equal to half their land speed on 1st level and the Assassin's Acrobatics trait on the levels they would normally gain the Trap Sense ability.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_SpellthiefSerpents and Sewers: Spellthief2010-03-09T09:19:00Z<p>Satyr: </p>
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<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
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Back to the [[Serpents and Sewers|Main page]]<br />
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=Description and Role=<br />
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Not everyone who has the Gift must be a disciplined, honorable person. Magic is power, and power always includes the promise of corruption, and some spellcasters combine this to use their powers for their own advantage –on the costs of others. Spellthieves are thieves, who use their magic for their prowls, but they do not only steal material goods. When magic is power, it becomes more valuable than gold and silver, so what lies closer than steal magic instead? <br />
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The spellthief is a hybrid class; as the Mage blade is the crossover between a fighter and an arcane spellcaster, the Spellthief is the combination of a spellcaster and a rogue. It is therefore a very flexible and adaptable class with a very broad range of possibilities, but also with some unique abilities (because without those there would be no point to a hybrid class as you could just multiclass and take both aspects seperately).<br />
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'''Class Skills'''<br />
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The Spellthief's class skills (and the key ability for each skill) are Acrobatics (2xDEX), Athletics (STR + CON), Concentration (CON + WIS), Craft (INT+?), Disable Device (DEX + INT), Intimidate (CHA + STR), Intrigue (2x CHA), Knowledge (Arcane) (2xINT), Knowledge (Dungeoneering)(2xINT), Knowledge (Underworld)(2x INT), Languages (INT + CHA), Legerdemain (DEX + CHA), Perception (CON + WIS), Profession (WIS + ?), Sense Motive (WIS + CHA), Stealth (DEX + CON) and Use Magical Device (2xCha).<br />
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'''Skill Points at 1st Level''': (6 + Int modifier) x 4.<br />
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'''Skill Points at Each Additional Level''': 6 + Int modifier.<br />
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'''Hit Points at 1st Level''': 9 + Con modifier<br />
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'''Hit Points at Each Additional Level''': 2 + Con modifier<br />
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'''Spell Points at 1st Level''': 8 + Cha modifier<br />
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'''Spell points at each additional level''': 3 + Cha modifier<br />
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'''Spell point regeneration (per full night’s rest)''': 2d12 + Cha modifier<br />
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'''Starting Age:''' medium<br />
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'''Starting Wealth:''' 4d4 x10 (100 gp)<br />
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=Table: The Spellthief=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +0<br />
| +2<br />
| +2<br />
| Spells, Sneak attack +1d6, energy drain, basic energy control<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| +3<br />
| Detect magic, steal energy resistance<br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +1<br />
| +3<br />
| +3<br />
| Break Spell<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +1<br />
| +4<br />
| +4<br />
| Arcane strike<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +1<br />
| +4<br />
| +4<br />
| Sneak attack +2d6, spellgrace +1<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +2<br />
| +5<br />
| +5<br />
| Absorb spell<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +2<br />
| +5<br />
| +5<br />
| Energy drain (touch)<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +2<br />
| +6<br />
| +6<br />
| Steal energy resistance (touch)<br />
|-<br />
|9th <br />
| +6/+1 <br />
| +4<br />
| +3<br />
| +6<br />
| +6<br />
| Arcane sight, sneak attack +3d6<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +3<br />
| +7<br />
| +7<br />
| energy drain (items), advanced energy control<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +3<br />
| +7<br />
| +7<br />
| spellgrace +2, Break Spell (touch)<br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +4<br />
| +8<br />
| +8<br />
| Discover spells<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +4<br />
| +8<br />
| +8<br />
| Absorb spell (area and effect spells), sneak attack +4d6<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +5<br />
| +9<br />
| +9<br />
| Steal energy resistance (ranged)<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +5<br />
| +9<br />
| +9<br />
| energy drain (reached)<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +5<br />
| +10<br />
| +10<br />
| Steal spell resistance<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +5<br />
| +10<br />
| +10<br />
| Sneak attack +5d6, spellgrace +3<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +6<br />
| +11<br />
| +11<br />
| Greater arcane sight<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +6<br />
| +11<br />
| +11<br />
| Break Spell (ranged)<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +6<br />
| +12<br />
| +12<br />
| energy drain (1d10), complex energy control<br />
|-<br />
|}<br />
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=Class Features=<br />
* '''Weapon and Armor Proficiency''': A spell thief is proficient with all simple weapons, one chosen mar-tial weapon and with light armor but not with shields.<br />
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* '''Spells''': A spell thief has the ability to cast a small number of spells as an arcane spellcaster, which are drawn from the Bard spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. The Difficulty Class for a saving throw against a spell thief’s spell is the spell level + the spell thief’s Charisma modifier + 1d20.<br />
Like other spellcasters, a spell thief can cast only a certain number of spells of each spell level per day, limited by his spell points. A spell thief gains 6 + Cha modifier spell points at 1st level, and 2 + Intelli-gence modifier each additional level.<br />
A spell thief begins play knowing only 3 level 0 spells and one single level one spell of the player’s choice. At each new level, a spell thief gains a spell acquisition pool of 4 + Charisma modifier for gain-ing new spells, whereby the cost of every spell is equal to its spell level. (Example: A spell thief with Charisma 16 reaching a new level would gain 6 points to gather new spells – he could learn 2 level 3 spells or 3 level 2 spells or 6 level 1 spells or any combination of this). These new spells can be common spells chosen from the beguiler spell list. A spell thief can not spare his spell acquisition points to learn more powerful spells on a higher level. <br />
Upon reaching 8th level, and at every spell thief level after that, a spell thief can choose to learn a new spell in place of one he already knows. In effect, the spell thief “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 spell thief spell the spell thief can cast. A spell thief 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 he gains new spells known for the level.<br />
Basic energy control: At 1st level, a spellthief can channel one spell energy point per turn. The total sum of Energy points the spellthief can keep under control is equal to his Charisma modifier or three, whichever is lower. <br />
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* '''Sneak Attack (Ex)''': If a spell thief can catch an opponent when he is unable to defend himself effec-tively from his attack, he can strike a vital spot for extra damage.<br />
The spell thief’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the spell thief flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four spell thief levels thereafter. Should the spell thief score a critical hit with a sneak attack, this extra damage is not multiplied.<br />
Ranged attacks can count as sneak attacks only if the target is within 30 feet.<br />
With a sap (blackjack) or an unarmed strike, a spell thief can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.<br />
A spell thief can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The spell thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A spell thief cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.<br />
A spell thief has several abilities (see below) that can only be used when he makes a successful sneak attack, that require him to forgo part of his extra damage. He can only use one of these abilities for each sneak attack he makes, and each ability can be used only once per round. However, even if he attacks an opponent normally immune to critical hits, as long as he fulfils the other requirements of a sneak attack (catching the opponent flat-footed, flanking her, she doesn't have concealment, etc.), he can still uses those abilities. This is like how flaming burst and similar weapons function even against creatures im-mune to critical hits.<br />
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* '''Energy drain (Su)''': A spell thief can siphon spell energy (whether spiritual, hereditary or hermetic) away from his target and use it himself. A spell thief who hits an opponent with a successful sneak at-tack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal the same amount of spell points. If the target is willing, a spell thief can steal spell energy with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with. Logically, a spell thief can not steal more than 6 points of spell energy with this ability, but he can store more spell energy this way than his normal spell energy pool. If the current spell energy pool is bigger than the normal maximum, the spell thief loses 1 point of spell energy per round until he has reached his normal maximum.<br />
At 7th level, the ability to drain spell energy from a caster improves and a spell thief can steal spell en-ergy with a normal touch attack, siphoning 1d6 points of spell energy from the target into the spell thief’s pool.<br />
At 10th level, a spell thief can drain spell energy from magic items. Doing so gives the spell thief 1d6 points of spell energy and renders the item useless for 24 hours. <br />
At 15th level, a spell thief can drain spell energy from distant opponents. He can make a ranged touch attack against an opponent within 30 ft. to drain 1d6 points of spell energy from his victim to his own pool. Doing so is a standard action. <br />
At 20th level, a spell thief increases the amount of stolen spell points to 1d10. <br />
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* '''Detect Magic (Sp)''': A spell thief of 2nd level or higher can use detect magic at will. His caster level is equal to his class level.<br />
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* '''Steal Energy Resistance (Su)''': Beginning at 2nd level, a spell thief can siphon off some or all of a tar-get's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spell thief who hits an oppo-nent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 1d10 to an energy type to which his target is resistant (or immune). Simultaneously, the target creature's resistance to that energy type is temporarily reduced by the same amount (to a minimum of 0). A creature with immunity to an energy type retains that immunity. If the target is willing, a spell thief can steal energy resistance with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with.<br />
If his target has more than one type of resistance to energy, a spell thief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target.<br />
The resistance a spell thief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires if the remaining duration is less than 1 minute.<br />
A spell thief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spell thief might use this ability to gain resis-tance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much). However, he can use this ability multiple times, even on the same creature, to renew the duration of his stolen energy resistance.<br />
At 8th level, a spell thief can steal resistance with a touch attack by using this ability, and at 14th level he can steal resistance to an energy type with a ranged touch attack. A spell thief cannot steal more re-sistance than what the creature has, if it less than these amounts.<br />
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* '''Break Spell (Su)''': Beginning at 3rd level, a spell thief can disrupt an active spell effect from another creature. A spell thief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead cancels the effect of a single spell affecting the target. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's al-ready using one of his other supernatural stealing abilities with.<br />
The spell thief can choose which spell he disrupts; otherwise, the DM determines the stolen spell effect randomly. If a spell thief tries to disrupt a spell effect that isn't present, the disrupted spell effect is de-termined randomly among those currently in effect on the target. A spell thief can't disrupt a spell effect if its caster level exceeds his class level + his Intelligence modifier.<br />
Spells are interrupted for 1 minute per spell thief level (or until the spell effect's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.<br />
At 11th level, the spell thief can use this ability with a touch attack instead and at 19th level with a ranged touch attack with a range of 30 feet.<br />
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* '''Arcane Strike (Su)''': A spellthief may burn her magic reserve for inflicting terrible wounds. Starting at 4th level, the Spellthief may burn 1d6 of her spell points and may add the result of the roll to her next attack roll and inflict the same amount of additional force damage if the attack connects. In addition, the attack as a whole is treated as if it deals force damage, instead of the usual damage type of the weapon and can injure insubstantial foes. This ability works as an immediate action and can be used every d4+1 rounds. If the Mage Blade would spend more spell energy than his current energy pool, she spends all remaining spell points instead, whereby the bonus to the attack roll and the damage is equal to the spent spell points, not the actual result of the dice.<br />
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* '''Absorb Spell (Su)''': Beginning at 6th level, if a spell thief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spell thief as a target, not effect or area spells (at least until 13th level, see below).<br />
To absorb a spell that targets him, a spell thief must succeed on a level check (1d20 + spell thief level) against a DC of 10 + the spell's caster level. Failure indicates the spell has its normal effect, even though the spell thief’s save was initially successful. Success means that the spell thief suffers no effect from the spell and gains the spell energy that was used to cast the spell as if he had stolen the spell energy with his energy drain ability. <br />
If a spell targets the spell thief but only allows a saving throw for a partial effect, if he makes a success-ful save and then succeeds on his level check, he absorbs the spell without suffering even that partial effect. If a spell targets the spell thief but normally does not allow a saving throw, the spell thief is al-lowed to attempt as special save against what the spell's DC would be if it had one (type determined by DM as appropriate, for example, a Reflex save against scorching ray). If he succeeds at the special sav-ing throw he can attempt his level check to absorb the spell without harm, but if he fails either the sav-ing throw or the level check, he suffers the full effect of the spell as normal.<br />
At 13th level or higher, a spell thief can attempt to absorb even effect or area spells that would affect him.<br />
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* '''Arcane Sight (Su)''': Beginning at 9th level, a spell thief can discern the location and power of magical auras within sight. This ability duplicates the effect of an arcane sight spell, except that it is always ac-tive, though he can suppress it as a free action. At 18th level or higher, a spell thief instead gains the continuous effect of a greater arcane sight spell.<br />
Advanced Energy Control: At 10th level, a spell thief has learned to control the flow of magic energies a lot better than before. From now on, he can channel two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to 2 + Charisma modifier or five, which ever is lower.<br />
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* '''Discover Spells (Ex)''': A spell thief of 12th level or higher who steals a spell from a spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spell thief to better choose which spells to steal on subsequent attacks.<br />
For example, a 13th-level spell thief who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.<br />
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* '''Steal Spell Resistance (Su)''': Beginning at 15th level, a spell thief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spell thief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spell thief also gains spell resistance equal to 5 + his spell thief level (up to a maximum value of the original spell resistance of the target). If the target is willing, a spell thief can steal spell resistance with a touch as a move action. A spell thief can use this ability once per round, and he can't apply it simultaneously to a sneak attack that he's already using one of his other supernatural stealing abilities with.<br />
The stolen spell resistance benefits the spell thief for 1 minute and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disap-pears when the effect elapses, if its remaining duration is less than 1 minute.<br />
A spell thief can steal spell resistance multiple times from the same or different opponents, reducing their spell resistance by an additional 5, and increasing his own by the same amount. For example, a spell thief who uses this ability three times would have spell resistance equal to 15 + his spell thief level. However, he must keep track of each stolen source of spell resistance separately; if he steals spell resistance in three consecutive rounds, he would temporarily have a spell resistance equal to 15 + his spell thief level, but as each source's duration expires, he would be reduced to SR equal to 10 + his level, and then finally SR equal to 5 + his level.<br />
<br />
* '''Complex Energy Control''': At 20th level, the spell thief becomes a master of the arts of magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to 3 + Charisma modifier or seven, whichever is lower. While Spellthieves have no access to level seven spells, they can use their maximum control with metamagic to empower the spells they know.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_SorcererSerpents and Sewers: Sorcerer2010-03-09T09:17:58Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Description and Role=<br />
<br />
Sorcerer<br />
Sorcerers are powerful spellcasters, but their magic is wild and uncontrolled in comparison to the re-search-focused bookworms that call themselves wizards. Sorcerers do not learn magic as much as they use it intuitively. They never get a formal education and generally less versatile than wizards, but with-out the education of the latter they have a more playful access to their spells which seem to grant them a deeper understanding for them. Sorcerers are more chaotic and even themselves do not completely understand their powers.<br />
<br />
<br />
I really don't like the first sorcerer write-up and it was the first character class I more or less completely worked over. The new sorcerer is wilder and more chaotic than before and has more unique abilities in differentiation to the more intelectual and formalised wizard.<br />
<br />
'''Class Skills'''<br />
<br />
The sorcerer’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Handle Animal (Wis+Cha), Intrigue (2xCha), Knowledge (arcana) (2xInt), Knowledge (dungeoneering) (2xInt), Knowledge (nature) (2xInt), Languages (Int+Cha), Perform (Cha+?), Profession (Wis+?), Spellcraft (Int+Wis), Survival (Con+Wis), and Use Magic Device (Con+Cha).<br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) × 4. <br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 6 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 1 + Con modifier<br />
<br />
<br />
'''Spell Points at 1st Level''': 12 + Cha modifier<br />
<br />
'''Spell Points at each additional level''': 5 + Cha modifier<br />
<br />
'''Spell point regeneration (per full night’s rest)''': 2d12 + Cha modifier<br />
<br />
'''Spell Acquisition Points per level: 6 + Cha modifier <br />
<br />
<br />
'''Starting Age''': Simple<br />
<br />
'''Starting Wealth''': 3d4 x10 (75 gp)<br />
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<br />
<br />
=Table: The Sorcerer=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +0<br />
| +0<br />
| +2<br />
| Eschew Material, Heritage Trait, simple Energy Control, Adaptation +1<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +0<br />
| +0<br />
| +3<br />
| <br />
|-<br />
|3rd <br />
| +1<br />
| +1<br />
| +1<br />
| +1<br />
| +3<br />
| <br />
|-<br />
|4th<br />
| +2<br />
| +1<br />
| +1<br />
| +1<br />
| +4<br />
| Adaptation +2<br />
|-<br />
|5th <br />
| +2<br />
| +2<br />
| +1<br />
| +1<br />
| +4<br />
| Heritage Trait<br />
|-<br />
|6th <br />
| +3<br />
| +2<br />
| +2<br />
| +2<br />
| +5<br />
| advanced Energy Control<br />
|-<br />
|7th <br />
| +3<br />
| +2<br />
| +2<br />
| +2<br />
| +5<br />
| <br />
|-<br />
|8th<br />
| +4<br />
| +3<br />
| +2<br />
| +2<br />
| +6<br />
| Adaptation +3<br />
|-<br />
|9th <br />
| +4<br />
| +3<br />
| +3<br />
| +3<br />
| +6<br />
| <br />
|-<br />
|10th <br />
| +5/+0<br />
| +3<br />
| +3<br />
| +3<br />
| +7<br />
| Heritage Trait<br />
|-<br />
|11th<br />
| +5/+0<br />
| +4<br />
| +3<br />
| +3<br />
| +7<br />
|<br />
|-<br />
|12th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +4<br />
| +8<br />
| complex Energy Control, Adaptation +4<br />
|-<br />
|13th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +4<br />
| +8<br />
| <br />
|-<br />
|14th <br />
| +7/+2<br />
| +5<br />
| +4<br />
| +4<br />
| +9<br />
|<br />
|-<br />
|15th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +5<br />
| +9<br />
| Heritage Trait<br />
|-<br />
|16th <br />
| +8/+3<br />
| +5<br />
| +5<br />
| +5<br />
| +10<br />
| Adaptation +5<br />
|-<br />
|17th <br />
| +8/+3<br />
| +6<br />
| +5<br />
| +5<br />
| +10<br />
| <br />
|-<br />
|18th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +6<br />
| +11<br />
| perfect energy control<br />
|-<br />
|19th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +6<br />
| +11<br />
|<br />
|-<br />
|20th <br />
| +10/+5/+0<br />
| +7<br />
| +6<br />
| +6<br />
| +12<br />
| Heritage Trait, Adaptation<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
<br />
All of the following are class features of the sorcerer.<br />
<br />
* '''Weapon and Armor Proficiency''': Sorcerers are proficient with all simple weapons. They are not profi-cient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.<br />
<br />
* '''Spells''': A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
The Difficulty Class for a saving throw against a sorcerer’s spell is the spell level + the sorcerer’s Charisma modifier +d20.<br />
A sorcerer starts the game with 12 + Charisma modifier spell points. On each additional level, he gains 5 + Charisma modifier additional spell points. The number of spellpoints limit the of spells per day. <br />
A sorcerer regains spellpoints as an arcane spellcaster.<br />
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing 4 0-level spells and two 1st-level spells of your choice, and all the spells from their bloodline they already qualifiy for. At each new level, a sorcerer gains a pool of 6 + Cha modifier acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A sorcerer with Charisma 18 reaching 7th level would gain 10 points to gather new spells – he could learn three level 3 spells and one level 1 spells, 5 level 2 spells or 10 level 1 spells or any combination of this). These new spells can be common spells chosen from the sor-cerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study for the double costs. A sorcerer can not spare his spell acquisition points to learn more power-ful spells on a higher level.<br />
<br />
* ''Relearning Spells:'' Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "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 sorcerer spell the sor-cerer can cast. A sorcerer 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 he gains new spells known for the level.<br />
Unlike a wizard or a cleric, a sorcerer doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spellpoints. He does not have to decide ahead of time which spells he’ll cast.<br />
Basic energy control: At 1st level, a sorcerer can channel one spell energy point per turn and can keep a total equal to his Charisma modifier Energy points under his control, up to a maximum of three points.<br />
<br />
* '''Eschew Materials''': The innate magic of the sorcerers makes the use of simpler rituals and spell components unnecessary. A sorcerer gains Eschew Materials as a bonus feat at 1st level.<br />
<br />
* '''Hereditary Trait''': At 1st level the sorcerer choses one of the heriditaries below. The different heritages - some of them supernatural progenitors, others are more mundane or even profane- give additional benefits to the sorcerer dependant from the focus of the different heritages and add a unique flavor to the character. At 5th level and every five levels after, a sorcerer gains an additionnal hereditary trait.<br />
<br />
* '''Adaptation''': sorcerers are a diverse lot, and often they need to adapt with their mundane skills as well as their magical abilities. The adaptation ability allows a sorcerer to add the listed bonus to a number of skills equal to their intelligence bonus. The selected skills does not need to be class skills.<br />
<br />
* '''Advanced Energy Control''': At 6th level, a sorcerer has learned to control the flow of magic energies a lot better than before. From now on, he can channel two spell energy points per turn and therefore in-crease the casting speed of complex spells, and the maximum of energy he can keep under his control increases to Charisma modifier+1 or five, which ever is lower. From now on, the sorcerer also gains an additional spell acquisition point per level (the total number increases to 7 + Cha modifier).<br />
<br />
* '''Complex Energy Control''': At 12th level, the sorcerer becomes a true master of the arts of magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to Charisma modifier +2 or seven points, whichever is lower. Additionally, the sorcerer also gains an additional spell acquisition point per level (the total number increases to 8 + Cha modifier).<br />
<br />
* '''Perfect energy control''': At 18th level, a sorcerer has perfected the arts of magic. He can control the inner flame of magic so effectively that he can channel up to 4 spellpoints per turn. His maximum of spell energy that he can control increases to Charisma mod +3, up to a maximum of 9 apell energy points and the sorcerer also gains an additional spell acquisition point per level as well (the total number increases to 9 + Cha modifier).<br />
<br />
=Sorcerer Heritages=<br />
<br />
==Bloodline of Air==<br />
The power of the air element resides in the sorcerer, and at times she can hardly control its fury. This influence comes from an elemental outsider in her family history or a time when she or her relatives were exposed to a powerful elemental force. <br />
<br />
At 1st level, whenever the Sorcerer casts spells with the air descriptor, she may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [air] subtype.<br />
<br />
At 5th level, the Sorcerer gains a five point Energy Resistance against electricity damage. She can also learn all spells with the [air] descriptor as if they were sorcerer spells.<br />
<br />
At 10th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with air creatures increases to +2.<br />
<br />
At 15th level, the character's Energy Resistance increase to +10 and she may treat all spells with the air descriptor as if they were one spell level lower.<br />
<br />
At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with air creatures increases to +3.<br />
<br />
<br />
In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level.<br />
<br />
1. Obscuring mist<br />
<br />
2. Gust of wind<br />
<br />
3. Wind wall<br />
<br />
4. Shout<br />
<br />
5. Telekinesis<br />
<br />
6. Control winds<br />
<br />
7. Ethereal jaunt<br />
<br />
8. Summon monster VIII (elementals and outsiders with the air subtype only)<br />
<br />
9. Freedom<br />
<br />
<br />
<br />
==Bloodline of Fire==<br />
The power of the fire element flows in the veins of the sorcerer and grants an almost unmatched familiaritywith this element. <br />
<br />
At 1st level, whenever the Sorcerer casts spells with the fire descriptor, she may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [fire] subtype.<br />
<br />
At 5th level, the Sorcerer gains a five point Energy Resistance against fire damage. She can also learn all spells with the [fire] descriptor as if they were sorcerer spells.<br />
<br />
At 10th level, the Sorcerer's bonus to caster level, casting checks for fire spells and all social dealings with fire creatures increases to +2.<br />
<br />
At 15th level, the character's Energy Resistance increase to +10 and she may treat all spells with the fire descriptor as if they were one spell level lower.<br />
<br />
At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with fire creatures increases to +3.<br />
<br />
<br />
In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level.<br />
<br />
1. Hypnotism<br />
<br />
2. Pyrotechnics<br />
<br />
3. Tongues (The subject's tongue resembles a tongue of flame.)<br />
<br />
4. Fire shield (The fog produced has a smoky smell and quality.)<br />
<br />
5. Cloudkill**<br />
<br />
6. Summon monster VI (elementals and outsiders with the fire subtype only)<br />
<br />
7. Delayed blast fireball<br />
<br />
8. Sunburst<br />
<br />
9. Meteor swarm<br />
<br />
<br />
<br />
==Chaotic spellcasters==<br />
These sorcerers draw their pwoer from the sheer power of happenstance and entropy. Their magic is extremely unpredictable and sometimes not even themselves can tell what kind of effect their spells take.<br />
<br />
At 1st level, chaotic sorcerers gain a chaotic aura which grants them the (chaotic) subtype. They also gain a +1 bonus to their casting checks and caster level when casting spells with the (chaotic) descriptor.<br />
<br />
At 5th level, chaotic sorcerer may channel their spell energy into unpredictable entropic effects: As a standard action that does not provoke an attack of opportunity, the sorcerer can establish a chaotic sphere. For every spellpoint spent this way, every creature within a 30' range around the sorcerer gains a random +1 bonus or -1 bonus (randomly determined) to all rolls and checks for a number of rounds equal to the Sorcerer's Charisma bonus. <br />
<br />
At 10th level, a chaotic sorcerer may treat all spells with the chaotic descriptor as sorcerer spells and may learn them for one spell aquisition point less than usual. Their caster level and bonus to casting checks increas to +2.<br />
<br />
At 15th level, the Chaotic Sorcerer may use his entropic aura more targeted. As a standard action that does not provoke an attack of opportunity, the sorcerer may either give a single ally a luck bonus equal to his charisma bonus or a foe a likewise penalty to all rolls. This power is active for 5 rounds for every point of spell energy point that is spent for the ability.<br />
<br />
At 20th level, the Chaotic Sorcerer may treat all spells with the chaotic descriptor as one spell level lower and may increase their caster level and spellcasting checks for these spells to +3.<br />
<br />
<br />
In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level.<br />
<br />
1. Color spray<br />
<br />
2. Tasha's hideous laughter<br />
<br />
3. Rage<br />
<br />
4. Confusion<br />
<br />
5. Mindfog<br />
<br />
6. Mislead<br />
<br />
7. Prismatic spray<br />
<br />
8. Maze<br />
<br />
9. Weird<br />
<br />
<br />
==Celestial Ancestors==<br />
Celestial bloodlines are rare, and sometimes the descendants of Aasimars are so diluted that little but a spark of their extraplanar heritage is left. When this spark is combined with the arcane Gift, a very rare kind of sorcerers may derive from this.<br />
<br />
At 1st level, Celestial Sorcerers gain a 5 point Energy Resistance against either Acid, Cold or Electricity.<br />
<br />
At 5th level, The Celestial Sorcerer may treat all spells on the Paladin spell list as Sorcerer spells of the same level.<br />
<br />
At 10th level, You gain an additional 5 point Energy Resistance against an aditional type of damage from the list given above. The resistance against the Energy type chosen on level 1 increases to 10.<br />
<br />
At 15th level, the Celestial Sorcerer may channel his spell energy into attempts to Turn Undead, like a Cleric.<br />
<br />
At 20th level, the Celestial sorcerer gains the third Energy resistance at 5 points and may increase his other Energy Resistances by 5 points.<br />
<br />
In addition you gain additional spells which you automatically learn as soon as you are able to cast spells of the said level:<br />
<br />
1. Protection from evil<br />
<br />
2. Daylight<br />
<br />
3. Magic circle against evil<br />
<br />
4. Rainbow pattern<br />
<br />
5. Dismissal<br />
<br />
6. Guards and wards<br />
<br />
7. Sequester<br />
<br />
8. Sunburst<br />
<br />
9. Summon monster IX (good outsiders only)<br />
<br />
<br />
==Draconic Heritage==<br />
At some point in the sorcerer's family’s history, a dragon interbred with the bloodline, and now its ancient power flows through the sorcerer' veins.<br />
<br />
The sorcerer may pick a draconic feat every times he would gain a heritage trait.<br />
<br />
In addition the sorcerer gains the additional spells which she automatically learns as soon as she is able to cast spells of the said level:<br />
<br />
1. Comprehend languages<br />
<br />
2. Darkvision<br />
<br />
3. Protection from elements<br />
<br />
4. Fear<br />
<br />
5. Mind fog<br />
<br />
6. True seeing<br />
<br />
7. Vision<br />
<br />
8. Mind blank<br />
<br />
9. Dominate monster<br />
<br />
<br />
==Elemental Earth Bloodline==<br />
You are descended from a creature of elemental earth. Your heritage probably stems from one of the humanoid-shaped beings from the Elemental Plane of Earth, although elemental earth creatures native to the Material Plane can contribute this bloodline as well. Regardless of the exact earth creature in your ancestry, you probably have a hardy, solid-looking body and dark coloration, and you might even exude an earthy smell.<br />
<br />
At 1st level, whenever the Sorcerer casts spells with the earth descriptor, he may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [earth] subtype.<br />
<br />
At 5th level, the Sorcerer gains a five point Energy Resistance against acid damage. He can also learn all spells with the [earth] descriptor as if they were sorcerer spells.<br />
<br />
At 10th level, the Sorcerer's bonus to caster level, casting checks for fire spells and all social dealings with fire creatures increases to +2.<br />
<br />
At 15th level, the character's Energy Resistance increase to +10 and he may treat all spells with the fire descriptor as if they were one spell level lower.<br />
<br />
At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with earth creatures increases to +3.<br />
<br />
<br />
In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level.<br />
<br />
1. Enlarge person<br />
<br />
2. Shatter<br />
<br />
3. Keen edge<br />
<br />
4. Stone shape<br />
<br />
5. Transmute mud to rock<br />
<br />
6. Move earth<br />
<br />
7. Statue<br />
<br />
8. Iron body<br />
<br />
9. Summon monster IX (elementals and outsiders with the earth subtype only)<br />
<br />
<br />
<br />
==Emotional Caster==<br />
These sorcerers have learned to channel their emotions into their spellcraft and use these emotions to channel more powerful spells and effects.<br />
<br />
<br />
==Fey Heritage==<br />
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage.<br />
<br />
<br />
<br />
In addition the sorcerer gains the additional spells which she automatically learns as soon as she is able to cast spells of the said level:<br />
<br />
1. Detect secret doors<br />
2. Glitterdust<br />
3. Tongues<br />
4. Hallucinatory terrain<br />
5. Seeming<br />
6. Mislead<br />
7. Sequester<br />
8. Otto's irresistible dance<br />
9. Wail of the banshee<br />
<br />
==Hedge Mage==<br />
These sorcerers never had any form of training and are completely autodidactic. Often, Hedge Mages are significantly less talented in the field of magic, but they are also less dependant on it.<br />
<br />
<br />
<br />
<br />
==Infernal Heritage==<br />
Somewhere in the sorcerer's family history, a relative made a deal with a devil, and that pact has influenced the line ever since. Now it manifests in direct and obvious ways, granting you powers and abilities.<br />
<br />
<br />
In addition the sorcerer gains the additional spells which she automatically learns as soon as she is able to cast spells of the said level:<br />
<br />
1. Protection from good<br />
<br />
2. Darkness<br />
<br />
3. Sepia snake sigil<br />
<br />
4. Bestow curse<br />
<br />
5. Nightmare<br />
<br />
6. Mislead<br />
<br />
7. Insanity<br />
<br />
8. Maze<br />
<br />
9. Imprisonment<br />
<br />
<br />
==Trickster Sorcerer==<br />
<br />
<br />
==Water Bloodline==<br />
You have a creature of elemental water as an ancestor. Your physical characteristics might vary with the type of elemental creature from which you are descended, but you're likely to have blue, green, or white coloration. Water blood stems both from planar elemental beings and creatures native to the Material Plane that have a strong affinity for water.<br />
<br />
At 1st level, whenever the Sorcerer casts spells with the water descriptor, he may increase her casting level by +1 and may add a +1 bonus to the casting check and a +1 bonus to all charisma-based skill checks when dealing with creatures with the [water] or [aquatic] subtype.<br />
<br />
At 5th level, the Sorcerer gains a five point Energy Resistance against cold damage. He can also learn all spells with the [earth] descriptor as if they were sorcerer spells.<br />
<br />
At 10th level, the Sorcerer's bonus to caster level, casting checks for water spells and all social dealings with fire creatures increases to +2.<br />
<br />
At 15th level, the character's Energy Resistance increase to +10 and he may treat all spells with the water descriptor as if they were one spell level lower.<br />
<br />
At 20th level, the Sorcerer's bonus to caster level, casting checks and all social dealings with water creatures increases to +3.<br />
<br />
<br />
In addition the sorcerer gains additional spells which she automatically learns as soon as she is able to cast spells of the said level.<br />
<br />
1. Expeditious retreat<br />
<br />
2. Fog cloud<br />
<br />
3. Water breathing<br />
<br />
4. Quench<br />
<br />
5. Transmute rock to mud<br />
<br />
6. Otiluke's freezing sphere<br />
<br />
7. Control weather<br />
<br />
8. Summon monster VIII (elementals and outsiders with the water subtype)<br />
<br />
9. Elemental swarm (water elementals only)</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_ShapechangerSerpents and Sewers: Shapechanger2010-03-09T09:16:42Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Class Role and Description=<br />
There are a few very rare children, which are born with an animal spirit within their souls. In some communities, these children are seen as blessed, in others as cursed, but most certainly do not fit in well in a normal society. This is mainly caused by the constant voice of the beast spirit in their mind and the ability to change their form and become a large and powerful beast. Shapechangers are extraordinary individuals and the spirit they share a body with makes them even stranger from the point of view of a more normal person. They are often associated with druids and it is rumored that the first Shapechangers were created as guardians and servants for a circle of powerful druids.<br />
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<br />
The shapeshifter is effectively the other side of the druid - the druid is all about spellcasting, but has no shapeshifting ability anymore, the Shapeshifter is all about shapeshifting and has only a verylimited access to spellcasting. The shapeshifter is somewhat of a gimmic character; the whole character class is built around one concept - shapeshifting - and that is mostly the attraction of the class. For those players who always felt that playing a towering beastman or lycanthrope is pure greatness will love the shapeshifter; for those who are not that interested in this concept, this class will be somewhat pointless.<br />
The shapeshifter is also a very versatile character with a very broad spectrum of abilities he can cover; there are pure brawl and slash shapeshifters as well as tiny spies. It is also one of the most fluff-heavy classes of Serpents and Sewers as it was designed specifically for a very spiritual campaign, but it works well in most campaigns.<br />
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<br />
'''Class Skills'''<br />
<br />
The Shapeshifter’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Handle Animals (Wis+Cha), Heal (Wis+Con), Knowledge (history) (2xInt), Knowledge (Nature) (2xInt), Knowledge (Religion) (2xInt), Profession (Wis+?), Ride (Dex+Cha), Spellcraft (Int+Wis) and Survival (Wis+Con).<br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier<br />
<br />
<br />
'''Spell Points at 1st level:''' 0<br />
<br />
'''Spell points at each additional level (starting at level 5)''': 1 + Wis modifier<br />
<br />
'''Spell point regeneration (per hour of meditation)''': 1d10 +Wis modifier<br />
<br />
<br />
'''Starting Age:''' like Fighter<br />
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'''Starting Gold:''' 4d4 x 10 (100gp)<br />
<br />
<br />
<br />
=Table: The Shapechanger=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +2<br />
| +1<br />
| +1<br />
| Wild Empathy, Shapeshifting, Spirit Vision<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +3<br />
| +1<br />
| +1<br />
| Simple beast feature <br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +3<br />
| +2<br />
| +2<br />
| Trackless Step<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +4<br />
| +2<br />
| +2<br />
| Simple beast feature<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +4<br />
| +3<br />
| +3<br />
| basic energy control<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +5<br />
| +3<br />
| +3<br />
| Simple beast feature, Whispering Spirit<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +5<br />
| +3<br />
| +3<br />
| Woodland Stride<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +6<br />
| +4<br />
| +4<br />
| advanced beast feature<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +6<br />
| +4<br />
| +4<br />
| Healing Changes<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +7<br />
| +5<br />
| +5<br />
| advanced beast feature, greater beast form<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +7<br />
| +5<br />
| +5<br />
| Language of the Land<br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +8<br />
| +6<br />
| +6<br />
| advanced beast feature, Spirit precognition<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6 <br />
| +8<br />
| +6<br />
| +6<br />
| Fast Change<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +9<br />
| +6<br />
| +6<br />
| advanced beast feature<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +9<br />
| +7<br />
| +7<br />
| advanced energy control<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +10<br />
| +7<br />
| +7<br />
| complex beast feature<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +10<br />
| +8<br />
| +8<br />
| Fast Healing 2<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +11<br />
| +8<br />
| +8<br />
| complex beast feature, Spirit attack<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +11<br />
| +9<br />
| +9<br />
| Spirit Form<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +12<br />
| +9<br />
| +9<br />
| complex beast feature, Perfect beast form<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
<br />
* '''Weapon and Armor proficiency''': The Shapechanger is proficient with all simple weapons. Shapechangers are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume. They are not proficient with any shields or armor.<br />
A shapechanger bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.<br />
<br />
* '''Shapeshifting (Su'''): A shapechanger can change his form as often as she wants per day, and if she knows more than one form, she can change from one animal to another without problems without re-turning to human form first. There is no time limit how long a shapechanger can spend in any chosen form. Changing form (to beast form or back) is a full round action and doesn’t provoke an attack of opportunity.<br />
In any form, the shapechanger keeps her Hit Dice, Hit Points, base attack bonus, base defense bonus, base saving throw bonuses, and skills regardless of the given form. The abilities of the shapechanger are adjusted by the assumed animal form. In beast form, the shapeshifters loses her original creature type and counts as a magical creature.<br />
At first level, the shapechanger can chose a number of simple beast features equal to his Wisdom modifier. A shapechanger gains an additional beast feature on every even class level. Additionally, the Shapeshifter’s charisma is reduced by 6 points while all his physical abilities are increased by two points.<br />
Held, carried and worn gear meld into the animal form and ceases to function. Armor, both mundane and magically enhanced does not grant any bonus anymore. Magical items do not merge with the new body but adapt to the new form and can still be used. It takes a full round action to change shape.<br />
A shapechanger can not activated magic items or spells in animal form. They can not talk, or use any equipment that would need opposable thumbs. But she gains natural weapons, according to the chosen animal form. This natural weaponry gain an enhancement of ¼ of the shapechanger’s class level (round down) and at 4th and any higher level, they are considered as magical attacks.<br />
The damage dice given are for medium sized shapechangers; small and large shapechangers should adjust the damage.<br />
<br />
* '''Beast Features''': At every even level, the Shapeshifter gains additional beast features added to his beast form when she changes the shape. The more powerful the shapeshifter grows, the more powerful the abilities of his beast form get. Starting at level 8, he can choose from the advanced beast feature list and at level 16 and after from the complex beast feature list.<br />
<br />
* '''Wild Empathy (ex)''': A shapechanger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shapechanger rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result.<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually un-friendly. <br />
To use wild empathy, the shapechanger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an ani-mal in this way takes 1 minute but, as with influencing people, it might take more or less time. <br />
A shapechanger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.<br />
<br />
* '''Spirit Vision (ex)''': The Senses of the Spirit denizen of the Shapechanger give the host the ability to sense what is real and what is not. The Shapechanger gains a +2 Bonus to resist or disbelieve Illusions.<br />
<br />
* '''Spells''': Beginning at 5th level, a shapeshifter gains the ability to cast a small number of divine spells, which are drawn from the Ranger spell list. A Shapeshifter must choose and prepare her spells in ad-vance. <br />
The Difficulty Class for a saving throw against a Shapeshifter’s spell is the spell level + the Shapeshifter’s Wisdom modifier +1d20. <br />
Like other spellcasters, a Shapeshifter can cast only a certain number of spells per day, limited by the number of spellpoints. Starting at 5th level, a Shapeshifter gains 1 + Wis modifier spell points per level.<br />
A Shapeshifter prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a domain spell in its place. A Shapeshifter may prepare and cast any spell on the Ranger spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<br />
Through 4th level, a Shapeshifter has no caster level. At 5th level and higher, her caster level is one-half her Shapeshifter class level.<br />
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* '''Basic energy control''': At 5th level, a shapeshifter can channel one spell energy point per turn and can keep a total amount of energy under control equal to her wisdom modifier or three, whichever is lower.<br />
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* '''Whispering Spirit (Su)''': When reaching 6th level, the Shapechanger learns to communicate silently with his spirit within and can use this as a source of knowledge and insight. The Shapechanger gains an en-hancement bonus to Wisdom or a chosen skill check equal to her class levels. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.<br />
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* '''Healing Changes (Su)''': Starting at 9th level, the Shapeshifter can heal her wounds through the change into her beast form. Whenever she assumes the beast form, she regains lost hit points as if you had rested for a night. The otherworldly presence of the spirit within her soul also grants the shapeshifter the fast healing 1 ability. This Bonus increases to Fast Healing 2 at 17th level.<br />
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* '''Greater Beast Form''': On 10th level, the shapeshifter’s control over her basi shapeshifter has greatly increased – the Charisma Penalty in Beast Form is reduced to –4, while the Bonus to the Physical abilities is increased to +4.<br />
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* '''Language of the Land (ex)''': Starting at 11th level, the shapechanger can communicate with all spirits and animals without problem.<br />
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* '''Spirit Precognition (Su)''': At 12th level, the perception of the spirit and the host is almost completely merged, granting the Shapechanger the ability to intuitively ‘feel’ what happens in her environment. This ability grant Blindsense with a reach of 60 feet.<br />
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* '''Fast Change (Ex)''': A shapechanger of 13th level or higher only needs a move action instead of a full round action to change her shape.<br />
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* '''Advanced Energy Control''': At 15th level, a shapeshifter has improved her ability to control her magic abilities a lot better than before. From now on, she can channel two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to her Wisdom modifier +1 up to a – theoretic – maximum of five Spell energy points.<br />
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* '''Spirit Attack (Ex)''': The spirit within the Shapechanger allows her to strike what they can sense, inde-pendently of the target’s actual physical constitution. All attacks of the Shapeshifter are treated as if the weapon – including the shapeshifter’s natural weapon – has the Ghost touch enchantment.<br />
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* '''Spirit Form (Su)''': At 19th level, the shapeshifter and the spirit in her have completely merged. Once per day, the shapeshifter can become incorporeal for 3 + Wisdom Modifier rounds.<br />
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* '''Perfect Beast Form''': On 20th level, the shapeshifter’s beast form is bare of any weaknesses. She no longer suffers from any Charisma Penalty in Beast form and gains a total Bonus of +6 to all her physical abilities.<br />
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<br />
=Beast Features=<br />
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==Simple Beast Features==<br />
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* '''Adaptive Coloring''': The shapeshifter gains a +8 bonus to hide while in beast form in a natural environment. <br />
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* '''Climber''': While in Beast Form, the shapeshifter gains a climb speed equal to half his move rate (and a bonus of +8 to climb checks, can always take 10 on climb checks and retains their dexterity bonus to defense while climbing). You can take this feature twice, and gain climb speed equal to the shapeshifter’s full speed at the second time.<br />
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* '''Fast Movement''': The base movement of the shapeshifter increases by +10’. This feature can be taken multiple times and its effects stack.<br />
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* '''Hold Breath''': A shapeshifter in beast form can hold its breath for a number of rounds equal to 4 × its Constitution score before he risks drowning.<br />
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* '''Natural Armor''': The natural armor of the shapechanger improves by +1. This feature can be taken multiple times and its effects stack.<br />
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* '''Natural Attacks: Bite''': The beast form gets a natural bite attacks, dealing 1d6 points of slashing damage for a medium creature.<br />
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* '''Natural Attacks: Claws''': The beast form gets two natural claw attacks, dealing 1d4 points of slashing damage for a medium creature.<br />
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* '''Natural Grapple''': The shapechanger grapples as if he was one size category bigger than he really is when he assumes beast form.<br />
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* '''Natural Trip''': The shapeshifter trips his enemies as if he was one size category larger than he really is when he assumes beast form.<br />
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* '''Nightvision''': In Beastform, the shapeshifter can see as if he had nightvision:<br />
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* '''Physical Prowess''': The shapechanger adds +2 to any physical score when entering his beast form. Once this ability is chosen, it can not be changed. This feature can be taken multiple times and its effects stack.<br />
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* '''Powerful Built''': The shapchanger’s Beast form is bigger and broader than usual. He gains the powerful built trait. This ability does not change the damage of the beast form’s natural attacks.<br />
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* '''Scent''': The shapeshifter gains the scent extraordinary ability when assuming his beast form.<br />
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* '''Size adaptation''': small and medium: A small character gains medium size in beast form. Likewise, a medium sized shapechanger changes to small size when he assumes the beast form. This does not influence any ability scores but the damage of the natural attacks.<br />
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* '''Slight Built''': The shapeshifters beast form is unusual skinny and small. While in Beastform, the Shapechanger gains the Slight Build trait. This ability does not change the damage of the beast forms natural attacks.<br />
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* '''Swimmer''': While in Beast Form, the shapeshifter gains a swim speed equal to half his normal move rate. You can take this feature twice, and gain climb speed equal to the shapeshifter’s full speed at the second time.<br />
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* '''Wild Spell''': The shapechanger gains wild spell as a bonus feat.<br />
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==Advanced beast features==<br />
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* '''Burrow''': A shapechanger in beast form gains a burrow speed of 10’.<br />
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* '''Blind Sense''': The shapechanger gains a blind sense ability up to 20’ when assuming beast form. This feature can be taken multiple times, and increases the blindsense range by +20’.<br />
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* '''Cheetah Speed''': ''(Requirement: Fast Movement)'' Once per hour, the shapeshifter in beast form can move up to ten times his normal speed when he makes a charge.<br />
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* '''Gills''': The shapechanger’s beast form has gills and allows him to stay in water for an unlimited time span.<br />
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* '''Humanoid Form''': The beast form of the shapeshifter walks upright and can use its Arms to use tools and weapons and such like. The shapeshifter’s creature type changes to Monstrous Human and she can use all items and even armor and weapons in this form.<br />
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* '''Improved Natural Weapons''' ''(Requirement: Natural Attacks)'': The damage of all of the Natural Attacks of the shapechanger’s beastform increases by one step.<br />
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* '''Large Size''' ''(Requirement: Ability to assume medium size)'': The beast form of the shapechanger counts as a large creature.<br />
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* '''Poison, killing:''' ''(Requirement: Natural Bite Attack)'': The bite attack of the east form serves as a carrier for a deadly poison. The poison deals 1d2 of consititution damage as initial damage and 1d4 points of constitution damage as secondary damage. The poison’s DC is 10+ half the shapechanger’s class level. The shapeshifter can not gain access to more than one form of poison.<br />
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* '''Poison, paralyzing:''' ''(Requirement: Natural Bite Attack)'': The bite attack of the east form serves as a carrier for a paralyzing poison. The poison deals 1d2 of dexterity damage as initial damage and 1d4 points of dexterity damage as secondary damage. The poison’s DC is 10+ half the shapechanger’s class level. The shapeshifter can not gain access to more than one form of poison.<br />
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* '''Poison, weakening''': ''(Requirement: Natural Bite Attack)'': The bite attack of the east form serves as a carrier for a weakening poison. The poison deals 1d2 of strength damage as initial damage and 1d4 points of strength damage as secondary damage. The poison’s DC is 10+ half the shapechanger’s class level. The shapeshifter can not gain access to more than one form of poison.<br />
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* '''Pounce''': ''(Requirement: Natural Attacks, fast movement)'' While in beast form, the shapechanger gains the pounce ability.<br />
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* '''Powerful Charge''': The natural attacks of the shapeshifter’s beast form deals 2d6 additional damage when she charges.<br />
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* '''Rake''' ''(Requirements: Claws, Natural Grapple)'': When grappling a foe in beast form, the shapechanger can attack with his natural attacks without penalty.<br />
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* '''Smaller Changes''': Instead of one complex change, the shapeshifter can chose three simple beast features and add them to her beast form.<br />
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* '''Tremor sense''': Somehow, the Shapeshifter can feel the vibrations of the ground. She gains tremor sense 30’ while in beast form.<br />
<br />
==Complex Beast Features==<br />
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* '''Advanced Changes''': Instead of one complex beast feature, the shapeshifter can choose two advanced features.<br />
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* '''Blind Sight''': The shapeshifter’s beast form gains the blind sight ability with a reach of 20’. This feature can be taken several times, increasing the creature’s blind sight by 20’.<br />
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* '''Deadly Poison''' ''(Requirement: Any poison)'': The ability damage of the poison increases by one step (1d3 initial damage and 1d6 as follow up damage) and the poison’s Save throw difficulty increases by +2. <br />
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* '''Diminutive Size''' ''(Requirement: Ability to assume tiny size)'': The shapeshifter counts as a diminutive creature after assuming beast form.<br />
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* '''Flight''' ''(Requirement: medium or smaller Beast form)'': The shapeshifter’s beast form grows wings, giving her the ability to fly. She gains a flying speed equal to her movement rate +10’ and a maneuverability that depends on the beast form’s size:<br />
** Medium: clumsy maneuverability<br />
** Small: poor maneuverability<br />
** Tiny: average maneuverability<br />
** Diminutive: good maneuverability.<br />
This feature can be taken several times, each times it increases the flying speed by 10’ and improves the maneuverability by one step.<br />
<br />
* '''Greater Natural Weapons''' ''(Requirement: Improved Natural Weapons)'': The natural weapons of the shapeshifter’s beast form increases a step. This stacks with the damage bonus of the advanced Beast Feature improved natural weapons.<br />
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* '''Huge Size''' ''(Requirement: Ability to assume large size)'': The shapeshifter counts as a huge creature in beast form.<br />
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* '''Spit Poison''' ''(Requirement: Any poison)'': Instead of a bite, the shapeshifter can spit her poison to hurt her enemies. Spitting a poison is a ranged touch attack with 10’ range increment and spitting poison is a standard action attack. A natural 20 on the attack roll means that the poison has hit the enemies eyes and blinded him.<br />
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* '''Swallow Whole''' ''(Requirement: large Size or bigger, natural bite attack, natural grapple)'': The shapeshifter gains the swallow whole ability. After swallowing an enemy, the shapeshifter can’t change back to human form without dying horribly for 24 hours.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_ShamanSerpents and Sewers: Shaman2010-03-09T09:14:32Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
<br />
=Description and Role=<br />
The Shaman is a wilder, sometimes more barbarian counterpart of the cleric. Unlike the druid, the Shaman is still a member of a society, not an hermite in the wilderness, but the societies that create shamans are less urban or civilized than the feudal and imperial lands and their religious organisations. Because of this lack of organisation shamans are solitary spiritual leader figures. In Serpents and Sewers, Shamans have contact to the spirits of their ancestors and the ancestors of their tribes. They also have contact to different totems, and the followers of different totems can differ greatly in their skills and knowledges.<br />
<br />
Effectively, the Shaman is a mixture of the druid and the cleric with several differences to both of the progenitor classes and two major class features, which are unique to the class. From the game aspect, the shaman fills the gap between the "civilized", urban cleric and the "untamed" druid in the wilderness.<br />
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'''Class Skills'''<br />
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The shaman’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Handle Animals (Wis+Cha), Heal (Wis+Con), Knowledge (history) (2xInt), Knowledge (Nature) (2xInt), Knowledge (Religion) (2xInt), Profession (Wis+?), Ride (Dex+Cha), Spellcraft (Int+Wis) and Survival (Wis+Con).<br />
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'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
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'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
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'''Hit Points at 1st Level''': 12 + Con modifier<br />
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'''Hit Points at Each Additional Level''': 3 + Con modifier<br />
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'''Spell Points at 1st level''': 10 + Wisdom modifier<br />
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'''Spell points at each additional level''': 4 + Wisdom modifier<br />
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'''Spell point regeneration (per hour of meditation)''': 1d10 +Wisdom modifier<br />
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<br />
<br />
=Table: The Shaman=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +1<br />
| +0<br />
| +2<br />
| simple energy control, Totem, Banish Spirit<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| Ritualist +1<br />
|-<br />
|3rd <br />
| +1<br />
| +1<br />
| +2<br />
| +1<br />
| +3<br />
| Call Ancestor Spirit: Counseling Spirits<br />
|-<br />
|4th<br />
| +2<br />
| +2<br />
| +2<br />
| +1<br />
| +4<br />
| Ritualist +2<br />
|-<br />
|5th <br />
| +2<br />
| +2<br />
| +3<br />
| +1<br />
| +4<br />
|<br />
|-<br />
|6th <br />
| +3<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| advanced energy control, Ritualist +3<br />
|-<br />
|7th <br />
| +3<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| Call Ancestor Spirit: Spirit of Healing<br />
|-<br />
|8th<br />
| +4<br />
| +4<br />
| +4<br />
| +2<br />
| +6<br />
| Ritualist +4<br />
|-<br />
|9th <br />
| +4<br />
| +4<br />
| +4<br />
| +3<br />
| +6<br />
| It's only a Flesh Wound +1<br />
|-<br />
|10th <br />
| +5/+0<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| Ritualist +5<br />
|-<br />
|11th<br />
| +5/+0<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
|Call Ancestor Spirit: Warrior Spirit<br />
|-<br />
|12th <br />
| +6/+1<br />
| +6 <br />
| +6<br />
| +4<br />
| +8<br />
| complex energy control, Ritualist +6<br />
|-<br />
|13th <br />
| +6/+1<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| <br />
|-<br />
|14th <br />
| +7/+2<br />
| +7<br />
| +6<br />
| +4<br />
| +9<br />
| Ritualist +7<br />
|-<br />
|15th <br />
| +7/+2<br />
| +7<br />
| +7<br />
| +5<br />
| +9<br />
| Call Ancestor Spirit: Heroic Spirit<br />
|-<br />
|16th <br />
| +8/+3<br />
| +8<br />
| +7<br />
| +5<br />
| +10<br />
| Ritualist +8<br />
|-<br />
|17th <br />
| +8/+3<br />
| +8<br />
| +8<br />
| +5<br />
| +10 <br />
| It's only a Flesh Wound +2<br />
|-<br />
|18th <br />
| +9/+4<br />
| +9<br />
| +8<br />
| +6<br />
| +11<br />
| Perfect Energy control, Ritualist +9<br />
|-<br />
|19th <br />
| +9/+4<br />
| +9<br />
| +9<br />
| +6<br />
| +11<br />
| Call Ancestor Spirit: Legendary Spirit<br />
|-<br />
|20th <br />
| +10/+5/+0<br />
| +10<br />
| +9<br />
| +6<br />
| +12<br />
| Ritualist +10<br />
|-<br />
|}<br />
<br />
<br />
<br />
=Class Features=<br />
* '''Weapon and Armor Proficiency:''' Shamans are proficient with all simple weapons, shortbows (including composite shortbows) and one martial melee weapon of the player’s choice. Druids are also proficient with light armor and with shields (except tower shields).<br />
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* '''Spells''': A Shaman casts divine spells, which are drawn from the druid spell list. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the druid’s Wisdom modifier. <br />
Like other spellcasters, a shaman can cast only a certain number of spells per day limited on their number of spell points. At first level, a shaman gains 10 + Wisdom Modifier spellpoints, and 4 + Wisdom Modifier on each additional level. <br />
A shaman’s selection of spells is extremely limited. A shaman begins play knowing all 0-level spells and two 1st-level spells of your choice. At each new level, a shaman gains a pool of 8 + Wisdom modifier acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A shaman with Wisdom 18 reaching 7th level would gain 12 points to gather new spells – he could learn 4 level 3 spells, 6 level 2 spells or 12 level 1 spells or a combination of this like 3 level-3 spells, two level-1 spells and two new cantrips). These new spells must chosen from the druid spell list. A shaman cannot spare his spell acquisition points to learn more powerful spells on a higher level.<br />
<br />
Unlike a wizard or a cleric, a shaman does not need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up her spellpoints. She does not have to decide ahead of time which spells she’ll cast.<br />
<br />
* '''Basic energy control''': At 1st level, a shaman can channel one spell energy point per turn. The total sum of Energy points the druid can keep under control is equal to his Wisdom modifier or three, whichever is lower.<br />
<br />
* '''Totem''': At 1st level, a shaman choses a totem from the list below. A shaman's totem grants him additional powers and abilities and a Domain, just like a cleric's god. The totem also includes a taboo, a moral responsibility that the shaman must keep up; if the shaman breaks the totem's taboo, he loses his spellcasting abilities and supernatural abilities until he atones for the overstep.<br />
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* '''Domain Spells''': Each totem teaches the shaman the spells of one cleric domain which gives the shamana access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The shaman can cast the domain spells granted by the chosen domains as if they were one level lower – they cost less spellpoints, can be channelled faster and the DC of the casting check is lower.<br />
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* '''Banish Spirit (Su)''': A shaman has the ability to banish outsiders. This ability works similar to the cleric's Turning Undead ability. Banish Spirit is a standard action that cost a certain amount spell energy that can be channeled into the Banishment attempt, like all Shaman spells they don’t have to be prepared before hand. Since banishment is no form of spellcasting, the normal limits of channeling spell energy given by the Healer’s energy control trait are neglected – a healer can invest as much spell energy as she wants into the attempt to turn undead.<br />
The costs of the Banishment attempt depend on the Shaman, granting a bonus on the turning check equal to the invested spell points. Every Banishment attempt costs at least one spell point. A Shaman can attempt to banish as many times as she has spell points left. The effect of the Banishment works like a turning attempt, but it is not determined with a d20, but with 2d6 (+ the Shaman’s charisma modifier and the invested spell points). The result of this roll also determines how many hit dice of outsiders are turned or destroyed.<br />
<br />
* '''Ritualist''': At 2nd level, Shamans gain a +1 bonus to all spellcasting checks when using the ritual casting option. This bonus increases by one point every even levels afterwards, up to a maximum of +10 at 20th level.<br />
<br />
* '''Call Ancestor Spirit: Counseling Spirits (Su)''': At 3rd level, a shaman can call their totem and the ancestors of his people for aid. The more prestigious and experienced the shaman becomes, the more powerful spirits he can call, and the spirits are more willing to assist him. The first spirits the shaman can summon are the counsellors who give advice and act as a herald between the totem and the shaman. When summoned, a Counseling Spirit is insubstantial and can answer simple questions which it answers (this works like the ''Augury'' spell) and through the vast knowledge the spirits have collected, they also grant a +4 bonus to all knowledge checks, when the shaman has enough time to listen to the spirit's advice (e.g. if he can take 10 on the check).<br />
Summoning an Ancestor spirit is a full-round action that provokes an attack of opportunity. A summoned spirit is insubstantial and transparent and are uanable to interact with the physical world, so they cannot attack or been attacked. They occupy a 5' space, but due to their insubstantiality, they do not block movement or the line of sight. Ancestor spirits are not undeads and cannot be banished through Turn Undead (Another shaman could use his banish spirit power to turn them though). Each spirit can only summoned once per day. A spirit remains in the approximity of the shaman for a number of rounds equal to the shaman's class level + Charisma modifier, or until they are dismissed.<br />
<br />
* '''Advanced Energy Control''': At 6th level, a shaman has learned to control the flow of magic energies a lot better than before. From now on, he can channel up to two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to her Wisdom modifier +1. Additionally, he gains an additional spell acquisition point per level (increasing the total to 7 + Wisdom modifier).<br />
<br />
* '''Call Ancestor Spirit: Spirit of Healing (su)''': Starting at 7th level, the shaman learns to summon the ancestor spirit of a legendary healer, midwife or similar ally. A spirit of healing increases the healing of the shaman or his allies. While the spirit is summoned, every friendly creature in a 30' around the spirit gain fast healing 2. The aura also deals two points of damage per turn to all undead creatures within a 30’ foot radius of the spirit. As long as the spirit is present, the shaman automaitcally succeeds in all spellcasting checks for spells of the healing subschool, when he stays adjacent to the spirit. The general spirit traits described for the Counseling Spirits are also valid for the Spirit of Healing.<br />
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* '''It's only a Flesh Wound (Ex)''': Starting at 9th level, the Shaman can endure one level of Scratched damage more than usual. At 17th level, this increase to two additional levels.<br />
<br />
* '''Call Ancestor Spirit: Warrior Spirit (su)''': At 11th level, the shaman learns to summon the spirit of a warrior who assists him and his allies through a boost of their combat skills. All allies in a 30' radius around the spirit gain a +1 sacred bonus to their attack rolls and damage for every five shaman levels of the summoner (up to +4 at 20th level). The general spirit traits described for the Counseling Spirits are also valid for the Warrior Spirit.<br />
<br />
* '''Complex Energy Control''': At 12h level, the shaman’s ability to control her magical energies increase again. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to 2 + Wisdom modifier. The shaman also gains an additional spell acquisition point per level (up to the total of 8 + Wisdom modifier).<br />
<br />
* '''Call Ancestor Spirit: Heroic Spirit (su)''': At 15th level, the Shaman summons a spirit of an old hero of his people. This spirit does not manifest as others do, but posseses the Shaman for the duration of its sumoning and grants him an impression of the prowess of the heroes of old. During the possession, the Shaman gains the same effect as if he were under a ''Divine Power'' spell and becomes a +4 bonus to saving throws against all mind-affecting spells or powers.<br />
<br />
* '''Perfect energy control''': At 18th level, a shaman has mastered the arts of spiritual magic. He can control the inner flame of magic so effectively that he can channel up to 4 spellpoints per turn. The maximum of spell energy that he can control increases to 3 + Wisdom modifier. His spell acquisition points per level increases to 9 + Wisdom modifier.<br />
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* '''Call Ancestor Spirit: Legendary Spirit (su)''': At 19th level, the shaman can summon one of the greatest spirit known to his people, often an avatar of his totem itself. The legendary spirit unites the advantages of the Spirit of Healing and the Warrior spirit, and during its presence, the Shaman can cast all Domain spells for free, without paying the usual amount of spell energy for them.<br />
<br />
=Shaman Totems=<br />
<br />
==Fall Totems==<br />
<br />
'''Examples:''' Swallow, <br />
<br />
'''Domain:''' Time or Travel<br />
<br />
<br />
==Predator Totem==<br />
These totems are the spirits of great animals of prey and they grant their hunting instincts to the shamans who worship them.<br />
<br />
'''Examples:''' Eagles, Lions or Sharks<br />
<br />
'''Benefit:''' Shamans of Predator Totems gain the Track Feat and a +2 bonus to Perception and Survival chekcs.<br />
<br />
'''Taboo:''' Shamans of Predator totems may only hunt for food, not fun and must invoke a short prayer of thanks to each game animal they kill.<br />
<br />
'''Domain:''' Animals or Strength<br />
<br />
<br />
<br />
==Totem of Awareness==<br />
These totems are often the avatars of small animals who have to rely on their sharp senses to survive or to hunt.<br />
<br />
'''Examples:''' Hawks, Mice, <br />
<br />
<br />
==Totem of the Night==<br />
These totems are most often associated with darkness, night and are often the avatars of nocturne animals. They are most powerful after sunset and grant the Shaman their power over darkness and to see in it.<br />
<br />
'''Examples:''' Bat, Owl, <br />
<br />
'''Benefit:''' The Shaman gains Darkvision with a range of 60'. If he already has Darkvision, its range increases by 60'. In addition, he gains a +2 bonus to all Stealth checks and may treat Stealth as a class skill.<br />
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'''Taboo:''' The Shaman must not hunt or kill the animals of his totem and should sacrifice small mammals to it at least once per week. <br />
<br />
'''Domain:''' Darkness<br />
<br />
<br />
==Totem of Protection==<br />
These are totems of animals often asociated with strong family sense and packs. Their powers are the strongest if they defend their loved ones and kin, and their loyalty is their strongest boon.<br />
<br />
'''Examples:''' Dogs, Wolves<br />
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'''Benefit:''' Shaman of Protection Totmes can use the aid another action as a move action.<br />
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'''Taboo:''' The shaman may never abandon a loyal friend or family member when their life is threatened.<br />
<br />
'''Domain:''' Family or Protection<br />
<br />
<br />
==Totem of Spring==<br />
These rare totems are not the avatars of elements, but the impersonation of a whole season. Totems of spring are asociated with growth and regeneration and their shamans are often expert healers as well.<br />
<br />
'''Examples:''' Sprin is often worshipped as a girl with flowers in her hair.<br />
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'''Benefit:''' Shamans of Spring gain <br />
<br />
'''Taboo:''' Spring does not impose a taboo on their followers, but during their own season, they become giddy and restless, and often annoyingly good-humored.<br />
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'''Domain''': Renewal or Plants<br />
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<br />
==Totem of Stealth==<br />
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<br />
==Totem of Summer==<br />
Another Seasonal totem, summer is usually the most aggressive of the spirits of seasons. Shamans of Summer are rare, and are often associated with impulsiveness and leadership.<br />
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'''Examples:''' There is only one summer, and he is usually worshipped in the form of a heavily muscled man with a deeply tanned skin. <br />
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'''Benefit''':<br />
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'''Domain''': Plant or Sun<br />
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<br />
==Winter Totem==<br />
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Domain: Cold or Destruction</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_PathfinderSerpents and Sewers: Pathfinder2010-03-09T09:09:44Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Description and Role=<br />
<br />
The wilderness is a constant source of danger, and many of those who have to travel are well advised to hire a guide or scout who knows how to survive in the wildness. The Pathfinder is a specialist for the great outside, a well-travel led expert for survival and hunting. The Pathfinder is also a cunning tactician who is used to fight in rough and uneven terrain and can use this to his advantage. The Pathfinder has a broad number of helpful abilities to survive in the wilderness but also in other dangerous environment.<br />
Typical Pathfinders would include poachers, scouts for military units, guerilla warriors in occupied countries or big game hunters.<br />
<br />
<br />
Originally, the pathfinder was only the scout, but the name was changed as a reminiscence to Paizo's project of the same name. The pathfinder is not only a wilderness expert and tracker, he is also a very competent tactical fighter and guerilla warrior. The pathfinder does not necessarily fight especially well, but smart, using his environment for tactical advantages and exploiting the weaknesses of his opponents.<br />
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He is also the best early alert system for a party of adnventurers and on higher levels extremely hard to ambush.<br />
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<br />
'''Class Skills'''<br />
<br />
The Pathfinder's class skills (and the key ability for each skill) are Acrobatics (2xDEX), Athletics (STR + CON), Concentration (CON + WIS), Craft (INT+?), Disable Device (DEX + INT), Handle Animals (Wis+Cha), Knowledge (Geography) (2x INT), Knowledge (Nature) (2x INT), Knowledge (Tactics and Warfare) (2x INT), Languages (INT + CHA), Perception (CON + WIS), Profession (WIS + ?), Ride (Dex+Cha), Sense Motive (WIS + CHA), Stealth (DEX + CON) and Survival (Wis+Con)<br />
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<br />
'''Skill Points at 1st Level''': (6 + Int modifier) x 4.<br />
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'''Skill Points at Each Additional Level''': 6 + Int modifier.<br />
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'''Hit Points at 1st Level''': 12 + Con modifier<br />
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'''Hit Points at Each Additional Level''': 3 + Con modifier<br />
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<br />
=Table: The Pathfinder=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +2<br />
| +2<br />
| +0<br />
| Terrain advantage, trapfinding, Track<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +3<br />
| +3<br />
| +1<br />
| Uncanny dodge, Endurance<br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +3<br />
| +3<br />
| +1<br />
| Trackless step<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +4<br />
| +4<br />
| +1<br />
| Bonus feat, fast movement +10 ft.<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +4<br />
| +4<br />
| +1<br />
| Evasion<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +5<br />
| +5<br />
| +2<br />
| Flawless stride, improved uncanny dodge<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +5<br />
| +5<br />
| +2<br />
| Assess Opponent<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +6<br />
| +6<br />
| +2<br />
| Bonus feat, camouflage<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +6<br />
| +6<br />
| +3<br />
| Wilderness enhanced Senses<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +7<br />
| +7<br />
| +3<br />
| Blindsense 30 ft.<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +7<br />
| +7<br />
| +3<br />
| Fast movement +20 ft., Improved Terrain Advantage<br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +8<br />
| +8<br />
| +4<br />
| Bonus feat<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +8<br />
| +8<br />
| +4<br />
| improved assess opponent<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +9<br />
| +9<br />
| +4<br />
| Hide in plain sight<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +9<br />
| +9<br />
| +5<br />
| Wolf Pack Tactics<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +10<br />
| +10<br />
| +5<br />
| Bonus feat<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +10<br />
| +10<br />
| +5<br />
| Blind Sense 60 ft<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +11<br />
| +11<br />
| +6<br />
| Free movement<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +11<br />
| +11<br />
| +6<br />
| Improved Wolf Pack Tactics<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +12<br />
| +12<br />
| +6<br />
| Blindsight 30 ft., bonus feat<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
<br />
* '''Weapon and Armor Proficiency:''' Pathfinders are proficient with all simple weapons and martial weapons. Pathfinders are proficient with light armor, but not with shields.<br />
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* '''Terrain advantage (Ex)''': When the pathfinder gains a cover bonus to defense due to terrain, this bonus is increased by +1. Likewise, the defense bonus due to terrain of your enemies is reduced by 1. <br />
<br />
* '''Trapfinding (Ex)''': Pathfinders can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. <br />
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
Pathfinders can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.<br />
A pathfinder who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<br />
<br />
* '''Track''': A pathfinder gains Track as a bonus feat at 1st level.<br />
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* '''Uncanny Dodge (Ex)''': Starting at 2nd level, a pathfinder can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobi-lized.<br />
If a pathfinder already has uncanny dodge from a different class she automatically gains improved un-canny dodge (see below) instead.<br />
<br />
* '''Endurance''': At 2nd level, a Pathfiner gains Endurance as a Bonus Feat.<br />
<br />
* '''Trackless Step (Ex)''': Starting at 3rd level, a pathfinder leaves no trail in natural surroundings and can-not be tracked. She may choose to leave a trail if so desired.<br />
<br />
* '''Bonus Feats''': At 4th level and every four levels thereafter, a pathfinder gains a bonus feat, which must be selected from the following list: Brachiation, Danger Sense, Dodge, Endurance, Far Shot, Great For-titude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mo-bility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack. He must meet all the prerequisites for the feat.<br />
<br />
* '''Fast Movement (Ex)''': Starting at 4th level, a pathfinder gains a +10 feet bonus to her speed. At 11th level, this bonus increases to +20 feet.<br />
A pathfinder loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<br />
<br />
* '''Evasion (Ex)''': At 5th level and higher, a pathfinder 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, she instead takes no damage. Evasion can be used only if the pathfinder is wearing light armor or no armor. A helpless pathfinder does not gain the benefit of evasion.<br />
If a pathfinder already has evasion from a different class she automatically gains improved evasion in-stead.<br />
<br />
* '''Flawless Stride (Ex)''': Starting at 6th level, a pathfinder can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.<br />
This ability does not let her move more quickly through terrain or undergrowth that has been magically manipulated to impede motion or cause damage. A pathfinder loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<br />
<br />
* '''Improved Uncanny Dodge (Ex)''': A pathfinder of 6th level or higher can no longer be flanked.<br />
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has pathfinder levels.<br />
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.<br />
<br />
* '''Assess Enemy (ex)''': At 7th level, the pathfinder can use his keen senses to quickly determine the tendencies, tactics and abilities of a monster he faces. As a standard action, a pathfinder may study his opponent to create an appropriate counter tactic. This study requires a successful Perception check (DC = 10 + the monster’s CR). If successful, the pathfinder gains +1 to Attacks, Defenses and Damage against this specific enemy. These benefits last until the end of the encounter. A pathfinder can assess as many enemies as his wisdom modifier.<br />
<br />
* '''Camouflage (Ex)''': A pathfinder of 8th level or higher can use the Hide skill in any sort of natural ter-rain, even if the terrain doesn’t grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<br />
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* '''Wilderness Enhanced Senses (Ex)''': A pathfinder is better attuned to his environment than anybody else. Little escapes his notice, from a small bird in a tree to the goblin ambush party.<br />
Each round as a free action, the pathfinder can make a Perception Check to notice hidden enemies and other details detectable with those skills. Outside of combat, he can always take 10 with Listen and Spot.<br />
<br />
* '''Blindsense (Ex)''': At 10th level, a pathfinder gains the blindsense ability out to 30 feet. She does not need to make a Listen or Spot check to pinpoint the location of a creature within range, provided that she has line of effect to that creature. Any creatures she cannot actually see still have concealment against her and she still has the normal miss chance when attacking them. At 17th level, the reach of a pathfinder’s Blindsense increase to 60 ft.<br />
Visibility still affects the movement of a pathfinder with blindsense.<br />
<br />
* '''Improved Terrain Advantage (Ex)''': Starting at 11th level, the additional bonus to defense from Terrain increases to +2. Likewise, the pathfinder may ignore up to two points of defense bonus of his enemies due to terrain.<br />
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* '''Improved Assess Opponent (Ex)''': Starting at 13th level, a pathfinder doubles his bonus from the Assess Opponent ability and may use the ability as a move action instead of a standard action. <br />
<br />
* '''Hide in Plain Sight (Ex)''': While in any sort of natural terrain, a pathfinder of 14th level or higher can use the Hide skill even while being observed. A pathfinder loses this benefit when carrying medium or heavy armor or when carrying a medium or heavy load.<br />
<br />
* '''Wolf Pack Tactics (Ex)''': Starting at 15th level, a pathfinder gets used to strike in the exactly right moment. While fighting alongside his allies, he can take advantage of the distraction of an enemy from one of his allies. Once per round, if a foe that is threatened by the pathfinder suffers damage from any source, the pathfinder can make an attack of opportunity against him.<br />
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* '''Free Movement (Ex)''': At 18th level and higher, a pathfinder can slip out of bonds 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 pathfinder loses this benefit when wearing medium or heavy armor or when carry-ing a medium or heavy load.<br />
<br />
* '''Improved Wolf Pack Tactics (Ex)''': At 19th level, the pathfinder is not limited to only one attack of opportunity due to wolf pack tactics. He can use this ability as often as an enemy he threatens suffers damage from a different source (the iterative attacks of an ally do not provoke additional attacks of op-portunity for the pathfinder, but the attacks of two opponents against the same target enables the path-finder to two attack of opportunities if he threatens the same foe). <br />
<br />
* '''Blindsight (Ex)''': A 20th level pathfinder gains the blindsight ability out to 30 feet. 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 pathfinder must have line of effect to a creature or object to discern it.<br />
<br />
=Class Varieties=<br />
<br />
==Lone Wolf==<br />
Not every pathfinder is a member of a larger group and scouts for others; a few are just on their own and do not rely on anybody else. Lone Wolf Pathfinders are a lot more self-reliable, but are also not as competent in fighting in cooperation with others.<br />
<br />
Lone Wolves do not gain Wolf Pack Tactics on 15th level, nor Improved Wolf Pack Tactics at 19th level. Instead, starting on 15th level, they may double the Critical Threat range of any weapon they wield. If they have the Improved Critical for the Weapon (or wield a weapon with an enchantment that increases the threat range), the total threat range is trippled.<br />
<br />
At 19th level, when the Lone Wolf attacks an enemy he had assessed beforehand with the Assess Enemy ability, he may ignore the DR of the target, as the can explicitely target the weakest spots in the enemy's defense.<br />
<br />
==Wilderness Expert==<br />
The Wilderness Expert is a Pathfinder who is much more focused on the wild and share a nigh mystical link to the land that even his colleagues can hardly understand. Their deep knowledge or even empathy for the wild and its denizens borders to the mystical, but they are often less practically oriented than most Pathfinders.<br />
<br />
The Wilderness Expert Pathfinder gains the Druid’s favorite environment trait on 4th, 8th, 12th, 16th and 20th level. They do not gain the Bonus Feats that are normally gained on these levels.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_PaladinSerpents and Sewers: Paladin2010-03-09T09:07:51Z<p>Satyr: </p>
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<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Description and Role=<br />
The only thing harder to become a Paladin is to fulfill the expectancies of a Paladin’s life. The Paladin is a warrior and a poet, a leader and an example of a great man. Through their force of their will and their honor alone, Paladins manage to learn magic, even though most of them do not have the Gift, while they are also great warriors. The life of a Paladin is glorious, but often short. A Paladin is a beacon of light and hope in a grim and dark world.<br />
<br />
The Paladin was meant to be the single most powerful class in the game - because who else deserves this honor but the most honorable man? Paladins are great warriors and gain several supernatural abilities. As a side note, a Paladin does not necessarily need to be ''"good"'', as long as he is ''honorable''.<br />
Due to the numerous different brotherhoods to chose, the Paladin also includes the variability I find essential to create versatile and interesting characters.<br />
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<br />
'''Class Skills'''<br />
<br />
The Paladin's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Heal (Wis+Cha), Intimidate (Str+Cha), Intrigue (2xCha), Knowledge (Religion) (2xInt), Knowledge (warfare and tactics) (2xInt), Perception (Con+Wis), Ride (Dex + Cha) and Sense Motive (Dex + Con). <br />
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'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
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'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
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<br />
'''Hit Points at 1st Level''': 15 + Con modifier<br />
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'''Hit Points at Each Additional Level''': 4 + Con modifier<br />
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<br />
'''Spell Points at 1st level:''' 0<br />
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'''Spell points at each additional level (starting at level 5)''': 1 + Wis modifier<br />
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'''Spell point regeneration (per hour of meditation):''' 1d10 +Wis modifier<br />
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<br />
=Table: The Paladin=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +1<br />
| +0<br />
| +2<br />
| +1<br />
| +2<br />
| Paladin’s oath, Brotherhood, smite Cha mod/day<br />
|-<br />
|2nd <br />
| +2<br />
| +1<br />
| +3<br />
| +1<br />
| +3<br />
| Divine grace, lay on hands<br />
|-<br />
|3rd <br />
| +3<br />
| +2<br />
| +3<br />
| +2<br />
| +3<br />
| Aura of courage, divine health<br />
|-<br />
|4th<br />
| +4<br />
| +3<br />
| +4<br />
| +2<br />
| +4<br />
| simple Art of War<br />
|-<br />
|5th <br />
| +5/+0<br />
| +3<br />
| +4<br />
| +3<br />
| +4<br />
| Smite +1, basic energy control<br />
|-<br />
|6th <br />
| +6/+1<br />
| +4<br />
| +5<br />
| +3<br />
| +5<br />
| Remove disease 1/week<br />
|-<br />
|7th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +3<br />
| +5<br />
| Fanatic 1/day<br />
|-<br />
|8th<br />
| +8/+3<br />
| +6<br />
| +6<br />
| +4<br />
| +6<br />
| simple Art of War<br />
|-<br />
|9th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +4<br />
| +6<br />
| Remove disease 2/week<br />
|-<br />
|10th <br />
| +10/+5/+0<br />
| +7<br />
| +7<br />
| +5<br />
| +7<br />
| Smite +1, armored caster +2<br />
|-<br />
|11th<br />
| +11/+6/+1<br />
| +8<br />
| +7<br />
| +5<br />
| +7<br />
| Paragon of virtue<br />
|-<br />
|12th <br />
| +12/+7/+2<br />
| +9<br />
| +8<br />
| +6<br />
| +8<br />
| Remove disease 3/week, advanced art of war<br />
|-<br />
|13th <br />
| +13/+8/+3<br />
| +9<br />
| +8<br />
| +6<br />
| +8<br />
| Mettle<br />
|-<br />
|14th <br />
| +14/+9/+4<br />
| +10<br />
| +9<br />
| +6<br />
| +9<br />
| Fanatic 2/day<br />
|-<br />
|15th <br />
| +15/+10/+5/+0<br />
| +11<br />
| +9<br />
| +7<br />
| +9<br />
| Remove disease 4/week, smite +1, advanced energy control<br />
|-<br />
|16th <br />
| +16/+11/+6/+1<br />
| +12<br />
| +10<br />
| +7<br />
| +10<br />
| advanced art of war<br />
|-<br />
|17th <br />
| +17/+12/+7/+2<br />
| +12<br />
| +10<br />
| +8<br />
| +10<br />
| Armor of Faith<br />
|-<br />
|18th <br />
| +18/+13/+8/+3<br />
| +13<br />
| +11<br />
| +8<br />
| +11<br />
| Remove disease 5/week<br />
|-<br />
|19th <br />
| +19/+14/+9/+4<br />
| +14<br />
| +11<br />
| +9<br />
| +11<br />
| Improved Mettle<br />
|-<br />
|20th <br />
| +20/+15/+10/+5/+0<br />
| +15<br />
| +12<br />
| +9<br />
| +12<br />
| Smite +1, complex art of war<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
All of the following are class features of the paladin.<br />
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* '''Weapon and Armor Proficiency''': Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<br />
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* '''Paladin’s Oath''': A Paladin must uphold an at least significant code of honor, without receiving the normal bonus from such an oath. A Paladin who breaks her code of honor loses her paladin spells and supernatural abilities. She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations, as appropriate for a code violation. A paladin can follow a major code of honor but gets only the bonus of a minor code.<br />
A Paladin’s oath is powerful enough to empower their supernatural powers, and replace the need of the Gift to learn spells and similar powers. Still, the Paladin’s powers are considered to be magic and all rules for magic are applied.<br />
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* '''Brotherhood''': A Paladin is a member of one of the faith militant orders or a brotherhood of fighters. The different brotherhoods give additional benefits to the paladin dependant from the focus of the brotherhood and add a unique flavor to your paladin.<br />
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* '''Smite (Su)''': A paladin may attempt to smite an enemy with a normal melee attack. Activating the Smite is a move action. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of dam-age per paladin level. At first level, the Smite ability can be used Cha modifier times per day, with an additional use every five level.<br />
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* '''Divine Grace (Su)''': At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.<br />
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* '''Lay on Hands (Su)''': Beginning at 2nd level, a Paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. This ability works like a ''Heal Light Wounds'' spell, but does not require a casting check or any spellpoints. Lay on Hands can be used once per day per points of Charisma bonus. Using Lay on Hands is a standard action that does not provoke an Attack of Opportunity.<br />
Alternatively, a paladin can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity and deals 1d8+Charisma modifiers points of damage to undea creatures.<br />
<br />
* '''Aura of Courage (Su)''': Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. <br />
This ability functions while the paladin is conscious, but not if she is unconscious or dead.<br />
<br />
* '''Divine Health (Ex)''': At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.<br />
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* '''Spells''': Beginning at 5th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. <br />
The Difficulty Class for a saving throw against a paladin’s spell is the spell level + the paladin’s Wis-dom modifier +1d20. <br />
Like other spellcasters, a paladin can cast only a certain number of spells per day, limited by the number of spellpoints. Starting at 4th level, a Paladin gains 1 + Wis modifier spell points per level. <br />
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a domain spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<br />
For the first four levels, a paladin has no caster level. At 5th level and higher, her caster level is one-half her paladin level.<br />
<br />
* '''Basic energy control''': At 5th level, a paladin cam channel one spell energy point per turn and can keep a total amount of energy under control equal to her wisdom modifier or three, whichever is lower. The ability to control the spell energies steadily increases while the paladin becomes more experienced.<br />
<br />
* '''Remove Disease (Sp)''': At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).<br />
<br />
* '''Fanatic (Ex)''': Starting at 7th level, once per day, the Paladin’s righteous zeal allows her to reroll any attack or saving throw. On 14th level, she get another reroll, but every roll can only be rerolled once.<br />
<br />
* '''Armored Caster (Ex)''': While a paladin has access to a small collection of spells, she is a warrior at heart and trains both her magical abilities and her fighting prowess to forge them into one ability. A paladin of the 10th level is used to cast her spells while wearing arms and armor and therefore reduces the armor penalty of her spellcasting checks by 2. <br />
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* '''Paragon of Virtue (Ex)''': A Paladin of 11th level has reached a certain popularity with those she gas sworn to protect. A Paladin gets a +2 Bonus to Diplomacy and Sense Motive.<br />
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* '''Mettle (Ex)''': Starting at 13th level, a Paladin has mastered a stronger resistance against magic. She can resist magical attacks with her great willpower and fortitude. If she makes a successful fortitude or will save against an attack that normally would have a lesser effect (such as any spell with a saving throw entry of will half or fortitude partial) she instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.<br />
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* '''Advanced Energy Control''': At 15th level, a paladin has improved her ability to control her magic abili-ties a lot better than before. From now on, she can channel two spell energy points per turn and there-fore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to her Wisdom modifier +1 or five points, whichever is lower. Since the Paladin has no access to fifth level spells, the maximum spell energy can only be used with Metamagic powers, though.<br />
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* '''Armor of Faith (Ex)''': A Paladin of 17th level is protected by her trust in all things good and holy. When a critical hit or sneak attack is scored on her, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.<br />
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* '''Improved Mettle (ex)''': This ability works like Mettle, except that while the Paladin still takes no dam-age on a successful Fortitude or Will Save saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Paladin does not gain the benefit of improved evasion.<br />
<br />
=Paladin Orders=<br />
At first level, every Paladin character chooses an order or brotherhood she belongs to. Dependant from the chosen Order, the Paladin gets different additional benefits, but sometimes additional obligations and limitations. A paladin can only change her Order through extraordinary circumstances.<br />
<br />
==The Brotherhood of Fire==<br />
The Brotherhood of fire is a cult of paladins who are weapon smiths and armorers as well as warriors. The Brotherhood entertains several arsenals and smithies and many of the Brothers only wear armor or weapons, which were created by them. The crest of the brotherhood is a red and golden flame on grey field.<br />
<br />
'''Requirements''': Str 13, Con 13, 4 Ranks Craft (Weaponsmith) or Craft (Armorer)<br />
<br />
'''Benefits''': Members of the Brotherhood of Fire get Skill Focus (Craft) as a Bonus Feat on 1st Level. On 7th level they get Craft Magical Arms and Armor as a Bonus Feat. A Brother of fire add +3 to his caster level for the enchantment of magical weapons and armors that he has forged himself.<br />
<br />
'''Obligations''': A Brother of the fire may not sell magical weapons or armors he has created; he may give them away to other honorable allies though; obedience towards his order<br />
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'''Limitations''': A Brother of the fire does not get the Fanatic ability on 7th level. He gets the ability at 14th level, but only with one use per day.<br />
<br />
<br />
==The Dragon Legion==<br />
The Dragon Legion is the largest order of Paladins – mostly because it does not limit itself to recruit only potential men and women of honor who have access o the gift of magic. The Dragon Legionaries are expert warriors who focus completely on their fighting abilities and their supernatural gifts but who do not learn how to cast spells actively. The crest of the Dragon Legion is a green dragon on a red field.<br />
<br />
'''Requirements''': Strength 13, Dexterity 13, Constitution 13<br />
<br />
'''Benefits''': At 1st level, a Dragon Legionnaire gains Weapon Focus for a weapon of her choice she is pro-ficient with as a bonus feat. At. 4th level, she gains Weapon specialization for the same weapon as a bonus feat. At 8th level, she gains greater weapon focus, at 12th level greater weapon specialization and on 16th level she gains the melee weapon mastery feat for the type of damage of her Chosen Weapon. She does not need to fulfill the bonus feats’ requirements. Additionally, the rigorous martial training of the Dragon Legion grants their members an additional +2 bonus to initiative checks when they are equipped with their weapon of choice.<br />
<br />
'''Obligations''': Loyalty to the Legion and those countries and people under its protection.<br />
<br />
'''Limitations''': Dragon Legionnaires have no access to spellcasting and don’t get any abilities, which relate to spellcasting like simple energy control or armored caster.<br />
<br />
<br />
==The Glorious Inquisition==<br />
The Inquisition is perhaps the most feared of all Paladin orders. The Glorious Inquisitors are traveling through the country, but in opposite to other Paladin Orders, they do not look for outside threats of the society but for inside ones - traitors, heretics, infernalists and warlocks are the prey of the Inquisition and while their efforts and motives are honorable, their methods sometimes aren’t. Sometimes, the Glo-rious Inquisition looks worse than those they hunt and judge.<br />
<br />
'''Requirements''': Wisdom 13 +, 4 ranks in Sense Motive<br />
<br />
'''Benefits''': A Glorious Inquisitor can use Detect Evil as a cantrip at will. They gain intimidate as an addi-tional class skill. When a Glorious Inquisitor reaches 5th level, he can always take 20 on all casting checks to cast Detect Evil and Discern Lies and may add his Wisdom Modifier to the difficulty to resist those spells. Additionally, an Inquistor gains a +2 Bonus to all Intimidate and Sense Motive checks when he reaches 11th level.<br />
<br />
'''Obligations''': Loyalty towards the order, search ad hunt for traitors and heretics, no mercy for the wicked. <br />
<br />
'''Limitations''': Inquisitors do not gain the bonuses associated with the Paragon of Virtue trait.<br />
<br />
<br />
==The Green Knights==<br />
The Green Knights are an Order of Elves, and Elves only, that is sworn to protect the remaining holds of the Elves against their enemies. The Green Knights are better trained in the mystic ways of magic than most other paladins and share a vast knowledge about spells. The Green Knights’ crest is a pure green shield.<br />
<br />
'''Requirement''': Elf, Wisdom 14, 3 Ranks in Spellcraft<br />
<br />
'''Benefits''': A Green Knight can chose spells from both the Paladin and the Ranger Spell list.<br />
<br />
'''Obligations''': The Green Knights may not attack a fellow Elf without provocation (this does not include Drows) and treat other Elves with respect and generosity; every Green Knight is oath-bound to an Elven monarch or other noble. <br />
<br />
'''Limitations''': None<br />
<br />
<br />
==The Knights Errant==<br />
This is no brotherhood, but of those paladins who are no member of a larger organization. The knights errant are independent and have no obligations towards any superiors.<br />
<br />
'''Requirements''': None.<br />
<br />
'''Benefits''': The knights errant are a heterogeneous group with little in common. To express this diversity a knight errant may chose a bonus feat from the following list at 1st level: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Investigator, Negotiator or Toughness and can chose an additional skill as a class skill.<br />
<br />
'''Obligations''': None.<br />
<br />
'''Limitations''': None<br />
<br />
<br />
==The Lions of the Battlefield==<br />
The Lions are as depicted as a paladin order can be – they are seen as little more than mere mercenaries that fight for almost everyone who offers them good gold. In truth, the Lions choose very carefully for who they kill and die, and while the order indeed sell their swords as mercenaries, they never does this without consideration – their code of honor may be different from the more traditional brotherhoods, but is just as strong. The crest of the Lions is a golden rampant lion on black field.<br />
<br />
'''Requirements''': Str 13, Con 13<br />
<br />
'''Benefits''': The Lion Knights are the most potent warriors among the paladin orders. They get Intimidation as a class skill and Power Attack as a Bonus Feat on 3rd level. Their mercenary attitude also grants them the double amount of starting gold.<br />
<br />
'''Obligations''': A Lion Knight may fight as a mercenary, but he is obligated to pay 10% of his pay to the order and may not fight for a dishonorable employer. The Lion knights must be obedient towards their order as well.<br />
<br />
'''Limitations''': The Lion Knights do not share the good reputation of other Paladins. They receive only half benefits from the Paragon of Virtue ability.<br />
<br />
<br />
==The Merciful Hand==<br />
Not all paladins focus on war and destruction: The Order of the Merciful Hand is more focused on the healing than on the infliction of wounds. They are more combat medics and less warriors – but they are still paladins and they are still chivalric defenders of the helpless. The crest of the merciful hand is a white hand on a blue field.<br />
<br />
'''Requirements''': Wis 13, Cha 13<br />
<br />
'''Benefits''': Paladins of the merciful hand double their class level to determine how many hitpoints they can heal with their lay on hands ability.<br />
<br />
'''Limitations''': Paladins of the merciful hand are not proficient with heavy armor. <br />
<br />
<br />
==The Order of the Ram==<br />
The Order of the Ram was founded to drive an invading army away and pursue the attackers into their own territory. The Rams as they call themselves are the most aggressive Paladin Order, and well known and feared for their hot-headed attacks and their stubbornness. The members of the Order of the Ram embraces their righteous anger and directs it on any one they deem as evil. The Order is quite badly reputed among those who prefer laid out plans or careful tactics and shun the impulsiveness of the Rams, who on the other hand rarely differentiate between caution and cowardice. The crest of the Order of the Ram is the white head of ram on a green field.<br />
<br />
'''Requirements''': None, with the potential exception of impulsiveness and bad temper.<br />
<br />
'''Obligations''': Loyalty towards the order, and never show fear.<br />
<br />
'''Benefits''': On 1st level, Paladins of the Order of the Ram gain the ability to Rage, like the Berserker ability. On 11th level, they gain the Berserker ability of Indomitable Will and on 17th level the ability of Tireless Rage.<br />
<br />
'''Limitations''': Paladins of the Order of the Ram do not have the ability to Smite or the Paragon of Virtue or Armor of Faith class features.<br />
<br />
<br />
==The Radiant Blades==<br />
The radiant Blades are one of the most fanatical orders of paladins – the order consists completely of humans and is known for their radical positions and views. Because of their uncompromising attitude, other paladin orders stay on a distant to the fanatics of the radiant blades. The crest of the order consists of three crossed silver swords on a red field.<br />
<br />
'''Requirements''': Human<br />
<br />
'''Benefits''': Starting at 1st level, a radiant blade gains an additional use of the fanatic ability. At 6th, 12th and 18th level, a Radiant Blade gats a favorite enemy (like the ranger ability of the same name)<br />
<br />
'''Limitations''': Paladins of the Radiant Blades do not get the Cure Disease Ability at 6th, 12th and 18th level. They still get this ability at 9th and 15th level.<br />
<br />
<br />
==The Shield of the Realm==<br />
The Shield knights, the paladins of the Shields of the Realm are an old and very traditional brotherhood that patrol the border of the civilization and fights against berserkertribes and monsters in the border-lands. The Shields are not very well organized, and most of the paladins of the brotherhood act independently. The crest of the order is a green oak on golden field.<br />
<br />
'''Requirements''': Con 13, Ride 3 Ranks<br />
<br />
'''Benefits''': A shield knight gains Knowledge (Nature) and Survival as additional class skills and gets the Endurance Feat at 3rd level as a bonus feat. <br />
<br />
'''Obligations''': Obedience towards the Order<br />
<br />
'''Limitations''': None.<br />
<br />
<br />
==The Sisterhood of the Bow==<br />
The sisters of the bow are a small mystery cult, which only accommodates women. The sisters hunt rapists and war criminals and are very vigilant and sometimes even cruel in their tactics. But the sister-hood does not only prey on the delinquents, it also take care for their victims. The crest of the order is a silver bow with three arrows on blue field.<br />
<br />
'''Requirements''': Only female characters can join the sisterhood.<br />
<br />
'''Benefits''': A Sister of the bow can use the smite ability with ranged attacks. At 3rd level, A Sister of the Bow gets Point Blank Shot as a Bonus Feat. <br />
<br />
'''Obligations''': The sisters of the bow are obligated to support and protect females in peril and to revenge rape; obedience towards the order<br />
<br />
'''Limitations''': The sisterhood has a reputation of killing men and favoring women. They only get a +1 Bonus from the Paragon of Virtue ability when dealing with male characters.<br />
<br />
<br />
==The Soaring Eagles==<br />
The Eagles or Sky Knights are a very rare of Paladins – only a very few are ever chosen into the Order and those who are allowed to join the order have to prove their honor and worthiness before they are allowed into the inner circle of the Order – the community of the Eagle Riders, who are among the most prestigious brotherhood of Paladins. The Eagle Riders share a bond with an Aerie of Giant Eagles and glide through the sky. The Crest of the soaring eagles is a black Eagle on a blue field.<br />
<br />
'''Requirements''': A Paladin of the Soaring Eagles must uphold a major Code of honor, not only a signifi-cant one. They still gain only the limited benefit of the codex, though.<br />
<br />
'''Benefits''': On 8th level, a Paladin of the Soaring Eagles gains a Giant Eagle as a Wild Cohort. The Eagle improves in Levels like any Animal Companion, but its strength is determined on the base of the Paladin’s full character level.<br />
<br />
'''Obligations''': Paladins of the Soaring Eagles have to follow a more rigid code of honors (see above). They are also supposed to be loyal to their order and actively hunt down and destroy ‘the forces of evil’ on the back of their Eagle Mounts.<br />
<br />
'''Limitations''': The stronger bond of the code of honor is limiting enough.<br />
<br />
<br />
==The Stonelords==<br />
The Stonelords are the brotherhood of Dwarven Paladins who protect the mountain halls and fortresses of the Dwarven people. In the mountainous and underground environment of the Dwarf realms, they have little need for horses or other mounts and prefer to fight on foot. Even for dwarves, they are ex-tremely resilient. The Stonelord’s crest is a silver axe on a black field.<br />
<br />
'''Requirements''': Dwarf, Constitution 15<br />
<br />
'''Benefits''': Starting at 6th level, a stonelord paladin gains a natural DR of 1/-. This increases at 9th, 12th, 15th and 18th level.<br />
<br />
'''Limitations''': Stonelords do not gain the ability to heal diseases like other Paladins do.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_NobleSerpents and Sewers: Noble2010-03-09T09:01:59Z<p>Satyr: </p>
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<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
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Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Description and Role=<br />
The Noble was born into a role of leadership and rule. He is expected to command and delegate their household and vassals while their own loyalty to their country and the status quo is obligatory. As members of the ruling class, Nobles receive the best education available and often combine witty intel-lect and charismatic demeanor. Nobles are experts in the field of diplomacy and dealing with the aristocracy. While they are leaders, they normally concentrate stronger on the social networks and administration than the leadership on the battlefield.<br />
<br />
The Noble is primary a social character, and the class that is certainly best in this role. Manipulating and scheeming are as easy for a noble as leading and administrating. It is one of the classes which were created for interesting roleplay and general fun, not tremendous power, and in a campaign were character power or combat abilities are the primary purpose, a Noble will probably fall behind. On the other hand, this class can easily dominate most social encounters and situations and gives a sense of nobility and honor to every group of adventurers.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Noble's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?) (only honorable artistic skills, such as Architecture, Calligraphy or Painting), Handle Animals (Wis+Cha), Intrigue (2xCha), Intimidate (Str+Cha), Knowledge (all skills taken individually) (2xInt), Languages(Int+Cha), Perform (any) (Cha+?), Perception (Con+Wis), Ride (Dex + Cha) Sense Motive (Wis + Cha), Survival (Wis+Con) and Use Magical Device (Con+Cha).<br />
<br />
'''Skill Points at 1st Level''': (6 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 6 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier.<br />
<br />
<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +1<br />
| +0<br />
| +2<br />
| Bonus Feat, Noble Grace +1<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| Lay on Hands<br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +2<br />
| +1<br />
| +3<br />
| Noble Grace +2<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +2<br />
| +1<br />
| +4<br />
| Greater Aid, simple Art of War<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +3<br />
| +1<br />
| +4<br />
| Bonus Feat, Honey Tongue<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| Leadership, Noble Grace +3<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| Untouchable Ruler<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +4<br />
| +2<br />
| +6<br />
| Delegate, simple Art of War<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +3<br />
| +6<br />
| Noble Grace +4<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| Bonus Feat<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +5<br />
| +3<br />
| +7 <br />
| Skill Mastery, Irrefragable argument<br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| Noble Grace +5, advanced Art of War <br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +6 <br />
| +4<br />
| +8<br />
| Guarded Mind<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +6<br />
| +4<br />
| +9<br />
| Mettle<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +7<br />
| +5<br />
| +9<br />
| Bonus Feat, Noble Grace +6<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +7<br />
| +5<br />
| +10<br />
| Superior Aid, advanced Art of War<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +8<br />
| +5<br />
| +10<br />
| Harbinger of Terror<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +8<br />
| +6<br />
| +11<br />
| Noble Grace +7<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +9<br />
| +6<br />
| +11<br />
| Improved Mettle<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +9<br />
| +6<br />
| +12<br />
| Bonus Feat, complex Art of War<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
<br />
* '''Weapon and Armor Proficiency''': The Noble is proficient in the use of all simple and martial weapons and with all types of armor and shields (except tower shields)<br />
<br />
* '''Bonus Feats''': At 1st, 5th, 10th, 15th and 20th level, the Noble can chose a Bonus Feat from the following list. A noble must still meet all prerequisites for a bonus feat, including ability score minimums. The noble's bonus feats include Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Nego-tiator, Persuasive, Run, Self-Sufficient, Skill Focus, and Stealthy.<br />
<br />
* '''Noble Grace (ex)''': The Noble may add the listed Bonus as a competence bonus to all skill checks with Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (nobility and royalty) and Sense Motive. Starting on 6th level, he also gains the listed bonus to his leadership score.<br />
<br />
* '''Lay on Hands (Su)''': Beginning at 2nd level, a Noble with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. This ability works like a ''Heal Light Wounds'' spell, but does not require a casting check or any spellpoints. Lay on Hands can be used once per day per points of Charisma bonus. Using Lay on Hands is a standard action that does not provoke an Attack of Opportunity.<br />
<br />
* '''Art of War''': at level 4, and every 4 level after that, the Adventurer gains a special ability from the ap-propriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Adventurer must possess the prerequisite abilities to take the ability in question.<br />
<br />
* '''Greater Aid (ex)''': Nobles of at least 4th level can use the aid another action to assist multiple allies si-multaneously. Each time he or she uses the aid another action successfully, the Noble may choose to provide the aid another bonus for up to one additional ally per point of positive Charisma modifier, but each of the allies he or she aids must be within 60 feetand must be able to hear the Noble providing advice. Also, whenever the Noble uses the aid another action, the bonus provided is increased by +2.<br />
<br />
* '''Honey Tongue (ex)''': Through sweet words and compliments, a Noble can manipulate and fascinate weaker minds, This works like the ''Enthrall'' spell, but can be used at will and uses the Noble’s Bluff skill for the Casting check (DC 20). The result of the Bluff check is also used as the DC for the Saving Throw against this ability.<br />
<br />
* '''Leadership''': Nobles of 6th level gain the Leadership feat for free. Further, at every six levels in this class (6th, 12th, and 18th), the Noble gains a bonus cohort, which does not count towards their normal limit of one cohort. Each bonus cohort starts at half the maximum level, rounded down, allowed for a cohort appropriate to the Noble's character level and Leadership Score. These cohorts are, like the main cohort, usually Fighters serving under the Noble and, to a lesser degree, the Noble's main cohort. These extra cohorts are often warriors of the nobility who have pledged their lives to serving the Noble, attach-ing themselves to the Noble's reputation and glory while serving as auxiliary bodyguards. <br />
<br />
* '''Untouchable Ruler (ex)''': A Noble of 7th level and higher may add his Charisma bonus (if any) to all Saving Throws.<br />
<br />
* '''Delegate (Ex)''': Nobles of 8th-level and higher are exceptionally capable at delegating tasks to others. When using the aid another action, the Noble can simply make an Intelligence or Wisdom check instead of the normally appropriate roll or check. Also when taking the aid another action, if successful, the Noble's aid provides a bonus for one additional round per 5 points rolled above the DC with that aid another action, and the extra duration of the bonus does not require additional actions.<br />
<br />
* '''Skill Mastery''': At 11th level the Noble selects a number of skills equal to 3 + their Intelligence modifier, to apply Skill Mastery with. The Noble must possess at least 5 ranks in each skill chosen for this Skill Mastery ability. The Noble may take 10 on checks with those skills regardless of distractions, threats, stress, or being rushed.<br />
<br />
* '''Irrefragable Argument (ex)''': The noble can make completely convincing arguments and can make their opposites doing things they never intended through superior rhetoric. This works like the ''Suggestion'' spell, but can be used at will and uses the Noble’s Diplomacy skill for the Casting check (DC 25). The result of the Diplomacy check is also used as the DC for the Saving Throw against this ability.<br />
<br />
* '''Guarded Mind (ex)''': By 13th-level, the Noble has developed such a complex and guarded mind that he or she is almost invulnerable to mental effects. The Noble gains a +5 bonus on saves and checks against mind-affecting effects, and a +3 bonus on checks to conceal whether they are being sincere, honest, or truthful. He or she is immune to fear and intimidation.<br />
<br />
* '''Mettle (Ex)''': Starting at 14th level, a Noble has mastered a stronger resistance against magic. She can resist magical attacks with her great willpower and fortitude. If she makes a successful fortitude or will save against an attack that normally would have a lesser effect (such as any spell with a saving throw entry of will half or fortitude partial) she instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.<br />
<br />
* '''Superior Aid (ex)''': Nobles of 16th level and higher are incredibly capable at assisting others with advice and expertise earned in their long career. Each time he or she uses the aid another action success-fully, the Noble may choose to provide the aid another bonus for any number of allies within 60 feet who are able to hear the Noble's advice. Also, whenever the Noble uses the aid another action, the bonus provided is increased by +2, which stacks with the bonus from Greater Aid.<br />
<br />
* '''Harbinger of Terror (ex)''': The incredible social empathy and ability to manipulate other people allow the Noble to scare any opponent into deep depression and desperation. This works like the ''Crushing Despair'' spell, but can be used at will and uses the Noble’s Intimidate skill for the Casting check DC 30). The result of the Intimidate check is also used as the DC for the Saving Throw against this ability.<br />
<br />
* '''Improved Mettle (Ex)''': This ability works like Mettle, except that while the Noble still takes no dam-age on a successful saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Noble does not gain the benefit of improved evasion.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Martial_ArtistSerpents and Sewers: Martial Artist2010-03-09T08:56:40Z<p>Satyr: /* Martial Artists in Serpents and Sewers */</p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Martial Artists in Serpents and Sewers=<br />
Martial Artists are the stereotypical wise warriors. They are educated in powerful and exotic combat skills, and are often deadly foes when faced with a combat, but usually they do not strive for this martial prowess - it is merely a byproduct of their rigid discipline and self-tempering.<br />
<br />
The Martial Artist is the replacement of the classic monk, which was often seen as the weakest class and the one who had the greatest dificulties to contribute to the game. The martial artist is a bit different in this approach. It is not likely that he deals vast amounts of damage, but his abilities are more focused on hindering and disabling foes than mere brutish force.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Martial Artist's class skills (and the key ability for each skill) are Acrobatics (2xDex), Athletics (Str+Con), Concentration (Con+Wis), Craft (Int+?), Heal (Wis+Cha), Knowledge (geography) (2xInt), Knowledge (Religion) (2xInt), Knowledge (warfare and tactics) (2xInt), Languages (Int+Cha), Perform (Shadow Dance) (Cha+Dex), Perception (Con+Wis), Sense Motive (Wis+Cha), Stealth (Dex + Con) and Survival (Wis + Con). <br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 15 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 4 + Con modifier.<br />
<br />
=Table: The Martial Artist=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +1<br />
| +0<br />
| +2<br />
| +2<br />
| +2<br />
| Combat Meditation, Bonus Feat, Unarmed Strike<br />
|-<br />
|2nd <br />
| +2<br />
| +1<br />
| +3<br />
| +3<br />
| +3<br />
| Evasion, Bonus Feat<br />
|-<br />
|3rd <br />
| +3<br />
| +2<br />
| +3<br />
| +3<br />
| +3<br />
| simple Art of War, Fast Movement +10'<br />
|-<br />
|4th<br />
| +4<br />
| +3<br />
| +4<br />
| +4<br />
| +4<br />
| Bonus Feat, Slow Fall<br />
|-<br />
|5th <br />
| +5/+0<br />
| +3<br />
| +4<br />
| +4<br />
| +4<br />
| Purity of Body, Secret Stance<br />
|-<br />
|6th <br />
| +6/+1<br />
| +4<br />
| +5<br />
| +5<br />
| +5<br />
| simple Art of War, Greater Unarmed Strike +1<br />
|-<br />
|7th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +5<br />
| +5<br />
| Wholeness of Body, Precise Strike<br />
|-<br />
|8th<br />
| +8/+3<br />
| +6<br />
| +6<br />
| +6<br />
| +6<br />
| Bonus Feat<br />
|-<br />
|9th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +6<br />
| +6<br />
| advanced art of war, improved Evasion<br />
|-<br />
|10th <br />
| +10/+5/+0<br />
| +7<br />
| +7<br />
| +7<br />
| +7<br />
| Diamond Body, Fast Movement +20'<br />
|-<br />
|11th<br />
| +11/+6/+1<br />
| +8<br />
| +7<br />
| +7<br />
| +7<br />
| Mettle<br />
|-<br />
|12th <br />
| +12/+7/+2<br />
| +9<br />
| +8<br />
| +8<br />
| +8<br />
| bonus feat, advanced art of war, greater unarmed Strike +2<br />
|-<br />
|13th <br />
| +13/+8/+3<br />
| +9<br />
| +8<br />
| +8<br />
| +8<br />
| Empty Mind<br />
|-<br />
|14th <br />
| +14/+9/+4<br />
| +10<br />
| +9<br />
| +9<br />
| +9<br />
| Blind Sense 30'<br />
|-<br />
|15th <br />
| +15/+10/+5/+0<br />
| +11<br />
| +9<br />
| +9<br />
| +9<br />
| complex art of war<br />
|-<br />
|16th <br />
| +16/+11/+6/+1<br />
| +12<br />
| +10<br />
| +10<br />
| +10<br />
| Bonus Feat, Timeless Body<br />
|-<br />
|17th <br />
| +17/+12/+7/+2<br />
| +12<br />
| +10<br />
| +10<br />
| +10<br />
| greater precise Strike<br />
|-<br />
|18th <br />
| +18/+13/+8/+3<br />
| +13<br />
| +11<br />
| +11<br />
| +11<br />
| complex art of war, greater unarmed Strike +3<br />
|-<br />
|19th <br />
| +19/+14/+9/+4<br />
| +14<br />
| +11<br />
| +11<br />
| +11<br />
| Dual School<br />
|-<br />
|20th <br />
| +20/+15/+10/+5/+0<br />
| +15<br />
| +12<br />
| +12<br />
| +12<br />
| Bonus Feat, Perfect Self<br />
|-<br />
|}<br />
<br />
===Martial Artist Unarmed Strike Damage===<br />
{| border="1"<br />
!Level <br />
!Small<br />
!Medium <br />
!Large <br />
|-<br />
| 1-5<br />
| 1d4<br />
| 1d6<br />
| 1d8<br />
|-<br />
| 6-10<br />
| 1d6<br />
| 1d8<br />
| 1d10<br />
|-<br />
| 11-15<br />
| 1d8<br />
| 1d10<br />
| 2d6<br />
|-<br />
| 16-20<br />
| 1d10<br />
| 2d6<br />
| 2d8<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
The following traits and abilities are the Martial Artist's class features.<br />
<br />
* '''Weapon and Armor Proficiency''': Martial Artists are proficient with all simple and martial weapons and one exotic weapon of their choice. They are not proficient with shields or any form of armor.<br />
<br />
* '''Combat Meditation (ex)''': Martial Artists rely on an almost superhuman instinct and perception of their opponents that borders on divination. They may add their Wisdom bonus to their Defense and Initiative. A Martial Artist who is flat-footed or otherwise lose his Dexterity bonus to Defense also loses the bonus from this ability.<br />
<br />
* '''Unarmed Strike (ex)''': At 1st level, the Martial Artist gains Improved Unarmed Strike as a bonus feat. A Martial Artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Martial Artist striking unarmed. A Martial Artist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually these unarmed strikes deal lethal damage, but the Martial Artist can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Martial Artist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. <br />
<br />
** ''Martial Artists with Natural Weapons'': If a martial artist come from a species that grants natural weapons, these improve as the same rate as the usual Unarmed Strikes and always deal at least as much damage. The natural attacks also profit from the Martial Artist's Greater Unarmed Strike feature. <br />
<br />
* '''Bonus Feat''': At 1st, 2nd, 4th, and every four level afterwards, the Martial Artist may take a bonus feat from the fighter feat list. The Martial Artist may chose the feats from the following list without fulfilling its requirements: Improved Disarm, Improved Sunder, Improved Trip, Spring Attack and Stunning Fist. <br />
<br />
* '''Evasion (Ex)''': At 2nd level and higher, a Martial Artist 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, she instead takes no damage. Evasion can be used only if the Martial Artist is wearing light armor or no armor. A helpless Martial Artist does not gain the benefit of evasion. If the Martial Artist already has evasion from a different class, she automatically gains improved evasion instead.<br />
<br />
* '''Art of War:''' at level 3, and every three level after that, the Martial Artist gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Martial Artist must possess the prerequisite abilities to take the ability in question.<br />
<br />
* '''Fast Movement (Ex)''': Starting at 3rd level, a Martial Artist gains a +10 feet bonus to her speed. At 10th level, this bonus increases to +20 feet. The Martial Artist loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<br />
<br />
* '''Slow Fall (ex)''': At 4th level or higher, a Martial within arm’s reach of a wall can use it to slow her descent. With a successful Acrobatics check (DC 15), she never take more than 1d6 of falling damage, independently of the actual height of the fall.<br />
<br />
* '''Purity of Body (ex)''': At 5th level, a Martial Artist gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
* '''Secret Stance(ex)''': At 5th level, the Martial Artist has discovered one of the hidden and exotic secret stances that allow him to greatly improve may chose one of the Secret Stances below. She can only take a stance she qualifies for.<br />
<br />
* '''Greater Unarmed Strike''': At 6th level, the unarmed attacks of the Martial Artist improves as if they were a magical weapon. At sixth level, the unarmed attacks gain a +1 enchantment bonus to the attack rolls and damage rolls with unarmed attacks, and the Martial Artist's unarmed attacks count as magic for overcoming a foe's damage resistance. The enchantment bonus increases to +2 at 12th level, and to +3 at 18th level.<br />
<br />
* '''Precise Strike (ex)''': Martial Artists learn to attack at the weakest points of their enemies defenses nd bodies. A Martial Artist of 7th level or higher may add 1d4 points of precision damage to her damage rolls. Creatures that are immune to critical hits are also immune to this damage. On 17th level, the damage bonus increases to 2d4.<br />
<br />
* '''Wholeness of Body (Su)''': At 7th level or higher, a Martial Artist can heal her own wounds. She can heal a number of hit points of damage equal to her current monk level x Wisdom bonus each day, and she can spread this healing out among several uses. The Martial Artist can use this ability only on herself.<br />
<br />
* '''Improved Evasion (Ex)''': On 9th level, the Martial Artist gains the Improved Evasion ability. This ability works like evasion, except that while the Martial Artist still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Martial Artist does not gain the benefit of improved evasion.<br />
<br />
* '''Diamond Body (Su)''': At 10th level, a Martial Artist gains immunity to poisons of all kinds.<br />
<br />
* '''Mettle (Ex)''': Starting at 11th level, a Martial Artist has mastered a stronger resistance against magic. She can resist magical attacks with her great willpower and fortitude. If she makes a successful fortitude or will save against an attack that normally would have a lesser effect (such as any spell with a saving throw entry of will half or fortitude partial) she instead completely negates the effect. An unconscious or sleeping Martial Artist does not gain the benefit of Mettle.<br />
<br />
* '''Empty Mind (su)''': Starting at 13th level, the Martial Artist can enter a trance that makes his mind inaffectable for magical manipulation. As a standard action that provokes an attack of opportunity, and with a Concentration check (DC 30), the Martial Artist can duplicate the effect of a ''Mind Blank'' Spell on herself, with a duration equal to her wisdom score in rounds.<br />
<br />
* '''Blindsense (ex)''': At 14th level, the Martial Artist's ability to completely focus on the combat becomes even more spectacular - she gaines Blindsense with a reach of 30'.<br />
<br />
* '''Timeless Body (Ex)''': Upon attaining 16th level, a Martial Artist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.<br />
<br />
* '''Dual School (Ex)''': At 19th level, the Martial Artist have become a true master of Martial Arts, and gains a second Secret Stance from the list below, including all the involved benefits.<br />
<br />
* '''Perfect Self''': At 20th level, a Martial Artist becomes a magical creature. She is forevermore treated as a native outsider rather than as a humanoid (or whatever the martial’s creature type was) for the purpose of spells and magical effects. Additionally, the Martial Artist gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.<br />
<br />
<br />
<br />
=Secret Stances=<br />
<br />
==Anvil Heel Kick==<br />
You have mastered the Art of striking against the weakest points of an enemy with as much force as possible, not to kill but to knock out your enemies. A strike of you let the hings of your enemies ring like a temple gong.<br />
<br />
''Prerequisites:'' Power Attack, Stunning Fist<br />
<br />
''Benefits'': When you use the Stunning Fist ability, you may add your full Martial Artist class levels instead of your half character level to the DC of the Saving Throw, and if the defender's save fails, he becomes stunned for 1d3 rounds, instead of the usual 1 round, and even if he succeeds with the save, he becomes dazed for one round. The DC for the Stunning Fist ability increases by +2 at 10th level, +4 at 15th level, and +6 at 20th level. You also get an additional use of your Stunning Fist ability on level 5, 10, 15 and 20.<br />
<br />
<br />
==Coils of the Python==<br />
The students of the Coils of the Python dojo seek to neutralize the opponent's maneuverability and options and overcome them with strength and exotic pins and throws.<br />
<br />
''Prerequisites'': Improved Grapple, Improved Trip<br />
<br />
''Benefit:'' Whenever you are in a grapple, try to trip or disarm an enemy, you are treated as if you were one size category larger than you actually are, if you wish so. You also deal an extra 1d3 points of crushing damage every round you maintain a grapple. This damage is modified by size and increases to 1d4 at 10th level, 1d6 at 15th level, and 1d8 at 20th level.<br />
<br />
<br />
==Dance of the Mongoose==<br />
This Style specialize in agility and defense. By making yourself hard to pin down, you force the enemy to fight on your terms and constantly frustrate his efforts to hit you.<br />
<br />
''Prerequisites:'' Dodge, Mobility<br />
<br />
''Benefits:'' Yo gain a +2 bonus to your Initiaite and Reflex Saves and a +2 Dodge Bonus to your Defense. These bonuses increase to +3 at 10th level, +4 at 15th level and +5 at 20th level.<br />
<br />
==Heavenly Sword==<br />
The path of the heavenly sword teaches to be deadly with steel as with their fists. You have masterd the path and can unleash a precision of strikes that is unmatched by other swordsmen.<br />
<br />
''Prerequisites:'' Weapon Focus (any one-handed sword), Combat Expertise<br />
<br />
''Benefits:'' When you wield the one-handed sword you have the weapon focus in, you may substitute the weapon's damage through your Unarmed Strike damage, if this is beneficial for you. In addition, You gain a +1 bonus to all Attack rolls with your sword. This bonus increase to +2 at 10th level, +3 at 15th level and +4 at 20th level. The blade always counts as a magical weapon to overcome DR, and starting at level 15th, counts as an adamantine weapon.<br />
<br />
==Iron Mountain==<br />
You have trained very long to harden your bones and make yourself inured to pain. Hitting you is like hitting a steel bar. <br />
<br />
''Prerequisites:'' Endurance, Toughness<br />
<br />
''Benefits:'' You gain DR/Adamantium equal to your Wisdom Bonus. Every five Martial Artist levels (at level 10, 15, 20) you may increase your DR and your Fortitude Saves by 1 point. You also gain one additional hitpoint per level.<br />
<br />
<br />
==Paralyzing Strikes==<br />
You have mastered the secret art of striking at secret pressure points to paralyze your victim's limbs or the whole body.<br />
<br />
''Prerequisites:'' 8 ranks in Heal, Weapon Finesse, stunning Fist<br />
<br />
''Benefits:'' When you strike your enemies with your unarmed attacks, you may use your Stunning Fist ability to paralyze, instead of stun the foe. The DC of the Saving Throw to resist the Paralyzing Strike increases by +2 at 10th level, +4 at 15th level, and +6 at 20th level. You also get an additional use of your Stunning Fist ability on level 5, 10, 15 and 20.<br />
<br />
<br />
==Pillar of the Divine Mandate== <br />
You have mastered a long forgotten collection of techniques of fighting with a quarterstaff that makes it a most dangerous weapon in your hands.<br />
<br />
''Prerequisites:'' Weapon Focus (Quarterstaff), Two Weapon Fighting<br />
<br />
''Benefits:'' When you wield a quaterstaff, it deals as much base damage as your unarmed strikes if this is beneficial for you. As a move action, you can also shift the grip of your staff as a reach weapon, but suffer a -2 penalty to the rolls to hit in this form. When using the Quarter staff as a double weapon, the Martial Artist who has mastered the Pillar of the Divine Mandate stance may reduce the penalty for two weapon fighting by 1 point at 10th level and by 2 points at 20th level when he wields a staff.<br />
<br />
==Thousand Fist Strike==<br />
You have mastered the Arts of the thousand fist strike, a rare and deadly combat stance that allows you to overwhelm your opponent with a hail of blows.<br />
<br />
''Prerequisites:'' Stunning Fist, Weapon Focus (unarmed Strike)<br />
<br />
''Benefits:'' You gain the Pounce Ability. What's more, when you make a full attack, you can make an additional attack at the highest attack bonus against your foe, but you suffer a -3 penalty to all your attack rolls. This penalty is reduced to -2 at level 10, -1 at level 15 and disappears completely on level 20. <br />
<br />
<br />
==Witch Hunter Fu==<br />
You are a hunter of wizards and the like, and your unmatched self-discipline and determintation are like an edge targeted at the heart of enemy sorcerers. <br />
<br />
''Prerequisites:'' 4 Ranks in Spellcraft, Battle Learning: Magic (Art of War)<br />
<br />
''Benefits:'' You gain a bonus to all Saving Throws against spells and spell-like abilities equal to your Wisdom Modifier. When you succesfully hit a spellcaster while he is channelling a spell, the Concentration check to maintain the channeling is automatically failed and the spell is fizzled. Whenever you fight against spellcasters, you gain a +1 bonus to your attack rolls and damage rolls against them. This bonus increase to +2 at 10th level, +3 at 15th level and +4 at 20th level.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Man-at-armsSerpents and Sewers: Man-at-arms2010-03-09T08:55:35Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Decription and Role=<br />
The man-at-arms is the archetypical fighter, defender or guardian. The members of this class differ very widely, from ruthless mercenaries to knights in shining armor, some a heroes, others only brutes. The Man-at-arms is the primary warrior class, trained in the use of multiple weapons and armors and in fighting in individual combat as well as on large battlefields. There are many different warriors within this class, but they all have their martial prowess in common. Examples for Man-at-arms characters include almost every soldier, warrior or knight, from Heracles to Sharpe.<br />
<br />
The man-at-arms is one of the three classes I am most content with; it has many options, it completely fulfils its role as a warrior and is flexible and adaptable to a great amount of various concepts. Yes, a character like this is most potent in combat and will easily beat most of the other classes in a direct confrontation. As it should be. The variability of the class also allows to cover very different concepts, from an amoral pirate to the glorious knight in shining armor.<br />
The Man-at-arms is also one of the classes were the similarity to its progenitor is extremely obvious, but thanks to the Arts of War, the Man-at-arms is not only mechanically superior to the fighter, but also offer more flexibility and options for the player.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Man-at-Arms's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (geography) (2xInt), Knowledge (warfare and tactics) (2xInt) , Perform (weapon drill) (Cha+Str), Perception (Con+Wis), Ride (Dex + Cha) and Survival (Wis + Con). <br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 15 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 4 + Con modifier.<br />
<br />
=Table: The Man-at-arms=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +1<br />
| +1<br />
| +3<br />
| +1<br />
| +1<br />
| Weapon Training, Bonus feat<br />
|-<br />
|2nd <br />
| +2<br />
| +2<br />
| +4<br />
| +1<br />
| +1<br />
| Bonus feat, Way of the Warrior<br />
|-<br />
|3rd <br />
| +3<br />
| +3<br />
| +5<br />
| +2<br />
| +2<br />
| Simple Art of War<br />
|-<br />
|4th<br />
| +4<br />
| +4<br />
| +5<br />
| +2<br />
| +2<br />
| Bonus feat<br />
|-<br />
|5th <br />
| +5/+0<br />
| +5<br />
| +6<br />
| +3<br />
| +3<br />
| Simple Art of War<br />
|-<br />
|6th <br />
| +6/+1<br />
| +5<br />
| +7<br />
| +3<br />
| +3<br />
| Bonus feat, improved Way of the Warrior<br />
|-<br />
|7th <br />
| +7/+2<br />
| +6<br />
| +7<br />
| +3<br />
| +3<br />
| Simple Art of War<br />
|-<br />
|8th<br />
| +8/+3<br />
| +7<br />
| +8<br />
| +4<br />
| +4<br />
| Bonus feat<br />
|-<br />
|9th <br />
| +9/+4<br />
| +8<br />
| +9<br />
| +4<br />
| +4<br />
| Advanced Art of War<br />
|-<br />
|10th <br />
| +10/+5/+0<br />
| +9<br />
| +9<br />
| +5<br />
| +5<br />
| Bonus feat, greater Way of the Warrior<br />
|-<br />
|11th<br />
| +11/+6/+1<br />
| +10 <br />
| +10<br />
| +5<br />
| +5<br />
| Advanced Art of War<br />
|-<br />
|12th <br />
| +12/+7/+2<br />
| +10<br />
| +11<br />
| +6<br />
| +6<br />
| Bonus Feat<br />
|-<br />
|13th <br />
| +13/+8/+3<br />
| +11<br />
| +11<br />
| +6<br />
| +6<br />
| Advanced Art of War<br />
|-<br />
|14th <br />
| +14/+9/+4<br />
| +12<br />
| +12<br />
| +6<br />
| +6 <br />
| Bonus Feat<br />
|-<br />
|15th <br />
| +15/+10/+5/+0<br />
| +13<br />
| +13<br />
| +7<br />
| +7 <br />
| Complex Art of War<br />
|-<br />
|16th <br />
| +16/+11/+6/+1<br />
| +14<br />
| +13<br />
| +7<br />
| +7 <br />
| Bonus Feat<br />
|-<br />
|17th <br />
| +17/+12/+7/+2<br />
| +15<br />
| +14<br />
| +8<br />
| +8<br />
| Complex Art of War<br />
|-<br />
|18th <br />
| +18/+13/+8/+3<br />
| +15<br />
| +15<br />
| +8<br />
| +8<br />
| Bonus Feat<br />
|-<br />
|19th <br />
| +19/+14/+9/+4<br />
| +16<br />
| +15<br />
| +9<br />
| +9<br />
| Complex Art of War<br />
|-<br />
|20th <br />
| +20/+15/+10/+5/+0<br />
| +17<br />
| +16<br />
| +9<br />
| +9<br />
| Bonus feat, Peerless Art of War<br />
|-<br />
|}<br />
<br />
<br />
=Class Features=<br />
All of the following are class features of the man-at-arms.<br />
<br />
* '''Weapon and Armor Proficiency:''' A man-at-arms is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).<br />
<br />
* '''Weapons Training (Ex):''' A Man-at-arms trains obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun for him. By practicing with a weapon he is not proficient with for a week, a Man-at-arms may gain proficiency with that weapon as long as he trains regularly with it. A man-at-arms can only get proficiency with one exotic weapon at a time through this ability.<br />
<br />
* '''Bonus Feats:''' At 1st level, a man-at-arms gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The man-at-arms gains an additional bonus feat at 2nd level and every two man-at-arms levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the fighter bonus feat list. A man-at-arms must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.<br />
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A man-at-arms is not limited to the list of man-at-arms bonus feats when choosing these feats.<br />
<br />
* '''Art of War:''' at level 3, and every odd level after that, the Man-at-arms gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a Man-at-arms must possess the prerequisite abilities to take the ability in question.<br />
<br />
* '''Way of the Warrior:''' At 2nd level, a man-at-arms decides to follow one specific style of fighting, and gains a bonus to some special skills – like Attack Rolls, Defense Rolls or certain skill rolls when he follows this certain way. To follow a certain way, the man-at-arms must fulfill some requirements to get the bonus. At 6th and 10th level, the Bonus increases. You may use your 2nd level Bonus feat to fulfill the requirements of any way of the warrior.<br />
<br />
<br />
<br />
=Ways of the Warriors=<br />
<br />
'''Way of the Ambush:'''<br />
<br />
''Requirements:'' Move silently 2 Ranks, Hide 2 Ranks, Stealthy<br />
<br />
''Bonus:'' You get Sneak Attack +1 d6 at 2nd level. At 6th level, the damage increases to +2d6, and on 10th level to +3d6<br />
<br />
<br />
'''Way of Ambidexterity:'''<br />
<br />
''Requirements:'' Dexterity 15<br />
<br />
''Bonus:'' You get Two Weapon Combat as a Bonus Feat at 2nd level, Improved Two Weapon Combat at 6th level, and Greater Two Weapon Fighting on 10th level. The Man-at-arms does not have to fulfill the feats’ prerequisites. <br />
<br />
<br />
'''Way of the Brave'''<br />
<br />
''Requirements:'' Concentration 2 Ranks<br />
<br />
''Bonus:'' You get a +4 Bonus to resist fear and fear-like effects and spells and can cast Heroism (self only) as a spell-like ability that you can use 1/day at 2nd level whereby your caster level is equal to half of your man-at-arms class levels. You get additional uses at 6th and 10th level. To successfully use the heroism ability, you must succeed in a Concentration Check (DC 15).<br />
<br />
<br />
'''Way of the Horseman'''<br />
<br />
''Requirements:'' Mounted Combat, 4 Ranks in Handle Animal and Ride<br />
<br />
''Bonus:'' +1 to Attack and +2 to Damage rolls with all melee attacks when mounted. You also get a +2 Bonus to all Ride and Handle Animal checks that deal with your mount. These Bonuses increases to +2/+4 on 6th level and +3/+6 on level 10.<br />
<br />
<br />
'''Way of the Defender'''<br />
<br />
''Requirements:'' Combat Reflexes, Combat expertise<br />
<br />
''Bonus:'' When fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Defense that you gain from using that tactic by 1. This Bonus increases to +3 on 6th, and +5 on 10th level.<br />
<br />
<br />
'''Way of the Tyrant'''<br />
<br />
''Requirements:'' Intimidate 5 Ranks, Skill Focus (intimidate)<br />
<br />
''Bonus:'' On 2nd level, you can intimidate your foes with a move action, instead of a standard action. On 6th level, you can use the intimidate skill to demoralize all foes within 30’ radius, and on 10th level, you only need a swift action to use the intimidate skill. Additionally, you get a +2 Bonus to the Intimidate skill on every step (up to +6 on 10th level).<br />
<br />
<br />
'''Way of the Bull'''<br />
''Requirements:'' Power Attack, Improved Bull Rush<br />
<br />
''Bonus:'' Whenever you bullrush or charge an opponent, you get a +1 Bonus to your attack roll and Strength checks. This bonus increases at 6th level to +3 and at 10th level to +5.<br />
<br />
<br />
'''Way of the Mongoose'''<br />
<br />
''Requirements:'' Improved Initiative, Combat Reflexes or Elf<br />
<br />
''Bonus:'' You get a +1 Bonus to your initiative and your reflex saves. This bonus increases by +1 at 6th and 10th level.<br />
<br />
<br />
'''Way of the Mageslayer'''<br />
''Requirements:'' Iron Will, Knowledge (Arcane) 1 Rank or Dwarf<br />
<br />
''Bonus:'' +1 to saving throws against spells and spell-like effects, this bonus increases at 6th and 10th level by +1.<br />
<br />
<br />
'''Way of the Survivor'''<br />
<br />
''Requirements:'' Endurance, 3 Ranks in Heal<br />
<br />
''Bonus:'' +3 Hitpoints at 2nd, 6th and 10th level. <br />
<br />
<br />
'''Way of the Knight'''<br />
<br />
''Requirement:'' significant code of honor, Ride 3 Ranks, Knowledge (nobility and royalty) 3 Ranks<br />
<br />
''Bonus:'' +2 to Charisma based skills and may treat Diplomacy, Sense motive and Gather Information as class skills. The bonus increases to +4 at 6th and +6 at 10th level.<br />
<br />
<br />
'''Way of the Blackguard'''<br />
<br />
''Requirements:'' No code of honor, Appraise 3 Ranks, Knowledge (tactics and war) 3 ranks<br />
<br />
''Bonus:'' You get a +2 Bonus to Charisma based skills and may treat Bluff, Sneak and Hide as Class Skills. The bonus increases to +4 at 6th and +6 at 10th level.<br />
<br />
<br />
'''Way of the Corsair'''<br />
<br />
''Requirements:'' Swim 2 Ranks, Use Rope 2 Ranks, Profession (Sailor) 2 Ranks, Balance 1 Rank<br />
<br />
''Bonus:'' You can treat Balance as a class skill and can ignore the penalty to combat roles from slippery footing. Add +1 to your Attack Rolls and Defense Rolls when fighting on board of a ship. This bonus increases by +1 at level 6 and 10.<br />
<br />
<br />
'''Way of the true Ally'''<br />
<br />
''Requirements:'' minor code of honor, Charisma 11+<br />
<br />
''Bonus:'' When you use the Help another action, you grant your ally an additional +1 Bonus and gain an equal bonus to your defense. This increases to +2 at 6th and +3 at 10th level.<br />
<br />
<br />
<br />
=Class Variants=<br />
<br />
==Dungeon Crasher==<br />
<br />
This variant of the man-at-arms is more specialized in fighting in the enclosed space of subterranean cave or dungeon. They do not get the Bonus feat on second and 6th level, but the Dungeon Crasher ability described in Dungeonscape (p. 10).</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Mage_BladeSerpents and Sewers: Mage Blade2010-03-09T08:53:53Z<p>Satyr: </p>
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<br />
=Description and Role=<br />
<br />
The Mage Blade is an arcane spellcaster with a strong focus on combat and fights. She specializes in spells to improve her own abilities as a fighter and to combine martial prowess with magic to form a deadly combination of both. Others than War Mages who act as the support and second line shooters, the Mage Blade is a frontline fighter who does not replace his sword with a spell or vice versa but com-bine them. <br />
<br />
The Mage Blade is a gish class - and it is actually quite effective in its way. A Mage Blade is not going to cast the most powerful spells, but theycan prepare spells beforehand and use them in the right situation without much preparation or the fear, that the spell may fail. The problem of the Mage Blade is, that it has access to both magic and a solid martial prowess, but the class cannot compete with purer fighters in direct combat nor with pure wizards in magic.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Mage Blade's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (arcane) (2xInt), Knowledge (warfare and tactics) (2xInt), Perform (weapon drill) (Cha+Str), Perception (Con+Wis), Ride (Dex+Cha) and Spellcraft (Int+Wis). <br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier.<br />
<br />
<br />
'''Spell Points at 1st level:''' 6 + Int modifier<br />
<br />
'''Spell points at each additional level:''' 2 + Int modifier<br />
<br />
'''Spell point regeneration (per night’s rest):''' 2d12 + Int modifier<br />
<br />
<br />
<br />
=Table: The Mage Blade=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +1<br />
| +0<br />
| +2<br />
| basic energy control, Imbue Weapon<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| Armored Caster +1<br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +2<br />
| +1<br />
| +3<br />
| Egoist Spellcaster<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +2<br />
| +1<br />
| +4<br />
| simple Art of War<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +3<br />
| +1<br />
| +4<br />
| Bonus Feat<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| Armored Caster +2<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| Empower Spell<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +4<br />
| +2<br />
| +6<br />
| simple Art of War, Arcane Toughness<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +3<br />
| +6<br />
| Multiple Imbue<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| Armored Caster +3, Bonus Feat<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| Immediate Imbuement<br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| advanced Art of War<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| advanced energy control, Arcane Strike<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +6<br />
| +4<br />
| +9<br />
| Armored Caster +4, Maximize Spell<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +7<br />
| +5<br />
| +9<br />
| Bonus Feat<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +7<br />
| +5<br />
| +10<br />
| advanced Art of War<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +8<br />
| +5<br />
| +10<br />
| Improved Egoist Spellcaster<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +8<br />
| +6<br />
| +11<br />
| Armored Caster +5<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +9<br />
| +6<br />
| +11<br />
| Double Imbuement<br />
|-<br />
|20th <br />
| +15/10/+5/+0<br />
| +10<br />
| +9<br />
| +6<br />
| +12<br />
| complex Art of War, Bonus Feat<br />
|-<br />
|}<br />
<br />
<br />
=Class Features:=<br />
* '''Armor and Weapon Proficiency:''' A Mage Blade is proficient with all simple weapons and martial weapons, light and medium armor and shields (except tower shields).<br />
<br />
* '''Spells:''' A Mage Blade has the ability to cast a small number of spells as an arcane spellcaster, which are drawn from the Dusk Blade spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. The Difficulty Class for a saving throw against a Mage Blade ’s spell is the spell level + the Mage Blade ’s Intelligence modifier + 1d20.<br />
Like other spellcasters, a Mage Blade can cast only a certain number of spells of each spell level per day, limited by his spell points. A Mage Blade gains 6 + Intelligence modifier spell points at 1st level, and 2 + Intelligence modifier each additional level.<br />
A Mage Blade begins play knowing only 3 level 0 spells and one single level one spell of the player’s choice. At each new level, a Mage Blade gains a spell acquisition pool equal to his Intelligence modifier for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A Mage Blade with Intelligence 16 reaching a new level would gain 6 points to gather new spells – he could learn 2 level 3 spells or 3 level 2 spells or 6 level 1 spells or any combination of this). These new spells can be common spells chosen from the beguiler spell list. A Mage Blade cannot spare his spell acquisi-tion points to learn more powerful spells on a higher level. <br />
<br />
* '''Basic energy control:''' At 1st level, a Mage Blade can channel one spell energy point per turn. The total sum of Energy points the Mage Blade can keep under control is equal to his Intelligence modifier or three, whichever is lower. <br />
<br />
* '''Imbue Weapon (Sp):''' At 1st level the Mage Blade gains the ability to channel a spell into a weapon she holds in her hands. The spell costs as many spell energy points as if it was casted and does not count against the Mage Blade ’s control threshold. When the Mage Blade attacks with the weapon, the spell is activated against the Weapon’s target. Only spells that target a creature or require a touch attack or ranged touch attack can be imbued into a weapon. Every weapon can only be imbued with one spell, and the Mage Blade can never imbue more than one weapon at the same time. The imbued spell stays on he weapon until it is activated or up until the next sunrise. Imbuing a weapon with a spell takes as long as casting the spell and requires a successful spellcasting check. You can imbue a weapon with a spell that is cast as a ritual. If the Mage Blade has natural weapons, she can imbue her spells into those. <br />
<br />
* '''Armored Caster (ex):''' A Mage Blade is used to cast spells while wearing armor. At 2nd level, she re-duces the armor penalty for spellcasting by one point. The more experienced the Mage Blade gets, the more comfortable she can cast spells while wearing armor. Every 4 levels, the armor penalty for spell-casting is reduced by one. This bonus is only applied if the Mage Blade wears an armor she is proficient with. When wearing a non-proficient armor, she gains no advantage whatsoever from this ability.<br />
<br />
* '''Egoist Spellcaster (su)''': A 3rd level Mage Blade can channel spells that only targets herself a lot faster than spells that has other, outside targets. She can channel an additional spell point per turn whenever the spell is targeted on her and only her.<br />
<br />
* '''Art of War''': at level 4, and every 4 level after that, the Mage Blade gains a special ability from the ap-propriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Mage Blade must possess the prerequisite abilities to take the ability in question.<br />
<br />
* '''Bonus Feats''': At 5th, 10th, 15th and 20th level, the Mage Blade may chose a feat from the Fighter Feat list as a bonus feat. Shem must fit the feat’s prerequisites to take it.<br />
<br />
* '''Arcane Toughness (su)''': A Mage Blade can burn spell energy to close his wounds. The Mage Blade burns 1d6 points of spell energy and can heal a Scratch she has suffered from before, or if she has no scratches, make an immediate Constitution check to heal one of her wounds. This ability works as an immediate action and can be used every d4+1 rounds. If the Mage Blade would spend more spell energy than his current energy pool, she spends all remaining spell points instead.<br />
<br />
* '''Empower Spell''': A Mage Blade gains Empower Spell as a free Bonus feat at 7th level. <br />
<br />
* '''Multiple Imbue (sp)''': A 9th level Mage Blade can imbue as many weapons as his Intelligence Modifier. <br />
<br />
* '''Immediate Imbuement (su)''': When a Mage Blade of level 11 or higher scores a critical hit, she may imbue her weapon as a swift action with any spell she can channel within one turn. The target of the critical hit also becomes the target of the newly imbued spell. If the weapon is already imbued when the critical hit is scored, this ability cannot be used. <br />
<br />
* '''Advanced Energy Control''': At 13th level, a Mage Blade has learned to control the flow of magic ener-gies a lot better than before. From now on, she can channel two spell energy points per turn and the maximum of energy she can keep under his control increases to her Intelligence modifier +1 or five, whichever is lower.<br />
<br />
* '''Arcane Strike (su)''': The Mage Blade may burn her magic reserve for inflicting terrible wounds. Starting at 13th level, the Mage Blade may burn 1d6 of her spell points and may add the result of the roll to her next attack roll and inflict the same amount of additional force damage if the attack connects. In addition, the attack as a whole is treated as if it deals force damage, instead of the usual damage type of the weapon and can injure insubstantial foes. This ability works as an immediate action and can be used every d4+1 rounds. If the Mage Blade would spend more spell energy than his current energy pool, she spends all remaining spell points instead, whereby the bonus to the attack roll and the damage is equal to the spent spell points, not the actual result of the dice.<br />
<br />
* '''Maximize Spell''': A Mage Blade gains Maximize Spell as a free Bonus feat at 14th level. <br />
<br />
* '''Improved Egoist Spellcaster (su)''': This ability works like Egoist spellcaster, but grants a total +2 Bonus to the channeling speed for all spells that the Mage Blade targets on herself and a +1 Bonus to the channeling speed for the imbuement of a weapon.<br />
<br />
* '''Double Imbuement (sp)''': The Mage Blade can imbue two spells in a weapon at the same time. When the weapon hits, the Mage Blade can decide if only one or both spells are simultaneously activated. The double imbuement is much less stable than a single imbuement and will discharge after one hour, but the Mage Blade does not have to imbue both spells at the same time.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_ImmortalSerpents and Sewers: Immortal2010-03-09T08:51:46Z<p>Satyr: Blanked the page</p>
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<div></div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_HealerSerpents and Sewers: Healer2010-03-09T08:51:20Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Description and Role=<br />
Healers are, like Clerics and Druids, divine or spiritual spellcasters, but their magic is very focused on life and the living as the source of all magic powers. In their specific niche, they are more powerful than any other spellcaster, but they sacrifice versatility for this focus. In the broad public, healers are normally the most respected and even revered spellcasters and are rarely faced with the same amount of mistrust and fear than other Gifted people. On the other hand, their life magic turns the healers into formidable enemies of all undead creatures.<br />
<br />
I don't think there was any class in D&D 3.5 I found as disappointing as the original healer. A mostly useless and weak character. With a unicorn. Argh. <br />
The healer was one of the first classes I converted to Serpents and Sewers, and I took as a standard for all other spellcaster classes, including so basic ideas like that no spellcaster should be reduced to spellcasting only, but should always could contribute otherwise. Therefore the healer became not only someone who tends the injuries of her comrades, but also a threatening doom to everything undead. And gained the ability to raise themselves from the dead at the highest levels. Despite his very narrow focus within the game, the healer got some helpful additional traits, and two realy good crowning abilities.<br />
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<br />
'''Class Skills'''<br />
<br />
The Healer’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Handle Animals (Wis+Cha), Heal (Wis+Con), Knowledge (history) (2xInt), Knowledge (Nature) (2xInt), Knowledge (Religion) (2xInt), Profession (Wis+?), Ride (Dex+Cha), Spellcraft (Int+Wis) and Survival (Wis+Con).<br />
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'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier<br />
<br />
<br />
'''Spell Energy at 1st Level:''' 15 + Wis Modifier<br />
<br />
'''Spell Energy at each additional level:''' 6 + Wis modifier<br />
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'''Spell point regeneration (per hour of meditation):''' 1d10 +Wis modifier<br />
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<br />
<br />
=Table: The Healer=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +0<br />
| +0<br />
| +2<br />
| Resilience +1, Brew Potion, basic energy control<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +0<br />
| +0<br />
| +3<br />
| Retributive Strike<br />
|-<br />
|3rd <br />
| +1<br />
| +1<br />
| +1<br />
| +1<br />
| +3<br />
| Advanced Learning, Turn Undead<br />
|-<br />
|4th<br />
| +2<br />
| +2<br />
| +1<br />
| +1<br />
| +4<br />
| Leechcraft, Resilience +2<br />
|-<br />
|5th <br />
| +2<br />
| +2<br />
| +1<br />
| +1<br />
| +4<br />
| Healing Hands<br />
|-<br />
|6th <br />
| +3<br />
| +3<br />
| +2<br />
| +2<br />
| +5<br />
| Advanced Learning, advanced energy control<br />
|-<br />
|7th <br />
| +3<br />
| +3<br />
| +2<br />
| +2<br />
| +5<br />
| Merciful Weapon, Resilience +3<br />
|-<br />
|8th<br />
| +4<br />
| +4<br />
| +2<br />
| +2<br />
| +6<br />
| Bonus Feat, Sympathy Shield<br />
|-<br />
|9th <br />
| +4<br />
| +4<br />
| +3<br />
| +3<br />
| +6<br />
| Advanced Learning<br />
|-<br />
|10th <br />
| +5/+0<br />
| +5<br />
| +3<br />
| +3<br />
| +7<br />
| Aura of Vigor, Resilience +4<br />
|-<br />
|11th<br />
| +5/+0 <br />
| +5<br />
| +3<br />
| +3<br />
| +7<br />
| Battle Medic<br />
|-<br />
|12th <br />
| +6/+1<br />
| +6<br />
| +4<br />
| +4<br />
| +8<br />
| Advanced Learning, complex energy control<br />
|-<br />
|13th <br />
| +6/+1<br />
| +6<br />
| +4<br />
| +4<br />
| +8<br />
| Resilience +5<br />
|-<br />
|14th <br />
| +7/+2<br />
| +7<br />
| +4<br />
| +4<br />
| +9<br />
| Life Sense<br />
|-<br />
|15th <br />
| +7/+2<br />
| +7<br />
| +5<br />
| +5<br />
| +9<br />
| Advanced Learning<br />
|-<br />
|16th <br />
| +8/+3<br />
| +8<br />
| +5<br />
| +5<br />
| +10<br />
| Bonus Feat, Resilience +6<br />
|-<br />
|17th <br />
| +8/+3<br />
| +8<br />
| +5<br />
| +5<br />
| +10<br />
| Greater Merciful Weapon<br />
|-<br />
|18th <br />
| +9/+4<br />
| +9<br />
| +6<br />
| +6<br />
| +11<br />
| Advanced Learning, perfect energy control<br />
|-<br />
|19th <br />
| +9/+4<br />
| +9<br />
| +6<br />
| +6<br />
| +11<br />
| Ashes of the Phoenix, Resilience +7<br />
|-<br />
|20th <br />
| +10/+5/+0<br />
| +10<br />
| +6<br />
| +6<br />
| +12<br />
| Greater Aura of Vigor<br />
|-<br />
|}<br />
<br />
<br />
<br />
=Class Features=<br />
<br />
* '''Weapon and Armor Proficiencies:''' The healer is proficient with all simple weapons, as well as the sap and truncheon. He is proficient with light armor but not with any shields.<br />
<br />
* '''Spells:''' A healer casts divine spells, which are drawn from the healer spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a healer gains access to a new level of spells, he automatically knows all the spells for that level listed on the healer’s spell list. Healers also have the option of adding to their existing spell list through their ad-vanced learning ability as they increase in level (see below).<br />
A healer starts the game with 12 + Wisdom modifier spellpoints. On each additional level he gets 5 + Wisdom modifier additional spellpoints. The healer‘s spellpoints limit the use of spells like usual for spellcasters. Healers regain spellpoints like spiritual spellcasters. As protectors of life, healers have no access to blood magic and healer spells may not powered by spell points gained through blood magic.<br />
Unlike a cleric or wizard, a healer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells for the day for that spell level or above.<br />
Basic energy control: At 1st level, a healer can channel one spell energy point per turn. The total sum of Energy points the healer can keep under control is equal to his Wisdom modifier or three whichever is lower.<br />
<br />
* '''Resilience (Ex)''': Starting on 1st Level and every three levels afterwards, the healer gets a +1 bonus to all saves against all poisons and illnesses.<br />
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* '''Brew Potion:''' At first Level, a healer gets the Brew Potion feat as a bonus feat.<br />
<br />
* '''Retributive Smite (Su):''' Though the healer seeks to preserve life, there are those who would tear apart his great works. By expending a point from his spell energy pool, the healer can make a touch attack, dealing non-lethal damage equal to the number of hit points his last conjuration (healing) spell healed.<br />
<br />
* '''Advanced Learning (Ex)''': At 3rd, 6th, and every three levels thereafter, a healer can add a new spell to his list, representing the result of personal study and experimentation. The spell must be chosen from the cleric or sorcerer/wizard spell lists, and it must be of the conjuration school or the school of abjuration. The spell must be no higher than that of the highest level spell the healer already knows. Once a new spell is selected, it is forever added to that healer’s spell list, and can be cast just like any other spell on the healer’s list.<br />
<br />
* '''Turn Undead:''' A Healer can channel her life magic into a power that can halt, hinder and hurt undead creatures. Turning Undead is a standard action that cost a certain amount spell energy that can be chan-neled into the turn attempt, like all Healer spells they don’t have to be prepared before hand. Since turn-ing is no form of spellcasting, the normal limits of channeling spell energy given by the Healer’s energy control trait are neglected – a healer can invest as much spell energy as she wants into the attempt to turn undead.<br />
The costs of the check depend on the healer, granting a bonus on the turning check equal to the invested spell points. Every turning attempt costs at least one spell point. A healer can attempt to turn as many times as she has spell points left. The effect of the turning attempt is not determined with a d20, but with 2d6 (+ theHealer’s charisma modifier and the invested spell points). The result of this roll also deter-mines how many hit dice of undeads are turned or destroyed.<br />
<br />
* '''Leechcraft (Ex):''' At 4th level, the healing abilities of the healer increase: Every time he uses the Heal skill for long time care, the regeneration rates of hit points are quadrupled, not just doubled.<br />
<br />
* '''Healing Hands (Ex):''' Whenever a healer casts a spell that cures hit point damage or uses the Heal skill, he adds his Charisma modifier to the amount of damage healed. For instance, if a 5th level healer with an 18 Charisma casts Cure Light Wounds, he cures 1d8+5 points of damage, plus an additional 4 points of damage due to his Charisma bonus. <br />
<br />
* '''Advanced Energy Control''': At 6th level, a healer has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and the maximum of energy she can keep under his control increases to her Wisdom modifier +1. Independently from the healer’s wisdom bonus, the total amount of spell energy can not exceed five points.<br />
<br />
* '''Merciful Weapon (Su):''' Upon reaching 7th level, any melee weapon a healer wields gains the Merciful enhancement. At the healer’s discretion, he may deal an additional1d6 point of damage with his strike, but he deals only non-lethal damage. This additional damage is also added to any Retributive Smite the healer makes. Furthermore, when striking an undead opponent, this additional damage is added to the attack as positive energy damage.<br />
<br />
* '''Sympathy Shield (Su)''': At 8th level, a healer may add his Charisma as a deflection bonus to his Defense. This bonus also applies against incorporeal touch attacks. <br />
<br />
* '''Battle Medic (Ex)''': At 10th level, the healer become adept to administer first aid quickly and under du-ress. The healer can make a heal check to provide first aid as a move action instead of a standard action and he always can take 10 on such checks even when stress or circumstances would normally hinder him from doing so.<br />
<br />
* '''Aura of Vigor (Su)''': Starting at 10th level, a healer’s body is constantly loaded with healing energies which radiate from him. All allies within a 30 foot radius of the healer gain fast healing 2. The aura also deals two points of damage per turn to all undead creatures within a 30’ foot radius of the healer.<br />
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* '''Complex Energy Control''': At 12h level, the healer’s control of the energies of magic becomes even stronger. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to her Wisdom modifier +1 or seven spell energy points, whichever is lower.<br />
<br />
* '''Bonus Feats (Ex)''': At 8th and 16th levels, the healer gains a bonus metamagic feat of his choice. She must meet the prerequisites of this feat.<br />
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* '''Lifesense (Su)''': The healer’s connection to the positive energy plane allows him to see life energy as a brilliant glow. In addition to any normal light sources that might be present, your surroundings are illu-minated by roving points of brightness, created by the aura of living creatures. The healer can see living beings even in total darkness as if she had Blindsight 30’, but it does not allow her to ‘see’ undeads or unliving things (e.g. chairs).<br />
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* '''Greater Merciful Weapon (Su)''': The bonus from the Merciful Weapon ability increases from 1d6 to 2d6. <br />
Perfect energy control: At 18th level, a healer has perfected the arts of healing magic. She can control the inner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that he can control increases to her Wisdom mod +3. Independently from the healer’s wisdom bonus, the total amount of spell energy can’t exceed nine points, though.<br />
<br />
* '''Ashes of the Phoenix (Sp)''': At 19th level, even death cannot deny a healer’s touch. Once per week, the healer may use Resurrection as a spell like ability if the target of the spell is not longer dead than 1 hour. Though he does not need to use material components, she must expend 2,000 XP to power this ability. The Healer may use this ability on herself in the case she dies.<br />
<br />
* '''Greater Aura of Vigor (Su)''': At 20th level, a healer’s Aura of Vigor becomes much stronger – the range of the aura increases to 40 feet, and all allies gain fast healing 4. The aura is also very deadly for undead creatures – every undead within the 30’ radius suffers from 4 points of damage per turn.<br />
<br />
=Healer Spell List=<br />
Healers cast spells from the following list (and any additional spells they gain with their Advanced Learning ability).<br />
* 0th Level: Create Water, Cure / Inflict Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic<br />
* 1st Level: Bless Water, Cure / Inflict Light Wounds, Faith Healing^, Goodberry, Healthful Rest^, Invest Light Protection#, Protection from Undead, Remove Fear, Remove Paralysis, Sanctuary, Speak With Animals, Vigor, Lesser^<br />
* 2nd Level: Avoid Planar Effects^, Calm Emotions, Close Wounds^, Consecrate, Cure / Inflict Moderate Wounds, Delay Poison, Gentle Repose, Healing Lorecall^, Protection from Negative Energy^, Remove Blindness/Deafness, Remove Disease, Shield Other, Spawn Screen^, Lesser Restoration<br />
* 3rd Level: Create Food and Water, Cure /Inflict Serious Wounds, Daylight, Invest Moderate Protec-tion#, Neutralize Poison, Remove Curse, Restoration, Searing Light, Spark of Life^, Status, Vigor^, Vigor Mass Lesser^<br />
* 4th Level: Astral Hospice^, Channeled Divine Health#, Cure / Inflict Critical Wounds, Death Ward, Delay Death^, Freedom of Movement, Healing Spirit#, Mass Cure /Inflict Light Wounds, Panacea^, Positive Energy Aura^, Revenance^, Sheltered Vitality^<br />
* 5th Level: Atonement, Break Enchantment, Mass Cure / Inflict Moderate Wounds, Invest Heavy Pro-tection#, Life’s Grace^, Radiance#, Raise Dead, Renewed Vigor#, Revivify^, Sanctuary, Mass^, Stone to Flesh, True Seeing, Vigor, Greater^<br />
* 6th Level: Greater Restoration, Harm, Heal, Heroes’ Feast, Mass Cure / Inflict Serious wounds, Regen-erate, Revive Outsider^, Vigorous Circle^<br />
* 7th Level: Mass Cure /Inflict Critical Wounds, Fortunate Fate^, Renewal Pact^, Repulsion, Restoration, Mass^, Resurrection<br />
* 8th Level: Death Pact^, Death Ward, Mass^, Discern Location, Holy Aura, Mass Heal<br />
* 9th Level: Foresight, Gate, True Resurrection, Undeath’s Eternal Foe^<br />
<br />
^ Spell found in Spell Compendium<br />
<br />
# Spell found in Players Handbook II</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_DruidSerpents and Sewers: Druid2010-03-09T08:48:49Z<p>Satyr: </p>
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<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
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Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Description and Role=<br />
Druids manipulate similar powers as clerics, but while Clerics track their magical powers back on the patronage of their god, druids either worship nature themselves or its spirits. There are several religions of primal or nature deities where the high priests are in fact druids. When the Berserker is the wild coun-terpart of more civilized warriors, the Druid is the primal counterpart of the more civilized clerics and battle priests. Druids try to live in harmony with their environment and often become protectors of endangered glens or places of spiritual powers.<br />
<br />
The conversion of the druid was some kind of a problem, as we felt that the original class was much too strong and completely failed to implement the feeling of a wise man or woman close to nature. So the S&S druid loses several of the more traditional abilities (most significantly the shapeshift ability and the animal companion) but gains a more wilderness-based set of abilities.<br />
This druid is the wid and untamed counterpart to the supposedly civilized cleric.<br />
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<br />
'''Class Skills'''<br />
<br />
The Druid’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Handle Animals (Wis+Cha), Heal (Wis+Con), Knowledge (history) (2xInt), Knowledge (Nature) (2xInt), Knowledge (Religion) (2xInt), Profession (Wis+?), Ride (Dex+Cha), Spellcraft (Int+Wis) and Survival (Wis+Con).<br />
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'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 9 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 2 + Con modifier.<br />
<br />
<br />
'''Spell Points at 1st level''': 12 + Wis modifier<br />
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'''Spell points at each additional level''': 5 + Wis modifier<br />
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'''Spell point regeneration (per hour of meditation)''': 1d10 +Wis modifier<br />
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<br />
=Table: The Druid= <br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +1<br />
| +0<br />
| +2<br />
| wild empathy, favorite environment 1, simple energy control<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| woodland stride<br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +2<br />
| +1<br />
| +3<br />
| instinctive defense<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +2<br />
| +1<br />
| +4<br />
| Resist Nature's Lure +1<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +3<br />
| +1<br />
| +4<br />
| favorite environment 2<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| advanced energy control<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| Trackless Step<br />
|-<br />
|8th<br />
| +6/+1 <br />
| +4<br />
| +4<br />
| +2<br />
| +6<br />
| Resist Nature's Lure +2<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +3<br />
| +6<br />
| Venom Immunity<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| Favorite Environment 3<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| <br />
|-<br />
|12th <br />
| +9/+4<br />
| +6 <br />
| +6<br />
| +4<br />
| +8<br />
| complex energy control, Resist Nature's Lure +3<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| <br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +6<br />
| +4<br />
| +9<br />
| Timeless Body<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +7<br />
| +5<br />
| +9<br />
| favorite environment 4<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +7<br />
| +5<br />
| +10<br />
| Resist Nature's Lure +4<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +8<br />
| +5<br />
| +10 <br />
| Woodland Sprint<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +8<br />
| +6<br />
| +11<br />
| Perfect Energy control<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +9<br />
| +6<br />
| +11<br />
|<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +9<br />
| +6<br />
| +12<br />
| favorite Environment 5, Resist Nature's Lure +5<br />
|-<br />
|}<br />
<br />
<br />
=Druid Class Features=<br />
<br />
* '''Weapon and Armor Proficiency:''' Druids are proficient with all simple weapons, shortbows (including composite shortbows) and one martial melee weapon of the player’s choice. Druids are also proficient with light armor and with shields (except tower shields).<br />
<br />
* '''Bonus Languages''': A druid’s bonus language options include Sylvan, the language of woodland crea-tures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.<br />
<br />
* '''Spells''': A druid casts divine spells, which are drawn from the druid spell list. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. <br />
Like other spellcasters, a druid can cast only a certain number of spells per day limited on their number of spell points. At first level, a druid gains 10 + Wisdom Modifier spellpoints, and 4 + Wisdom Modi-fier on each additional level. <br />
A druid’s selection of spells is extremely limited. A druid begins play knowing all 0-level spells and two 1st-level spells of your choice. At each new level, a druid gains a pool of 8 + Wisdom modifier acquisi-tion points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A druid with Wisdom 18 reaching 7th level would gain 12 points to gather new spells – he could learn 4 level 3 spells, 6 level 2 spells or 12 level 1 spells or a combination of this like 3 level-3 spells, two level-1 spells and two new cantrips). These new spells must chosen from the druid spell list. A druid cannot spare his spell acquisition points to learn more powerful spells on a higher level.<br />
<br />
Unlike a wizard or a cleric, a druid need not prepare his spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spellpoints. She does not have to decide ahead of time which spells she’ll cast.<br />
Basic energy control: At 1st level, a druid can channel one spell energy point per turn. The total sum of Energy points the druid can keep under control is equal to his Wisdom modifier or three, whichever is lower.<br />
<br />
* '''Favorite Environment (Ex)''': At 1st level, a druid may select a natural environment from among those given on Table: Favored Environments. Due to the druid's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that envi-ronment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground envi-ronments, if the druid has selected underground as a favored environment). <br />
At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the druid may select an addi-tional favored environment from those given on the table and gains an identical bonus on the appropri-ate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level druid has two favored environments. In one she has a +4 bonus on the appropriate skill checks, and in the other she has a +2 bonus. At 10th level, she has three favored environments, and she gains an additional +2 bonus, which she can allocate to any of her three favored environments. Thus, her bonuses could be either +4, +4, and +2 or +6, +2, and +2. <br />
If the druid chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest). <br />
The game master may rule that a druid can't select an environment that she has never visited.<br />
<br />
==Table: Favored Environments==<br />
{|<br />
! Environment<br />
! Examples<br />
|-<br />
|Aquatic<br />
|sea, ocean (on or under water)<br />
|-<br />
|Desert, cold<br />
|tundra<br />
|-<br />
|Desert, temperate or warm<br />
|badlands, sandy desert<br />
|-<br />
|Forest, cold or temperate<br />
|forests, taiga<br />
|-<br />
|Forest, warm <br />
|jungle<br />
|-<br />
|Hills<br />
|rugged terrain up to 2,000 feet elevation<br />
|-<br />
|Marsh<br />
|bog, moor, swamp<br />
|-<br />
|Mountains<br />
|rugged terrain above 2,000 feet elevation<br />
|-<br />
|Plains<br />
|farmland, grassland, steppe, prairie<br />
|-<br />
|Underground<br />
|dungeons, caverns<br />
|-<br />
|}<br />
<br />
<br />
<br />
* '''Wild Empathy (Ex):''' A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually un-friendly. <br />
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but as with influencing people, it might take more or less time. <br />
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.<br />
<br />
* '''Woodland Stride (Ex)''': Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.<br />
Instinctive Defense (Ex): When unarmored and unencumbered, a third level druid adds her Wisdom bonus (if any) to her Defense. In addition, a druid gains a +1 bonus to AC at 7th level. This bonus in-creases by 1 for every four Druid levels thereafter (+2 at 11th, +3 at 15th, and +4 at 19th level).<br />
These bonuses to AC apply even against touch attacks or when the druid is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, carries a shield or when she carries a medium or heavy load.<br />
<br />
* '''Resist Nature’s Lure (Ex)''': Starting at 4th level, a druid gains a +1 bonus on saving throws against the spell-like abilities of elementals, fey and elemental creatures. This bonus increases by +1 every four levels after.<br />
<br />
* '''Advanced Energy Control''': At 6th level, a druid has learned to control the flow of magic energies a lot better than before. From now on, she can channel up to two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy she can keep under his control increases to her Wisdom modifier +1. Additionally, she gains an additional spell acquisition point per level (increasing the total to 7 + Wisdom modifier).<br />
<br />
* '''Trackless Step (Ex)''': Starting at 7th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.<br />
<br />
* '''Venom Immunity (Ex)''': At 9th level, a druid gains immunity to all poisons.<br />
<br />
* '''Complex Energy Control''': At 12h level, the druid’s ability to control her magical energies increase again. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to 2 + Wisdom modifier. The druid also gains an additional spell acquisition point per level (up to the total of 8 + Wisdom modifier).<br />
<br />
* '''Timeless Body (Ex)''': After attaining 14th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. <br />
Bonuses still accrue, and the druid still dies of old age when her time is up.<br />
<br />
* '''Woodland Sprint (Ex)''': At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.<br />
<br />
* '''Perfect energy control''': At 18th level, a druid has mastered the arts of spiritual magic. She can control the inner flame of magic so effectively that she can channel up to 4 spellpoints per turn. The maximum of spell energy that she can control increases to 3 + Wisdom mod. Her spell acquisition points per level increases to 9 + Wisdom modifier.<br />
<br />
<br />
<br />
<br />
<br />
=Druid Class varieties=<br />
<br />
<br />
==Wild Avenger==<br />
Some Druids are not focused on the protection of the wild and the harmony, but on the revenge for real or imagined iniquities against nature. These Avenger Druids have often become spiteful and bitter dur-ing the conflict between civilization and nature and decided to take sides – against civilization. <br />
Wild Avenger Druids gain a favorite enemy feature on 1st, 5th, 10th, 15th and 20th level instead of the usual Favorite Environment. This grants them the usual boni against those who they see as the enemies of nature.<br />
<br />
<br />
==Glen Druids==<br />
While the regular druid travels and learn as much as they can about nature, the Glen Druid closes a pact with a certain stripe of land. This territory, the druid’s glen, becomes the centerpiece of the druid’s in-terests and powers, but on the other hand they are bound to this land and rarely leave it. The glen has a size of Druid class levels x 10 acres.<br />
<br />
On 1st level, a Glen Druid gains a +3 conditional bonus to all spellcasting checks.<br />
<br />
On 5th level, the Druids gains Fast Healing 1 as long as he is in the glen territory.<br />
<br />
On 10th level, the glen counts as sacred territory for the regeneration of spell points.<br />
<br />
On 15th level, the Glen Druid gains Fast Healing 2 as long as he is within the glen’s boundaries.<br />
<br />
On 20th level, the Druid automatically regenerates a number of spell points equal to twice wisdom bonus per hour when they are within the boundaries of the glen. In addition, they can ''Tree-stride'' at will within the glen.<br />
<br />
Glen Druids do not gain the Favorite Environment class trait for any other environment apart from their glen. They gain a +2 bonus on Perception, Stealth and Survival checks when they are within the boundaries of their glen, which increases every five levels by +2, but no other benefits.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_DefenderSerpents and Sewers: Defender2010-03-09T08:47:04Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
<br />
=Role and Description=<br />
The defender is a warrior who puts most of his emphasis on the defense, not the offense. This means that these warriors are often slower than other warriors, but on the other hand, the defender is extremely difficult to overcome in combat. He may only move slowly, and will not slaughter legions of hapless, lightly armore pawns, but he moves like a glacier - slow but unstoppable. The slow movements of the defender should not be underestimated, though - while the defender does not hit often, he hits hard. <br />
<br />
In many regards, the Defender is the polar opposite to the Bravo. The Bravo is all about the offense and high mobility. A defender neglects the offense to protect himself and others and doesn't move at all as long as it is not necessary. Bravos prefer light, quick weapons for fast attack and fancy fencing; the defender uses weapons which are as themselves slow, but inevitable.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Denfender's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (geography) (2xInt), Knowledge (warfare and tactics) (2xInt) , Perform (weapon drill) (Cha+Str), Perception (Con+Wis), Ride (Dex + Cha), Stealth (Dex + Con) and Survival (Wis + Con). <br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 18 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 5 + Con modifier.<br />
<br />
=Table: The Defender=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +1<br />
| +3<br />
| +1<br />
| +2<br />
| Combat Expertise, Expanded Armor profiency, Armor Expertise +1<br />
|-<br />
|2nd <br />
| +1<br />
| +2<br />
| +4<br />
| +1<br />
| +3<br />
| Stable, Uncanny Dodge<br />
|-<br />
|3rd <br />
| +2<br />
| +3<br />
| +5<br />
| +2<br />
| +3<br />
| Simple Art of War, Diehard<br />
|-<br />
|4th<br />
| +3<br />
| +4<br />
| +5<br />
| +2<br />
| +4<br />
| Armored Defense, Armor Expertise +2, Toughness +3<br />
|-<br />
|5th <br />
| +3<br />
| +5<br />
| +6<br />
| +3<br />
| +4<br />
| Mettle<br />
|-<br />
|6th <br />
| +4<br />
| +6<br />
| +7<br />
| +3<br />
| +5<br />
| Simple Art of War, improved uncanny dodge<br />
|-<br />
|7th <br />
| +5/+0<br />
| +7<br />
| +7<br />
| +3<br />
| +5<br />
| Energy Resistance, Armor Expertise +3<br />
|-<br />
|8th<br />
| +6/+1<br />
| +8<br />
| +8<br />
| +4<br />
| +6<br />
| Counterstrike, Toughness +6<br />
|-<br />
|9th <br />
| +6/+1<br />
| +9<br />
| +9<br />
| +4<br />
| +6<br />
| Bodyguard, Advanced Art of War<br />
|-<br />
|10th <br />
| +7/+2<br />
| +10<br />
| +9<br />
| +5<br />
| +7<br />
| Light Fortification, Armor Expertise +4<br />
|-<br />
|11th<br />
| +8/+3<br />
| +11<br />
| +10<br />
| +5<br />
| +7<br />
| Improved Mettle<br />
|-<br />
|12th <br />
| +9/+4<br />
| +12<br />
| +11<br />
| +6<br />
| +8<br />
| Advanced Art of War, Toughness +9<br />
|-<br />
|13th <br />
| +9/+4<br />
| +11<br />
| +13<br />
| +6<br />
| +8<br />
| Incredible Toughness, Armor Expertise +5<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +14<br />
| +12<br />
| +6<br />
| +9<br />
| Greater Armor Defense<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +15<br />
| +13<br />
| +7<br />
| +9<br />
| Medium Fortification, Complex Art of War<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +16<br />
| +13<br />
| +7<br />
| +10<br />
| Greater Counterstrike, Armor Expertise +6, Toughness +12<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +17<br />
| +14<br />
| +8<br />
| +10<br />
| Greater Energy Resistance<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +18<br />
| +15<br />
| +8<br />
| +11<br />
| Complex Art of War<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +19<br />
| +15<br />
| +9<br />
| +11<br />
| Unstoppable, Armor Expertise +7<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +20<br />
| +16<br />
| +9<br />
| +12<br />
| Full Fortification, Toughness +15<br />
|-<br />
|}<br />
<br />
=Class Traits=<br />
<br />
* '''Weapon and Armor Proficiency''': The defender is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).<br />
<br />
* '''Combat Expertise''': The defender gains Combat Expertise as a bonus feat at 1st level. When the defender use the combat expertise in combat, he is not limited to a -5 penalty to his attack rolls.<br />
<br />
* '''Expanded Armor profiency (Ex)''': The defender is automatically proficient with all kinds of armor, without knowing it beforehand, including all forms of exotic armor. <br />
<br />
* '''Armor Expertise (Ex)''' : At 1st level, 4th level and every 3 levels after the defender may reduce the armor check penalty of every worn armor by one, except for spellcasting issues. The armor check penalty of an armor cannot be lower than 0. If the Armor Check Penalty of a worn armor is reduced to 0, the defender may ignore the speed reduction for wearing the armor.<br />
<br />
* '''Stable (Ex)''': The defender gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). <br />
<br />
* '''Uncanny Dodge (Ex)''': Starting at 2nd level, a defender can react to danger before her senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to Defense if immobilized. <br />
If a defender already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.<br />
<br />
* '''Art of War''': At level 3, and every three level after that, the defender gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a defender must possess the prerequisite abilities to take the ability in question.<br />
<br />
* '''Diehard''': The Defender gains Diehard as a bonus feat at third level.<br />
<br />
* '''Armored Defense (Ex)''': A defender gains a bonus to his defense when wearing armor. The heavier the armor is, the higher the defense bonus is. A light armor grants a +1, a medium armor a +2 and a heavy armor a +3 bonus to the defense bonus. At 14th level, the bonuses are doubled (+2/+4/+6 for light/medium/heavy armor).<br />
<br />
* '''Toughness (ex)''': At 4th, 8th, and every 4 levels thereafter, the Defender gains three additional hitpoints. The amount of punishment a defender can take is without equal.<br />
<br />
* '''Mettle (Ex)''': Starting at 5th level, a Paladin has mastered a stronger resistance against magic. He can resist magical attacks with her great willpower and fortitude. If he makes a successful fortitude or will save against an attack that normally would have a lesser effect (such as any spell with a saving throw entry of will half or fortitude partial) he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.<br />
<br />
* '''Improved Uncanny Dodge (Ex)''': A defender of 6th level or higher can no longer be flanked. This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.<br />
<br />
* '''Energy Resistance (Ex)''': At 7th level, the Defender gains a general Energy Resistance equal to the Damage Resistance of the armor he wears (if any). At 17th level, this energy resistance increases by 10 points, as long as he wears any armor. <br />
<br />
* '''Counterstrike (Ex)''': The Defender may use his superior defensive abilities to lure an attacker into an unfortunate situation, just to hit them as hard as they can. When a Defender of 8th or higher level or higher beats the attack roll with his defense by 10 or more points, he gains a +5 bonus to the attack roll and the damage (+10, if a two-handed weapon is used) for the next attack against this attacker.<br />
At 16th level, the defender only needs to beat the attack roll by a margin of five, to trigger the counterstrike ability.<br />
<br />
* '''Bodyguard (ex)''': Allies who stand adjacent to the Defender gains the advantage of partial cover. Once per round the defender can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.<br />
<br />
* '''Light Fortification (ex)''': The robust armor and composure of a 10th level defender allow him to specifically defend the weakest points in his armors. When a critical hit or sneak attack is scored on her, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally as long as the defender is wearing any armor.<br />
<br />
* '''Improved Mettle (ex)''': This ability works like Mettle, except that while the Defender still takes no damage on a successful Fortitude or Will Save saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Defender does not gain the benefit of improved evasion.<br />
<br />
* '''Incredible Toughness (ex)''': Starting at 13th level, the defender increases his Shock Value by +3.<br />
<br />
* '''Medium Fortification (ex)''': This ability works like Light Fortification, but the chance to avoid the additional damage from critical hits or precision damage increase to 50%.<br />
<br />
* '''Unstoppable (ex)''': At 19th level, the defender may transfer the damage of one single attack into non-lethal damage. The defender may use this ability only once per turn.<br />
<br />
* '''heavy Fortification (ex)''': At 20th level, the defender becomes immune against critical hits and precision damage like sneak attacks as long as he is wearing any armor.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_CommanderSerpents and Sewers: Commander2010-03-09T08:42:12Z<p>Satyr: </p>
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<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
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Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Role and Description=<br />
<br />
The Commander is a leader of men. He is not an invicible warrior or a master of many weapons, but a keen strategist and leader of warbands and armies. A Commander may not be the deadliest opponent, but he is able o turn a ragtag band of adventurers into a specialised commando troop. The commander is a leader, who can boost the morals and the discipline of his followers and turn them in a well cooperat-ing team. Under the leadership of a good commander, the prowess of many warriors is greatly increased and often, the calm commands and battle plans of the leader are more important than the sword arm of an additional fighter.<br />
Archetypical Commanders are often chiefs, officers or nobles, but you can also use the commander as a base for music inspired motivator class, if you miss the Bard of old.<br />
<br />
The commander is a replacement for the - actually quite weak - marshal class. I didn't like the idea of the auras (too much Diablo II for my taste), so I tried to make a complete unmagical character whosae complete unmagical commands and tactical dvice works similar to buffing spells, but do not increase the inflation of magic.<br />
The commander has an odd role - on the one hand, he is clearly a support character, on the other hand he has a very strong claim for the party leadership. Depending on the group, this can either be a source of many, many annoying conflicts or a strong and helpful hierarchy.<br />
The commander has several good abilities, but suffers from a mild case of MADness.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Commander's class skills (and the key ability for each skill) are Athletics (Str+Con), Handle Animals (Wis+Cha), Intrigue (2xCha), Intimidate (Str+Cha), Knowledge (royalty and nobility) (2xInt), Knowledge (tactics and warfare) (2xInt), Languages(Int+Cha), Perform (any) (Cha+?), Perception (Con+Wis), Ride (Dex + Cha) Sense Motive (Wis + Cha) and Survival (Wis+Con).<br />
<br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier.<br />
<br />
<br />
=Table: Commander=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +2<br />
| +1<br />
| +2<br />
| Command, Rally<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +3<br />
| +1<br />
| +3<br />
| Lead from the front<br />
|-<br />
|3rd <br />
| +2<br />
| +2<br />
| +3<br />
| +2<br />
| +3<br />
| Improved Initiative<br />
|-<br />
|4th<br />
| +3<br />
| +3<br />
| +4<br />
| +2<br />
| +4<br />
| Bonus Feat, Command<br />
|-<br />
|5th <br />
| +3<br />
| +3<br />
| +4<br />
| +3<br />
| +4<br />
| Presence of Leadership<br />
|-<br />
|6th <br />
| +4<br />
| +4<br />
| +5<br />
| +3<br />
| +5<br />
| Leadership, It's only a flesh wound +1<br />
|-<br />
|7th <br />
| +5/+0<br />
| +5<br />
| +5<br />
| +3<br />
| +5<br />
| Command<br />
|-<br />
|8th<br />
| +6/+1<br />
| +6<br />
| +6<br />
| +4<br />
| +6<br />
| Bonus Feat<br />
|-<br />
|9th <br />
| +6/+1<br />
| +6<br />
| +6<br />
| +4<br />
| +6<br />
| Grant Move Action<br />
|-<br />
|10th <br />
| +7/+2<br />
| +7<br />
| +7<br />
| +5<br />
| +7<br />
| Presence of Leadership, Command<br />
|-<br />
|11th<br />
| +8/+3<br />
| +8<br />
| +7<br />
| +5<br />
| +7<br />
| Legendary Leader<br />
|-<br />
|12th <br />
| +9/+4<br />
| +9<br />
| +8<br />
| +6<br />
| +8<br />
| Bonus Feat, It's only a flesh wound +2<br />
|-<br />
|13th <br />
| +9/+4<br />
| +9<br />
| +8<br />
| +6<br />
| +8<br />
| Command<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +10<br />
| +9<br />
| +6<br />
| +9<br />
| We will win<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +11<br />
| +9<br />
| +7<br />
| +9 <br />
| Presence of Leadership<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +12<br />
| +10<br />
| +7<br />
| +10<br />
| Bonus Feat, Command<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +12<br />
| +10<br />
| +8<br />
| +10<br />
| Protect the Commander<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +13<br />
| +11<br />
| +8<br />
| +11<br />
| Grant Attack action, It's only a flesh wound +3<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +14<br />
| +11<br />
| +9<br />
| +11<br />
| Command<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +15<br />
| +12<br />
| +9<br />
| +12<br />
| Bonus Feat, Presence of Leadership<br />
|-<br />
|}<br />
<br />
=Commander Class Features=<br />
<br />
* '''Weapon and Armor Proficiency''': Commanders are proficient with all simple and martial weapons and with light and medium armor and with shields (except tower shields).<br />
<br />
<br />
* '''Command (ex)''': As a Standard action that provokes no attack of opportunity, a Commander may com-mand his troops in a combat situation. At first level and every three levels thereafter, the commander gains a new command that he can install on the battlefield. The Commands are chosen from the list above. To profit from one or the Commands, a character must be able to hear and understand the com-mander. The effect of this Command holds on for a number of rounds equal to 3+ the Commander’s Charisma Bonus. The commander himself gains no bonus from this ability and no character can profit from more than one command bonus at the same time.<br />
*· ''Aim for the eyes'' - Allies may add the Commander’s charisma bonus as a morale bonus to their damage with ranged weapons.<br />
*· ''Engage!'' – Allies may add the Commander’s charisma bonus as a morale bonus to their attack rolls in melee.<br />
*· ''Hold the line!'' – Allies may add double the Commander’s charisma bonus as a morale bonus to all attack of opportunities<br />
*· ''Defense!'' - Allies may add the Commander’s charisma bonus as a morale bonus to their Defense rolls.<br />
*· ''Strike deep!'' - Allies may add the Commander’s charisma bonus as a morale bonus to their dam-age with melee weapons.<br />
*· ''Protect each other!'' - Allies may add the Commander’s charisma bonus as a morale bonus to the bonus of the help another action and to attack rolls when flanking.<br />
*· ''Do you want to live forever?'' - Allies may add the Commander’s charisma bonus as a morale bonus to attacks and damage when charging and gain a number of temporary hitpoints equal to the Commander’s charisma score.<br />
*· ''Courage!'' - Allies may add the Commander’s charisma bonus as a morale bonus to Will saves, and twice that amount against fear and fear related effects or powers.<br />
*· ''Go go go!'' – Allies increase their base speed by 10 feet.<br />
*· ''Steady Hand!'' - Allies may add the Commander’s charisma bonus as a morale bonus to their at-tack rolls with ranged weapons.<br />
*· ''Capture them!'' - Allies may add the Commander’s charisma bonus as a morale bonus to trip and disarm attempts and their attack rolls to deal nonlethal damage.<br />
*· ''It is only a hedge witch!'' - Allies may add the Commander’s charisma bonus as a morale bonus to all Saving throws against all spells and spell-like effects.<br />
*· ''Watch out!'' - Allies may add the Commander’s charisma bonus as a morale bonus to Spot, Search and Initiative checks.<br />
<br />
<br />
* '''Rally (ex):''' On the battlefield, communication between the members of a war party is the key to not being surprised by foes. As a standard action that provokes no attack of opportunity, the commander may raise a powerful alert that helps to warn and coordinate his allies, granting them a +4 bonus to all rolls to avoid being surprised. The Commander himself gains no bonus fro this ability.<br />
<br />
<br />
* '''Lead from the front (ex)''': Whenever the Commander charges an enemy, his allies are inspired by his example. Until the start of the Commander’s next turn, all allies within 30’ foot +5 feet for every point of Charisma modifier, gain a +2 morale bonus to attack rolls and damage when they charge.<br />
<br />
<br />
* '''Improved Initiative''': A commander needs a quick reaction time to be able to make decisions within a heartbeat. Therefore, he gains Improved Initiative as a bonus feat on 3rd level.<br />
<br />
<br />
* '''Bonus Feats''': On 4th, 8th and every four levels afterwards, the Commander may chose one feat from the fighter feat list as a bonus feat.<br />
<br />
<br />
* '''Presence of Leadership (ex)''': A 5th level Commander is inspiring enough that his presence alone in-spires his troops. As long as the Commander is actively involved in a combat and not hindered through conditions that forces him to upstain from the battle, all allies within 30’ +5 feet for every point of Cha-risma modifier gain a moral bonus to certain combat rolls equal to the Commander’s Charisma bonus. With increasing levels, the effect of this power increases.<br />
*· ''5th level:'' Initiative and Saving throws against fear and fear related effects<br />
*· ''10th level:'' Attack Rolls<br />
*· ''15th level:'' Damage Rolls<br />
*· ''20th level:'' Defense and all Will Saves<br />
<br />
The effects of Presence of leadership stack with the morale bonus from the Commander’s Command ability, even though both are moral bonuses. It does not stack with any other morale bonuses, though.<br />
<br />
<br />
* '''Leadership''': On 6th level, the Commander gains Leadership as a Bonus feat.<br />
<br />
* '''It's only a flesh wound (ex)''': On level 6, 12 and 18, the commander gains an additional level of scratches.<br />
<br />
* '''Grant Move action (ex)''': As a full round action that provokes an attack of opportunity, the Commander may grant an ally an additional move action. The ally must take the additional move action immediately, and must be within a 30’ +5 feet for every point of Charisma modifier radius and must be able to hear and understand the Commander.<br />
<br />
<br />
* '''Legendary Leader (ex)''': At 11th level, the reputation of the commander has increased to legendary pro-portions. This grants him a +4 bonus to all Diplomacy and Intimidate and a +4 Bonus to his leadership score.<br />
<br />
<br />
* '''We will win (ex)''': At 14th level, whenever the Commander successfully delivers an attack that deals enough damage to immediately kill an enemy or drop him nauseated from a heavy hit, his allies are motivated and their lust for blood is stirred – all allies within 30’ +5 feet for every point of Charisma modifier radius of the Commander gain an immediate move action or attack with their highest attack bonus.<br />
<br />
<br />
* '''Protect the Commander (ex)''': At 17th level, whenever the commander is tripped, knocked prone, can not continue to fight because of a status condition, or has lost more than ¾ of his hitpoints, all allies adjacent to the Commander gains a +4 bonus to attack rolls.<br />
<br />
<br />
* '''Grant Attack (ex)''': At 18th level, the Commander can coordinate the Attack of an ally to devastating effect. As a full round action that provokes an attack of opportunity, the Commander may grant an ally an addi-tional attack with the highest attack bonus. The ally must make the additional attack immediately, and must be within a 30’ +5 feet for every point of Charisma modifier radius and must be able to hear and understand the Commander.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_ClericSerpents and Sewers: Cleric2010-03-09T08:41:10Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
<br />
=Description and Role=<br />
<br />
A cleric is a servant of a God, granted with spellcasting powers through is faith. It is up to debate if the cleric’s powers originate in the deity or if their faith is only used as a focus to cast and control the magic energies. Only an extremely small minority of the actual clergymen are indeed Clerics, but in almost all religious communities, they hold all the powers. Clerics are powerful spellcasters, but not nearly as martial as their Battle Priest counter parts. Independently of the actual source of their powers, Clerics are mostly focused on using spells which fit into the domain of their gods. Apart from their magical Gifts, Clerics are trained in rethorics and preaching and can turn a crowd of listeners into a fanatic mob.<br />
There are countless examples of Clerics in fantasy literature and wonderworkers in historical texts, ranging from shamans to bishops. <br />
<br />
The cleric is the civilized counterpart to the supposedly 'wild' druid, or the man of the word in comparison to the man of the sword the Battle priest is; Clerics are primarily divine spellcasters, and in this area they are the best. They are also intellectual characters with a profound education and a vast knowledge and are competent social characters, who do not need magic to convince their followers. <br />
<br />
From a roleplaying perspective, clerics are somewhat a challenge, as they require to be played as faithful, convincing characters. It is too easy to reduce this piety to blind fanaticism. A good played cleric should be able to convert every other player character through arguments and roleplaying alone. A badly played cleric will either completely lack any features of a strong faith or will annoy the other characters and players with his felt moral superiority. This should be avoided, as it can lead to a lot of anger and strive within a gaming group.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The cleric’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Intrigue (2xCha), Heal (Wis+Con), Knowledge (history) (2xInt),Knowledge (Religion) (2xInt), Knowledge (the planes) (2xInt), Profession (Wis+?) and Spellcraft (Int+Wis).<br />
<br />
'''Skill Points at 1st Level''': (2 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 2 + Int modifier.<br />
<br />
<br />
'''Hit Points at 1st Level''': 9 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 2 + Con modifier<br />
<br />
<br />
'''Spell Points at 1st level:''' 12 + Wis modifier<br />
<br />
'''Spell points at each additional level:''' 5 + Wis modifier<br />
<br />
'''Spell point regeneration (per hour of meditation):''' 1d10 +Wis modifier<br />
<br />
=Table: The Cleric=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +0<br />
| +0<br />
| +2<br />
| Lore, basic energy control, Turn Undead<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +0<br />
| +0<br />
| +3<br />
| Sermon, Inspire Courage +1<br />
|-<br />
|3rd <br />
| +1<br />
| +1<br />
| +1<br />
| +1<br />
| +3<br />
|<br />
|-<br />
|4th<br />
| +2<br />
| +2<br />
| +1<br />
| +1<br />
| +4<br />
|<br />
|-<br />
|5th <br />
| +2<br />
| +2<br />
| +1<br />
| +1<br />
| +4<br />
| Bonus Feat<br />
|-<br />
|6th <br />
| +3<br />
| +3<br />
| +2<br />
| +2<br />
| +5<br />
| Advanced Energy Control<br />
|-<br />
|7th <br />
| +3<br />
| +3<br />
| +2<br />
| +2<br />
| +5<br />
| Inspire Hope and Despair<br />
|-<br />
|8th<br />
| +4<br />
| +4<br />
| +2<br />
| +2<br />
| +6<br />
| Inspire Courage +2<br />
|-<br />
|9th <br />
| +4<br />
| +4<br />
| +3<br />
| +3<br />
| +6<br />
| Convert<br />
|-<br />
|10th <br />
| +5/+0<br />
| +5<br />
| +3<br />
| +3<br />
| +7<br />
| Bonus Feat<br />
|-<br />
|11th<br />
| +5/+0<br />
| +5<br />
| +3<br />
| +3<br />
| +7<br />
| <br />
|-<br />
|12th <br />
| +6/+1<br />
| +6<br />
| +4<br />
| +4<br />
| +8<br />
| complex energy control<br />
|-<br />
|13th <br />
| +6/+1<br />
| +6<br />
| +4<br />
| +4<br />
| +8<br />
|<br />
|-<br />
|14th <br />
| +7/+2<br />
| +7<br />
| +4<br />
| +4<br />
| +9<br />
| Inspire Courage +3<br />
|-<br />
|15th <br />
| +7/+2<br />
| +7<br />
| +5<br />
| +5<br />
| +9<br />
| Bonus Feat<br />
|-<br />
|16th <br />
| +8/+3<br />
| +8<br />
| +5<br />
| +5<br />
| +10<br />
|<br />
|-<br />
|17th <br />
| +8/+3<br />
| +8<br />
| +5<br />
| +5<br />
| +10<br />
|<br />
|-<br />
|18th <br />
| +9/+4<br />
| +9<br />
| +6<br />
| +6<br />
| +11<br />
| perfect energy control<br />
|-<br />
|19th <br />
| +9/+4<br />
| +9<br />
| +6<br />
| +6<br />
| +11<br />
|<br />
|-<br />
|20th <br />
| +10/+5/+0<br />
| +10<br />
| +6<br />
| +6<br />
| +12<br />
| Bonus Feat, inspire courage +4<br />
|-<br />
|}<br />
<br />
<br />
=Cleric Class Features=<br />
<br />
* '''Weapon and Armor Proficiency''': Clerics are proficient with all simple weapons, with light armor and with shields (except tower shields).<br />
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial or Exotic Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.<br />
Servant of the Gods: At character creation, the cleric chooses a god he follows. He is a servant of this god’s religion and has the mission to further, strengthen and spread his faith and fight its enemies. A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield and weapon proficiencies. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).<br />
<br />
* '''Spells''': A cleric casts divine spells, which are drawn from the cleric spell list. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. A cleric must succeed in a Concentration check to successfully cast a spell (DC = 15 + Spell level).<br />
Like other spellcasters, a cleric can cast only a certain number of spells per day limited on their number of spell points. At first level, a cleric gains 10 + Wisdom Modifier spellpoints, and 4 + Wisdom Modi-fier on each additional level.<br />
A cleric regains spell points as a full spiritual spellcaster.<br />
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his spell points. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.<br />
A cleric may know any number of spells and can learn additional spells from holy texts and scripts.<br />
<br />
* '''Known Spells''': A cleric begins play with a holy book containing all 0-level cleric spells plus four 1st-level spells of your choice and all domain spells he is able to cast. For each point of Wisdom bonus the battle priest has, the holy book holds one additional 1st-level spell of your choice. At each new level, a Cleric gains a pool of 4 + Wisdom modifier acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A Cleric with Wisdom 18 reaching a new level would gain 12 points to gather new spells – he could learn 4 level 3 spells, 6 level 2 spells or 12 level 1 spells or a combination of this like 3 level-3 spells, two level-1 spells and two new cantrips.).<br />
Apart from this basic stock of spells and the domain spells, the cleric has to learn all further spells from other priests of their faith who are willing to train them or learn the spell from one of the holy texts of their faith. Learning a new spell requires that the source is available and takes a number of days equal to the spell’s level. The Cleric automatically learns all domain spells when he becomes able to cast them.<br />
<br />
* '''Domain Spells''': Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains se-lected. The cleric can cast the domain spells granted by the chosen domains as if they were one level lower – they cost less spellpoints, can be channelled faster and the DC of the casting check is lower.<br />
<br />
* '''Lore (Ex)''': Thanks to long hours of study, a cleric has a wide range of stray knowledge. The cleric may make a special Lore knowledge check with a bonus equal to his cleric level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the cleric has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Lore check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.<br />
<br />
* '''Turn Undead''': A Cleric can channel his life magic into a power that can halt, hinder and hurt undead creatures. Turning Undead is a standard action that cost a certain amount spell energy, which can be channeled into the turn attempt. Spells that have been prepared beforehand can be given up to make spell energy for turning attempts available. Since turning is no form of spellcasting, the normal limits of channeling spell energy given by the character’s energy control trait are neglected – he can invest as much spell energy as he wants into the attempt to turn undead.<br />
The costs of the check depend on the Cleric, granting a bonus on the turning check equal to the invested spell points. Every turning attempt costs at least one spell point. A Cleric can attempt to turn as many times as he has spell points left. The effect of the turning attempt is not determined with a d20, but with 2d6 (+ the battle priest’s charisma modifier and the invested spell points). The result of this roll also determines how many hit dice of undeads are turned or destroyed.<br />
Basic energy control: At 1st level, a cleric can channel one spell energy point per turn. The total sum of Energy points the cleric can keep under control is equal to his Wisdom modifier or three, whichever is lower. (A cleric with Wisdom 14 could cast spells with a total amount of 2 Energy points, while a 1st level cleric with Wisdom 18 would still only be able to channel three spell points in total).<br />
<br />
* '''Spontaneous Casting''': A cleric can channel stored spell energy into domain spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any domain spell of the same spell level or lower.<br />
<br />
* '''Sermon''': A cleric can use his prayers and sermons to produce a morale effect on those around him (usu-ally including himself, if desired). These abilities are based on the rhetorical skills of the cleric and each ability requires both a minimum bard level and a minimum number of ranks in the Perform (oratory) skill to qualify; if a cleric does not have the required number of ranks in the skill, he does not gain the sermon ability until he acquires the needed ranks. <br />
Beginning a sermon effect is a standard action. Sermon abilities require concentration, which means the cleric must take a standard action each round to maintain the ability. Even while using sermons that doesn’t require concentration, a cleric cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf cleric has a 20% chance to fail when attempting to use sermons. If he fails, the attempt still counts against his daily limit.<br />
<br />
* '''Bonus Feats''': At 5th, 10th, 15th and 20th level, a Cleric gets a Divine, Domain or Metamagic Feat as a Bo-nus Feat. <br />
<br />
* '''Advanced Energy Control''': At 6th level, a cleric has learned much about the control of the flow of magic energies. From now on, he can channel two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy he can keep under his control increases to his Wisdom modifier+1 or five points, whichever is lower. <br />
<br />
* '''Complex Energy Control''': At 12th level, the cleric becomes a true master of the arts of spiritual magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to his Wisdom modifier +2 or seven points.<br />
Perfect energy control: At 18th level, a cleric has perfected the arts of magic. Now, he can control the inner flame of magic so effectively that he can channel up to 4 spellpoints per turn. His maximum of spell energy that he can control increases to his Wisdom modifier+3 or 9 nine points.<br />
<br />
<br />
==The Cleric’s sermons:==<br />
* '''Inspire Courage (Ex)''': A cleric of 2nd level with 3 or more ranks in Perform (oratory) can give a rallying speech to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the cleric. The effect lasts for as long as the ally hears the cleric preaches and for his Charisma Modifier +2 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th , 14th and 20th level, this bonus increases by 1 (+2 at 8th, +3 at 14th and +4 at 20th level). Inspire courage is a mind-affecting ability.<br />
<br />
* '''Inspire Hope and Dread (Ex)''': A cleric of 7th level with at least 9 ranks in perform (oratory) can inspire spiritual resilience in his allies or hopelessness in his enemies in a 30 feet radius. The inspire hope abil-ity gives the cleric and all his allies who can hear the sermon a +4 sacred bonus on Will saves, inspiring dread imposes a –4 penalty to all will saves on all enemies.<br />
Delivering any of these oratories requires a full round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the clerics preaches and for his Charisma Modi-fier Rounds thereafter. Inspire Hope and Inspire Dread are mind affecting abilities. <br />
<br />
* '''Convert (Ex)''': A cleric of 9th level with at least 13 ranks in Perform (oratory) may attempt to convert a single enemy. For at least one hour the cleric delivers an impassioned speech on the righteousness of his beliefs to a single enemy who must attempt a Will save (DC= 10+ class level + Cha mod). If the crea-ture succeeds, nothing happens. If the creature fails the saving throw, however, it converts. A converted creature is effectively charmed by the cleric (similar to the charm monster spell). A converted creature shifts its loyalties to the cleric but will do nothing that is contrary to its basic beliefs. When the duration elapses, the creature must attempt a second Will safe (same DC). If it succeeds, it returns to its former affiliations and perspectives. If it fails again, the shift is permanent.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_BravoSerpents and Sewers: Bravo2010-03-09T08:39:17Z<p>Satyr: </p>
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<br />
=Descrition and Role=<br />
<br />
The Bravo is a swift and agile warrior who combines dexterity and reflexes to bring down foes, even clearly tougher ones with panache, elegance and a very strong ego. Bravos train hard to achieve their skill, and under the mask of a careless spirit and laissez-faire attitude hides focused mind and steady hand. The Bravo focuses on speed, agility and elegance, not so much on heavy armor and discipline. Archetypical Bravos would be D’Artagnan, Captain John Smith and numerous pirates, swashbucklers and their lot.<br />
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The bravo is something new to D&D - a warrior who almost completely focus on mobility instead of armor to defend himself. The Bravo uses only lighter weapons and armor, which will be a serious problem in a longer fight, but in a duel situation, he is very dangerous. Besides, he is certainly winning in the style competition of the warrior classes - elegance and agility are somewhat more favorable than brute strength or fighting in a heavy and slowing armor.<br />
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This leads to the other strength of the Bravo: He is not only the agile fencer, he also looks good while doing it. He can learn many social skills (and gets a bonus to it). <br />
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The Bravo is a frontline fighter, but not a very resilient one. He works best when he faces single combatants and he will face serious problems when facing unliving creatures and other things immune against his precision damage. As a secondary role, the Bravo can act as a good socialising character.<br />
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As a side note: The abilities of the Bravo and the racial traits of Elves synergizes very well, perhaps even too well. If Serpents and Sewers gets signature characters, the Elf Bravo will be one of them.<br />
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<br />
'''Class Skills'''<br />
<br />
The Bravo's class skills (and the key ability for each skill) areAcrobatics, Athletics (Str+Con),Intrigue (2xCha), Intimidate (Str+Cha), Knowledge (royalty and nobility) (2xInt), Knowledge (underworld) (2xInt), Legerdemain (Dex+Cha), Perform (any) (Cha+Str), Perception (Con+Wis), Ride (Dex + Cha) and Sense Motive (Wis + Cha). <br />
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'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
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'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
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'''Hit Points at 1st Level''': 12 + Con modifier<br />
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'''Hit Points at Each Additional Level''': 3 + Con modifier.<br />
<br />
=Table: The Bravo=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +1<br />
| +0<br />
| +2<br />
| +3<br />
| +0<br />
| Weapon Finesse, Skirmish (+1d6)<br />
|-<br />
|2nd <br />
| +2<br />
| +1<br />
| +3<br />
| +4<br />
| +0<br />
| Fast Movement +10’ Uncanny Dodge<br />
|-<br />
|3rd <br />
| +3<br />
| +2<br />
| +3<br />
| +5<br />
| +1<br />
| Skirmish (+1d6, Defense +1)<br />
|-<br />
|4th<br />
| +4<br />
| +3<br />
| +4<br />
| +5<br />
| +1<br />
| Simple Art of War<br />
|-<br />
|5th <br />
| +5/+0<br />
| +3<br />
| +4<br />
| +6<br />
| +1<br />
| Skirmish (+2d6, Defense +1), irresistible smile+1<br />
|-<br />
|6th <br />
| +6/+1<br />
| +4<br />
| +5<br />
| +7<br />
| +2<br />
| Improved Uncanny Dodge<br />
|-<br />
|7th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +7<br />
| +2<br />
| Skirmish (+2d6, Defense +2)<br />
|-<br />
|8th<br />
| +8/+3<br />
| +6<br />
| +6<br />
| +8<br />
| +2<br />
| Simple Art of War, Evasion<br />
|-<br />
|9th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +9<br />
| +3<br />
| Skirmish (+3d6, Defense +2)<br />
|-<br />
|10th <br />
| +10/+5/+0<br />
| +7<br />
| +7<br />
| +9<br />
| +3<br />
| Defensive Roll, irresistible smile+2<br />
|-<br />
|11th<br />
| +11/+6/+1<br />
| +8<br />
| +7<br />
| +10<br />
| +3<br />
| Skirmish (+3d6, Defense +3)<br />
|-<br />
|12th <br />
| +12/+7/+2<br />
| +9<br />
| +8<br />
| +11<br />
| +4<br />
| advanced Art of War<br />
|-<br />
|13th <br />
| +13/+8/+3<br />
| +9<br />
| +8<br />
| +11<br />
| +4<br />
| Skirmish (+4d6, Defense +3)<br />
|-<br />
|14th <br />
| +14/+9/+4<br />
| +10<br />
| +9<br />
| +12<br />
| +4<br />
| Riposte<br />
|-<br />
|15th <br />
| +15/+10/+5/+0<br />
| +11<br />
| +9<br />
| +13<br />
| +5<br />
| Skirmish (+4d6, Defense +4), irresistible smile+3<br />
|-<br />
|16th <br />
| +16/+11/+6/+1<br />
| +12<br />
| +10<br />
| +13<br />
| +5<br />
| advanced Art of War<br />
|-<br />
|17th <br />
| +17/+12/+7/+2<br />
| +12<br />
| +10<br />
| +14<br />
| +5<br />
| Skirmish (+5d6, Defense +4)<br />
|-<br />
|18th <br />
| +18/+13/+8/+3<br />
| +13<br />
| +11<br />
| +15<br />
| +6<br />
| Improved Defensive Roll<br />
|-<br />
|19th <br />
| +19/+14/+9/+4<br />
| +14<br />
| +11<br />
| +15<br />
| +6<br />
| Skirmish (+5d6, Defense +5)<br />
|-<br />
|20th <br />
| +20/+15/+10/+5/+0<br />
| +15<br />
| +12<br />
| +16<br />
| +6<br />
| complex Art of War, irresistible smile+ 4<br />
|-<br />
|}<br />
<br />
<br />
=Bravo Class Features=<br />
<br />
All of the following are class features of the Bravo:<br />
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* '''Weapon and Armor Proficiency''': A Bravo is proficient with all simple and martial weapons and with light armor but not with shields.<br />
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* '''Weapon Finesse''': At 1st level, a Bravo gains Weapon finesse as a bonus feat.<br />
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* '''Skirmish (ex)''': When the Bravo is unencumbered and wears no armor heavier than light armor, and round moves 10’ or more from her starting position in her turn, the Bravo may add the listed damage bonus to all attacks when she wields a light melee weapon or a weapon which is affected by the weapon finesse feat. Only creatures vulnerable to critical hits are vulnerable to the extra damage. Also, the Bravo receives the listed Competence bonus to her Defense whenever she qualifies for the skirmish. This class feature does not apply when mounted.<br />
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* '''Uncanny Dodge (Ex)''': Starting at 2nd level, a Bravo can react to danger before her senses would nor-mally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Defense if immobilized. If a Bravo already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.<br />
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* '''Art of War''': at level 4, and every 4 levels after that, the Bravo gains a special ability from the appropri-ate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Bravo must possess the prerequisite abilities to take the ability in question.<br />
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* '''Irresistible Smile (ex)''': At 5th level and every five levels thereafter, the Bravo gains the listed bonus as a competence bonus to Bluff, Diplomacy, Gather Information and Perform checks.<br />
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* '''Improved Uncanny Dodge (Ex)''': A Bravo of 9th level or higher can no longer be flanked.<br />
This defense denies a thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more class levels than the target does.<br />
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.<br />
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* '''Defensive Roll (Ex)''': Starting at 10th level, the Bravo can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Bravo can attempt to roll with the damage. To use this ability, the Bravo must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Bravo’s evasion ability does not apply to the defensive roll.<br />
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* '''Riposte (Ex)''': Whenever an opponent attacks a Bravo of 14th level or higher with a melee attack and misses, she gains attack of opportunity against that opponent as an immediate action when she wields a light melee weapon and does not wear medium armor, heavy armor or a medium or heavy load. This attack of opportunity counts against the character's attacks of opportunity for that round.<br />
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* '''Improved Defensive Roll (ex)''': This ability is basically similar to defensive roll except that instead of half damage, the Bravo takes no damage at all. This is an additional ability, so that a Bravo of 18th level has already defensive roll, so he may now make two defensive rolls per day — one for zero damage and one for half damage.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_BerserkerSerpents and Sewers: Berserker2010-03-09T08:37:24Z<p>Satyr: </p>
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<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Role and Description=<br />
<br />
Berserkers are the wild and often unpredictable warriors of more rural or even primitive communities. Normally, they are less focused on discipline and tactics than more civilized combatants, and emphasize the importance of personal prowess and ferocity. Many Berserkers are little more than brutes who man-age to keep their rage under minimal control and turn it into a weapon; others do not control their rage, but are controlled by it. Individually, Berserkers are formidable warriors, but as a military force, their bad temperedness and lack of discipline their have significant weaknesses. Examples for archetypical Berserkers are quite common in fantasy literature, characters like Conan or many berserkers or einherjars from Norse legends fits into this class.<br />
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The berserker is a class for men. Manly men, with hairy chests and a large battle axe. There is nothing subtle about the Berserker - Give him a weapon, see how he kills things with it. He has a bad temper (and not this "I am a bit angry if I want to" feature of his barbarian progenitor - this is full-fledged "Don't provoke me or I eat your face" wrath), and he is also tough in a fight (which is helpful, as he is less likely to have access to heavy armor, his defense is good, but not excellent and suffers while raging, while shields may be an odd choice for a Berserker).<br />
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The Berserker can be a problem for his group, especially when one of the player decides to play one of those very annoying (and very fragile) kender-style thiefs who come to the stupid idea to provoke the Berserker's wrath. But the Berserker is also the most aggressive fighter around and a very capable, if self-destructive fighter, that can make the difference between a victory or a defeat.<br />
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'''Class Skills'''<br />
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The Berserker's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (geography) (2xInt), Knowledge (nature) (2xInt), Perform (percussion instruments) (Cha+Str), Perception (Con+Wis), Ride (Dex + Cha), Stealth (Dex + Con) and Survival (Wis + Con). <br />
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'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
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'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
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'''Hit Points at 1st Level''': 18 + Con modifier<br />
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'''Hit Points at Each Additional Level''': 5 + Con modifier<br />
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=Table: The Berserker=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +1<br />
| +0<br />
| +3<br />
| +1<br />
| +2<br />
| Fast movement, Rage (basic)<br />
|-<br />
|2nd <br />
| +2<br />
| +1<br />
| +4<br />
| +1<br />
| +3<br />
| Uncanny Dodge<br />
|-<br />
|3rd <br />
| +3<br />
| +2<br />
| +5<br />
| +2<br />
| +3<br />
| simple At of War<br />
|-<br />
|4th<br />
| +4<br />
| +3<br />
| +5<br />
| +2<br />
| +4<br />
| Fast Frenzy<br />
|-<br />
|5th <br />
| +5/+0<br />
| +3<br />
| +6<br />
| +3<br />
| +4<br />
| Improved Uncanny Dodge<br />
|-<br />
|6th <br />
| +6/+1<br />
| +4<br />
| +7<br />
| +3<br />
| +5<br />
|simple Art of War<br />
|-<br />
|7th <br />
| +7/+2<br />
| +5<br />
| +7<br />
| +3<br />
| +5 <br />
| Damage reduction 1/—<br />
|-<br />
|8th<br />
| +8/+3<br />
| +6<br />
| +8<br />
| +4<br />
| +6<br />
| Tame the Beast<br />
|-<br />
|9th <br />
| +9/+4<br />
| +6<br />
| +9<br />
| +4<br />
| +6<br />
| advanced art of war <br />
|-<br />
|10th <br />
| +10/+5/+0<br />
| +7<br />
| +9<br />
| +5<br />
| +7<br />
| Damage reduction 2/—<br />
|-<br />
|11th<br />
| +11/+6/+1<br />
| +8<br />
| +10<br />
| +5<br />
| +7<br />
| Greater rage<br />
|-<br />
|12th <br />
| +12/+7/+2<br />
| +9<br />
| +11<br />
| +6<br />
| +8<br />
| advanced art of war<br />
|-<br />
|13th <br />
| +13/+8/+3<br />
| +9<br />
| +11<br />
| +6<br />
| +8<br />
| Damage reduction 3/—<br />
|-<br />
|14th <br />
| +14/+9/+4<br />
| +10<br />
| +12<br />
| +6<br />
| +9<br />
| Indomitable will<br />
|-<br />
|15th <br />
| +15/+10/+5/+0<br />
| +11<br />
| +13<br />
| +7<br />
| +9<br />
| complex art of war<br />
|-<br />
|16th <br />
| +16/+11/+6/+1<br />
| +12<br />
| +13<br />
| +7<br />
| +10<br />
| Damage reduction 4/—<br />
|-<br />
|17th <br />
| +17/+12/+7/+2<br />
| +12<br />
| +14<br />
| +8<br />
| +10<br />
| Tireless rage<br />
|-<br />
|18th <br />
| +18/+13/8/+3<br />
| +13<br />
| +15<br />
| +8<br />
| +11<br />
| complex art of war<br />
|-<br />
|19th <br />
| +19/+14/+9/+4<br />
| +14<br />
| +15<br />
| +9<br />
| +11<br />
| Damage reduction 5/-<br />
|-<br />
|20th <br />
| +20/+15/+10/+5/+0<br />
| +15<br />
| +16<br />
| +9<br />
| +12<br />
| Mighty Rage<br />
|-<br />
|}<br />
<br />
=Berserker Class Features=<br />
* ''Weapon and Armor Proficiency'': A berserker is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).<br />
<br />
* ''Fast Movement (Ex)'': A barbarian’s base speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.<br />
<br />
* ''Rage (Ex)'': A Berserker can fly into a rage, both willingly and out of stress and pain. Doing so requires a standard action that does not provoke an attack of opportunity. The Berserker can also enter the Rage involuntarily when he or a close ally (e.g. another PC) is hurt. Whenever the Berserker or one of his allies is hurt for the first time in a battle, the berserker must make a Will Save (DC is the dealt damage). If he fails, the Berserker enters the Rage.<br />
In a fit of Rage, a Berserker temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Defense and is immune against any form of fear attacks or effects.<br />
The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatic, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or 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 except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the berserker loses the rage modifiers and restric-tions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). <br />
When in a Rage, the Berserker can lose the control over his Attacks and viciously attacks anything that moves. When all enemies are slain while the berserker is still raging, he must make a Will Save (DC 15 or attack the next innocent bystander or even ally. Berserkers are dangerous enemies, but sometimes they are just as dangerous as allies. <br />
A berserker can fly into a rage only once per encounter.<br />
<br />
* ''Uncanny Dodge (Ex)'': At 2nd level, a berserker retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a berserker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.<br />
<br />
* ''Art of War'': at level 3, and every three level after that, the Berserker gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a Berserker must possess the prerequisite abilities to take the ability in question.<br />
<br />
* ''Fast Frenzy (Ex)'': Starting at 4th level, the Berserker can enter a Rage as a free action instead of a standard action, but he can do it only during his action, not in response to someone else’s action.<br />
<br />
* ''Improved Uncanny Dodge (Ex)'': At 5th level and higher, a berserker can no longer be flanked. This defense denies a rogue the ability to sneak attack the berserker by flanking him, unless the attacker has at least four more rogue levels than the target has berserker levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.<br />
<br />
* ''Damage Reduction (Ex)'': At 7th level, a berserker gains Damage Reduction. Subtract 1 from the dam-age the berserker takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three berserker levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.<br />
<br />
* ''Tame the Beast (ex)'': A Berserker who survives his temper long enough to reach 8th level gains a stronger control over his rage. From now on, he can make a Will save (DC 15) every turn to voluntarily end a Rage.<br />
<br />
* ''Greater Rage (Ex)'': At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to Defense re-mains at -2.<br />
<br />
* ''Indomitable Will (Ex)'': While in a rage, a berserker of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bo-nus on Will saves he also receives during his rage.<br />
<br />
* ''Tireless Rage (Ex)'': At 17th level and higher, a berserker no longer becomes fatigued at the end of his rage.<br />
<br />
* ''Mighty Rage (Ex)'': At 20th level, a berserker’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to Defense re-mains at -2.<br />
<br />
=Optional Rules=<br />
<br />
==Berserker Class Variants==<br />
<br />
===Steppe Raider===<br />
<br />
Steppe Raiders are the warriors of the nomadic horse people. They do not get the Fast Movement ability and are not proficient with medium armor, but they gain the Mounted Warrior and Saddleback feats at 1st level.<br />
<br />
<br />
===Urban Thug===<br />
While the majority of Berserkers come from so-called barbarian societies, which put more praise on the ferocity of the Berserker, there are also brutal thugs in the back alleys and slums of the large cities. An urban thug Berserker does not gain Handle Animal, Knowledge (Nature), Ride and Survival as class skills, instead they gain Gather Information, Knowledge (local), Sense Motive and Tumble. <br />
<br />
<br />
===Wolf of the Sea===<br />
You are a sea rider, a viking and a pirate who plunders the coastal areas and rich merchantmen.<br />
Berserkers of this variety are not proficient with medium armor but get the Skill Focus (Swim) and Skill Focus (Profession: Sailor) Feats at 1st level.<br />
<br />
<br />
===Ferocious Dervish===<br />
Not every Berserker enters Hulk Smash Mode when he is overwhelmed by his anger. Some few A Berserkers with this variant enter a rage which resembles more a frenzied dance, and the Ferocious Dervishes overstrain their bodies not with sheer force, but with speed and agility. <br />
<br />
A ferocious dervish's form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when he enters a rage (the circumstances and controls doesn't change), he temporarily gains a +4 bonus to Strength and Dexterity, but suffers from a -2 penalty on ranged attack rolls beyond short range (30 feet).<br />
<br />
The frenzy of the Ferocious Dervish is otherwise identical to the standard Berserker rage in all other ways. At 11th level (when a standard Berserker gains greater rage), the Ability bonus increases to +6, and at 20th level (when a standard Berserker gains mighty rage), the Ability Bonus bonus increases to +8. <br />
<br />
A Berserker using this variant doesn't gain Indomitable Will at 14th level. Instead, he gains evasion, but only while in a frenzy. If he already has Evasion, he gains improved Evasion instead, but still only during the frenzy.<br />
<br />
In all ways not explicitely mentioned above, the Ferocious Dervish's frenzy is identical with the standard Berserker rage.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Battle_PriestSerpents and Sewers: Battle Priest2010-03-09T08:35:41Z<p>Satyr: </p>
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<br />
=Role and Description=<br />
<br />
Battle priests are the more militant variety of the normal cleric. They are better fighters, but their martial training replaces the rhetorical superiority and vast knowledge of the ordinary clerics and their focus on the direct combat also makes slows down the speed with which they learn to control their spellcasting abilities. Archetypical Battle priests are historically much rarer than in fiction and not a very common appearance. <br />
<br />
The battle priest stands between the Paladin on the one, more martial, and the full cleric on the other, more mystical side. Which makes him more similar to the original cleric than the cleric - he is the guy in the full plate armor who is not going to convince the people through sermons and prayers, but through the application of good old violence in the name of his god. <br />
The battle priest is a great character for the "party healer/divine spellcaster" slot of the party. For a more militant group, he is certainly better suited, while in group less prone to violence, he can also fill in the role of the big, bad frontline fighter. <br />
<br />
Personally I think the Battle Priest is not nearly as interesting as the full-blown cleric, as he has neither the apparent weaknesses nor strengths of the latter one and is more of a brute among the clergymen in comparison to the more intellectual cleric. But sometimes it is just great to kick ass in the name of the god of your affiliation.<br />
<br />
<br />
'''Hit Points at 1st level:''' 12 + Con modifier <br />
<br />
'''Hit points at each additional level:''' 3 + Con modifier<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The battle priest’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Intrigue (2xCha), Heal (Wis+Con), Knowledge (history) (2xInt),Knowledge (Religion) (2xInt), Knowledge (War and tactics) (2xInt), Profession (Wis+?) and Spellcraft (Int+Wis).<br />
<br />
'''Skill Points at 1st Level''': (2 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 2 + Int modifier.<br />
<br />
<br />
'''Spell Points at 1st level''': 10 + Wis modifier<br />
<br />
'''Spell points at each additional level''': 4 + Wis modifier<br />
<br />
'''Spell point regeneration (per hour of meditation)''': 1d10 +Wis modifier<br />
<br />
<br />
=Table: The Battle Priest=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +1<br />
| +0<br />
| +2<br />
| Turn Undead, basic energy control<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| Armored Caster +1<br />
|-<br />
|3rd <br />
| +2<br />
| +2<br />
| +2<br />
| +1<br />
| +3<br />
|<br />
|-<br />
|4th<br />
| +3<br />
| +3<br />
| +2<br />
| +1<br />
| +4 <br />
| Bonus feat<br />
|-<br />
|5th <br />
| +3<br />
| +3<br />
| +3<br />
| +1<br />
| +4<br />
| simple Art of War<br />
|-<br />
|6th <br />
| +4<br />
| +4<br />
| +3<br />
| +2<br />
| +5<br />
| Armored Caster +2<br />
|-<br />
|7th <br />
| +5/+0<br />
| +5<br />
| +3<br />
| +2<br />
| +5<br />
| advanced energy control<br />
|-<br />
|8th<br />
| +6/+1<br />
| +6<br />
| +4<br />
| +2<br />
| +6<br />
| Bonus Feat<br />
|-<br />
|9th <br />
| +6/+1<br />
| +6<br />
| +4<br />
| +3<br />
| +6<br />
|<br />
|-<br />
|10th <br />
| +7/+2<br />
| +7<br />
| +5<br />
| +3<br />
| +7<br />
| Armored Caster +3, simple Art of War <br />
|-<br />
|11th<br />
| +8/+3<br />
| +8<br />
| +5<br />
| +3<br />
| +7<br />
| <br />
|-<br />
|12th <br />
| +9/+4<br />
| +9<br />
| +6<br />
| +4<br />
| +8<br />
| Bonus Feat<br />
|-<br />
|13th <br />
| +9/+4<br />
| +9<br />
| +6<br />
| +4<br />
| +8<br />
| complex Energy control<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +10<br />
| +6<br />
| +4<br />
| +9 <br />
| Armored Caster +4<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +11<br />
| +7<br />
| +5<br />
| +9<br />
| advanced Art of War<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +12<br />
| +7<br />
| +5<br />
| +10<br />
| Bonus Feat<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +12<br />
| +8<br />
| +5<br />
| +10<br />
| <br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +13<br />
| +8<br />
| +6<br />
| +11<br />
| Armored Caster +5<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +14 <br />
| +9<br />
| +6<br />
| +11<br />
| perfect energy control<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +15<br />
| +9<br />
| +6<br />
| +12<br />
| adcanced Art of War<br />
|-<br />
|}<br />
<br />
<br />
=Battle Priest Class Features=<br />
<br />
* ''Weapon and Armor Proficiency'': Battle priests are proficient with all simple and martial weapons and with light and medium armor and with shields (except tower shields). A battle priest who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Exotic Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.<br />
<br />
* ''Servant of the Gods'': At character creation, the battle priest chooses a god he follows. He is a servant of this god’s religion and has the mission to further, strengthen and spread his faith and fight its enemies. A battle priest who grossly violates the code of conduct required by his god loses all spells and class fea-tures, except for armor and shield and weapon proficiencies. He cannot thereafter gain levels as a battle priest of that god until he atones (see the atonement spell description).<br />
<br />
* ''Spells'': A battle priest casts divine spells, which are drawn from the cleric spell list. The Difficulty Class for a saving throw against a battle priest’s spell is 10 + the spell level + the battle priest’s Wisdom modifier. Like other spellcasters, a battle priest can cast only a certain number of spells per day limited on their number of spell points. At first level, a battle priest gains 8 + Wisdom Modifier spellpoints, and 3 + Wisdom Modifier on each additional level.<br />
Battle priests meditate or pray for their spells. Each battle priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his spell points. Time spent rest-ing has no effect on whether a battle priest can prepare spells. A battle priest may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level and has said spell noted in his holy book, but he must choose which spells to prepare during his daily meditation.<br />
A battle priest may know any number of spells and can learn additional spells from holy texts and scripts.<br />
<br />
* ''Domain Spells'': Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The battle priest gets the granted powers of both the domains selected. The battle priest can cast the domain spells granted by the chosen domains as if they were one level lower – they cost less spellpoints, can be channeled faster and the DC of the casting check is lower.<br />
A battle priest must choose at least one of his domains from this list: Destruction, Protection, Strength or War. Gods without these domains do not support battle priests.<br />
Spontaneous Casting: A battle priest can channel stored spell energy into domain spells that the cleric did not prepare ahead of time. The battle priest can "lose" any prepared spell that is not a domain spell in order to cast any domain spell of the same spell level or lower.<br />
<br />
* ''Known Spells'': A battle priest begins play with a holy book containing all 0-level cleric spells plus three 1st-level spells of your choice and all domain spells he is able to cast. For each point of Wisdom bonus the battle priest has, the holy book holds one additional 1st-level spell of your choice. At each new level, a Battle Priest gains a pool of 2 + Wisdom modifier acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A battle priest with Wisdom 16 reaching 7th level would gain 5 points to gather new spells – he could learn 1 level 3 sand one level 2 spell or one fifth level spell or five level 1 spells). Apart from this basic stock of spells and the domain spells, the battle priest has to learn all further spells from other spellcasters who are willing to train them or learn the spell from one of the holy texts of their faith. Learning a new spell requires that the source is available and takes a number of days equal to the spell’s level. The Battle priest automatically learns all domain spells when he becomes able to cast them.<br />
<br />
* ''Basic energy control'': At 1st level, a battle priest can channel one spell energy point per turn. The total sum of Energy points the battle priest can keep under control is equal to his Wisdom modifier or three, whichever is lower.<br />
<br />
* ''Turn Undead'': A Battle Priest can channel his life magic into a power that can halt, hinder and hurt undead creatures. Turning Undead is a standard action that cost a certain amount spell energy, which can be channeled into the turn attempt. Spells that have been prepared beforehand can be given up to make spell energy for turning attempts available. Since turning is no form of spellcasting, the normal limits of channeling spell energy given by the character’s energy control trait are neglected – he can invest as much spell energy as he wants into the attempt to turn undead.<br />
The costs of the check depend on the battle priest, granting a bonus on the turning check equal to the invested spell points. Every turning attempt costs at least one spell point. A battle priest can attempt to turn as many times as he has spell points left. The effect of the turning attempt is not determined with a d20, but with 2d6 (+ the battle priest’s charisma modifier and the invested spell points). The result of this roll also determines how many hit dice of undeads are turned or destroyed.<br />
<br />
* ''Armored Caster (ex)'': A Battle Priest is used to cast spells while wearing armor. At 2nd level, he reduce the armor penalty for spellcasting by one point. The more experienced the Battle Priest gets, the more comfortable he can cast spells while wearing armor. Every 4 levels, the armor penalty for spellcasting is reduced by one. This bonus is only applied if the battle priest wears an armor he is proficient with.<br />
<br />
* ''Bonus Feat'': At 4th, 8th, 12th, 16th and 20th level, a battle priest gets a Divine or Fighter Feat as a Bonus Feat. The turn or rebuke undead requirement of these feats can be ignored.<br />
<br />
* ''Art of War'': at level 5, and every 5 level after that, the battle priest gains a special ability from the ap-propriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a Battle Priest must possess the prerequisite abilities to take the ability in question.<br />
<br />
* ''Advanced Energy Control'': At 7th level, a battle priest has learned to control the flow of magic energies more efficiently. From now on, he can channel two spell energy points per turn and the maximum of energy he can keep under his control increases to Wisdom modifier +1 up to a maximum of five points.<br />
<br />
* ''Complex Energy Control'': At 13th level, the battle priest gains a new level of control over his inner flame of magic. Now, he can channel up to three spellpoints per turn, and control a maximum of spell energy up to Wisdom modifier +2 or 7 points, which ever is lower.<br />
<br />
* ''Perfect energy control'': At 19th level, a battle priest has become a master of magic. He can control the inner flame of magic so effectively that he can channel up to 4 spellpoints per turn. His maximum of spell energy that he can control increases to Wisdom mod +3 or 10 points, which ever is lower.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_ArcherSerpents and Sewers: Archer2010-03-09T08:35:17Z<p>Satyr: /* Role and Description */</p>
<hr />
<div>Back to [[Serpents and Sewers: Character Classes|Character Classes]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
<br />
=Role and Description=<br />
<br />
The Archer is an expert marksman, a warrior or hunter specialized in the use of a bow or crossbow. Archers are disciplined warriors, often more focused on precision and accuracy than on pure strength. In direct melee combat, an Archer will have many problems, but it can be very difficult to reach an enemy Archer and force him into melee. Archers come from very different areas of life – some are hunters or poachers in the woods and fields, other made a military career and become prized specialists for ranged combat. Since they are rarely involved in direct hand-to-hand combat, Archers rarely use heavy armor, and many archers prefer to attack from ambushes before they are attacked themselves, making armor more of a hindrance than a boon. Archetypical Archers from history, myth and media include characters like Robin Hood, Wilhelm Tell, an English Longbowmen from the 100 years war, or the Diablo II Amazon.<br />
<br />
The archer is a bit of a one trick pony. Yes, she is the impersonification of second line fighting and small scale artillery, but that is her most important and almost only feature. Forced into melee, the Archer is going to suffer. Running out of arrows is a nightmare. But, if she manages to achieve a position where her enemies can't reach her, she let death rain on them. <br />
An archer in combination with a big, broad-shouldered compagnion is a great team - and even more so in cooperation with anyone who can slow down or halt enemies.<br />
<br />
<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier <br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Archer’s class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (warfare) (2xInt), Perception (Con+Wis), Ride (Dex + Cha), Stealth (Dex + Con) and Survival (Wis + Con) <br />
<br />
'''Skill Points at 1st Level''': (4 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 4 + Int modifier.<br />
<br />
=Table: The Archer=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +2<br />
| +2<br />
| +1<br />
| Chosen Weapon (Focus), Sniper +1D4<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +3<br />
| +3<br />
| +1<br />
| Rapid Shot<br />
|-<br />
|3rd <br />
| +2<br />
| +1 <br />
| +3<br />
| +3<br />
| +2<br />
| Distracting Attack<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +4<br />
| +4<br />
| +2<br />
| Chosen Weapon (Specialization), Sniper +2D4<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +4<br />
| +4<br />
| +3<br />
| Bonus Feat<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +5<br />
| +5<br />
| +3<br />
| Manyshot<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +5 <br />
| +5<br />
| +3<br />
| Sniper +3D4<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +6<br />
| +6<br />
| +4<br />
| Chosen Weapon (Improved Critical)<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +6<br />
| +6<br />
| +4<br />
| Ride the Wind<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +7<br />
| +7<br />
| +5 <br />
| Bonus Feat, Sniper +4D4<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +7<br />
| +7<br />
| +5<br />
| Improved Precise Shot <br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +8<br />
| +8<br />
| +6<br />
| Chosen Weapon (Greater Focus)<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +8<br />
| +8<br />
| +6<br />
| Sniper +5D4<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +9<br />
| +9<br />
| +6<br />
| Deflect Arrows<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +9<br />
| +9<br />
| +7<br />
| Bonus Feat<br />
|-<br />
|16th <br />
| +12/+7/2<br />
| +8<br />
| +10 <br />
| +10<br />
| +7<br />
| Sniper +6D4<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +10<br />
| +10<br />
| +8<br />
| Wounding Critical<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +11<br />
| +11<br />
| +8<br />
| Chosen Weapon (Greater Specialization)<br />
|-<br />
|19th <br />
| +14/+9/4<br />
| +9<br />
| +11<br />
| +11<br />
| +9<br />
| Greater True Shot, Sniper + 7D4<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +12<br />
| +12<br />
| +9<br />
| Bonus Feat, Piercing Arrows<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
=Archer Class Features=<br />
<br />
* '''Weapon and Armor Proficiency''': An archer is proficient with all simple weapons, all martial ranged weapons and with light armor, but not with shields.<br />
<br />
<br />
* '''Chosen Weapon (Ex)''': At first level, the Archer chooses one category of ranged weapons such as javelins, crossbows or bows. For all weapons of this category, she gains the weapon focus feat, and additional feats when she gains more Archer levels.<br />
<br />
* 1st Level: ''Weapon Focus''<br />
* 4th: ''Weapon Specialization''<br />
* 8th: ''Improved Critical''<br />
* 12th: ''Greater Weapon Focus''<br />
* 18th: ''Greater Weapon Specialization''<br />
<br />
<br />
* '''Sniper (Ex)''': The Archer is trained to use her ranged weapon to kill her enemies. As a full round action, the Archer can attack a foe with a ranged weapon attack, when she did not move more than a 5 ft. Step and is not threatened by any opponent in melee, she can add the additional sniper damage to a single ranged attack. The damage resulting from this ability improves every three levels. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The archer must be able to see the target well enough to pick out a vital spot and must be able to hit such a spot.<br />
<br />
<br />
* '''Rapid Shot''': At 2nd level, an archer is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat.<br />
<br />
<br />
* '''Distracting Attack (Ex)''': Starting at 3rd level, whenever the archer hits an enemy with a weapon attack (melee or ranged) that enemy is considered flanked by her for the purpose of adjudicating the archer’s allies’ attacks. For example, if the archer’s rogue ally attacked that enemy, not only he would gain +2 on her melee attack roll but he could also add his sneak attack damage to a successful sneak attack. This flanked condition lasts until either the enemy is attacked by one of the archer’s allies or until the start of the archer’s next turn, whichever comes first. This ability has no effect on creatures that can’t be flanked.<br />
<br />
<br />
* '''Bonus Feats''': The Archer gets a Bonus Feat of the Fighter Bonus Feat list every five levels.<br />
<br />
<br />
* '''Manyshot''': At 6th level, an archer’s aptitude improves. He is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.<br />
<br />
<br />
* '''Improved Precise Shot''': At 11th level, an archer’s aptitude improves again. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.<br />
<br />
<br />
* '''Ride the Wind (ex)''': On 9th level, the Archer learns to cope with environmental effects on his arching skills; natural and supernatural environment effects such as strong wind, storm or spells like ''Gust of Wind'' or ''Windwall'' have no effect on the arrows and bolts of an Archer.<br />
<br />
<br />
* '''Deflect Arrows''': Starting at 14th Level, the archer’s knowledge about ranged weapons grants him the Deflect Arrows feat, even if he does not have the normal prerequisites for that feat.<br />
<br />
<br />
* '''Wounding Criticals (Ex)''': An archer of 17th or higher level who scores a critical hit on a creature also deals 1D4 Constitution Damage to said creature. Creatures immune to critical hits are also immune to this effect.<br />
<br />
<br />
* '''Improved True Shot''': Starting at 19th Level, an archer’s arrows are considered as adamantine weapons to bypass Damage Reduction.<br />
<br />
<br />
* '''Piercing Arrows''': After reaching 20th Level, every arrow shot by the Archer is considered a penetrating and attacks every creature in a 60 ft line.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_AlchemistSerpents and Sewers: Alchemist2010-03-09T08:34:53Z<p>Satyr: /* Description and Role */</p>
<hr />
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<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
<br />
=Description and Role=<br />
<br />
The Alchemist is a man or woman of research, experimentation and many loud explosions. While they are not spellcasters themselves, they have learned to mimic the effects of spells through potions and other alchemical products. An Alchemist is a source of healing ointments, potions that promise victory, deadly poisons and many explosions. Pyromania and mad creativity are not necessary for a good Alchemist, but these traits are disturbingly common among them. An Alchemist could start a carrier as an Adventurer because of a search for new recipes or exotic ingredients or just because she wants to prove that ingenuity can compete with magic – if it is supported with enough fire and acid.<br />
<br />
The alchemist - which is in large parts inspired on a homebrewed class of this very forum, which was based on the artificer - is not a particularly powerful character. Actually, I think he is among the weakest characters in Serpents&Sewers, perhaps even the weakest one. But is it fun to play one! Buidling stuff, blewing stuff up (often the very same stuff), feed the rest of the party with helpful toys and solve every problem with fire. Playing an alchemist is all about toys, gadgets and pyromania, but they are neither frontline fighters nor the unravellers of magical powers. The alchemist is a good fifth character who can be very helpful for a group, and can even work as a replacement for spellcasters, emulating their spells through elixirs, balms and explosives.<br />
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<br />
<br />
'''Hit Points at 1st level''': 9 + Con modifier<br />
<br />
'''Hit points at each additional level''': 2 + Con modifier<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Alchemist’s class skills (and the key ability for each skill) are Concentration (Con+Wis), Craft (Int+?), Heal (Wis+Cha), Intrigue (2xCha), Knowledge (history) (2xInt), Knowledge (arcana) (2xInt), Profession (Wis+?), Sense Motive (Wis+Cha), Spellcraft (Int+Wis), Survival (Con+Wis) and Use magical Device (2xCha).<br />
<br />
<br />
'''Skill Points at 1st Level''': (8 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 8 + Int modifier.<br />
<br />
=Table: The Alchemist=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!CR<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +1<br />
| +0<br />
| +2 <br />
| 50<br />
| Brew Potion, Spell Knowledge (1), Resistance +1<br />
|-<br />
|2nd <br />
| +1<br />
| +1<br />
| +1<br />
| +0<br />
| +3<br />
| 100<br />
| Grenadier, Poison Use<br />
|-<br />
|3rd <br />
| +2<br />
| +1<br />
| +2<br />
| +1<br />
| +3 <br />
| 150<br />
| Advanced Craft, Speedbrewing<br />
|-<br />
|4th<br />
| +3<br />
| +2<br />
| +2<br />
| +1<br />
| +4<br />
| 200<br />
| Resistance +2, Spell knowledge (2)<br />
|-<br />
|5th <br />
| +3<br />
| +2<br />
| +3<br />
| +1<br />
| +4 <br />
| 250<br />
| Combat Alchemist<br />
|-<br />
|6th <br />
| +4<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| 300<br />
| Battlefield Scrounger<br />
|-<br />
|7th <br />
| +5/+0<br />
| +3<br />
| +3<br />
| +2<br />
| +5<br />
| 350<br />
| Resistance +3, Spell knowledge (3)<br />
|-<br />
|8th<br />
| +6/+1<br />
| +4<br />
| +4<br />
| +2<br />
| +6<br />
| 400<br />
| Advanced Craft<br />
|-<br />
|9th <br />
| +6/+1<br />
| +4<br />
| +4<br />
| +3<br />
| +6<br />
| 450<br />
| Multibrew (2), Pyrotechnics<br />
|-<br />
|10th <br />
| +7/+2<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| 500<br />
| Resistance +4, Master of Demolitions<br />
|-<br />
|11th<br />
| +8/+3<br />
| +5<br />
| +5<br />
| +3<br />
| +7<br />
| 550<br />
| Economic Potions (1)<br />
|-<br />
|12th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| 600<br />
| Multibrew (3), Extend Tools<br />
|-<br />
|13th <br />
| +9/+4<br />
| +6<br />
| +6<br />
| +4<br />
| +8<br />
| 650<br />
| Resistance +5, Advanced Craft<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +7<br />
| +6<br />
| +4<br />
| +9<br />
| 700<br />
| Economic Potions (2)<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +7<br />
| +7<br />
| +5<br />
| +9<br />
| 750<br />
| Multibrew (4)<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +8<br />
| +7<br />
| +5<br />
| +10<br />
| 800<br />
| Resistance +6, Maximize Tools<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +8<br />
| +8<br />
| +5<br />
| +10<br />
| 850<br />
| Economic Potions (3)<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +9<br />
| +8<br />
| +6<br />
| +11<br />
| 900<br />
| Advanced Craft, Multibrew (5)<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +9<br />
| +9<br />
| +6<br />
| +11<br />
| 950<br />
| Resistance +7<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +10<br />
| +9<br />
| +6<br />
| +12<br />
| 1000<br />
| Grandmaster of Destruction, Empower Tools<br />
|-<br />
|}<br />
<br />
<br />
<br />
=Alchemist Class Features=<br />
<br />
* '''Weapon and Armor Proficiency''': The alchemist gains proficiency with simple weapons and light armor, but not with shields.<br />
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* '''Magic Simulation''': While the Alchemist simulate the effects of spells with his potions and craft them as magical items, he does not count as a caster class. A character does not need the Gift trait to gain levels in the Alchemist class, nor can the Alchemist learn any feats that require spellcasting nor can he learn spells in an other form than magical recipes for spells.<br />
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<br />
* '''Craft Reserve''': A master alchemist receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the alchemist gains a new level, he receives a new level, he re-ceives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An alchemist can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.<br />
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<br />
* '''Brew Potion''': At 1st level, an Alchemist gains Brew potion as a bonus feat.<br />
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<br />
* '''Spell Knowledge''': Starting at 1st level, an Alchemist gains a limited knowledge of spells, which allows them to utilize the craft (alchemy) skill. At 1st level, the Alchemist gains knowledge of a number of 1st level spells equal to their intelligence modifier+5 and all Cantrips on the Sorcerer/Wizard spell list. At each new level, an Alchemist gains a pool equal to their Intelligence modifier of acquisition points for gaining new spells, whereby the cost of every spell is equal to its spell level. The Alchemist may not learn spells with a higher level than his spell knowledge trait indicates, but he can learn spells from every spell list. While the Alchemist is not able to actively cast these spells, he is fully able to incorpo-rate these spells into potions regardless of their spell level (although only spells usable as potions can be so incorporated). The Alchemist’s effective spellcaster level is equal to their class level.<br />
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<br />
* '''Resistance''': Alchemists deal with many toxic, dangerous and highly instable substances. At first level, the Alchemist gains a +1 bonus to all Saving Throws against poisons and all spells or effects that would make him sickened or nauseated and gain a Resistance to Fire and Acid as high as the listed bonus. Both bonuses increase again on 4th level and every three levels afterwards.<br />
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<br />
* '''Grenadier''': At 2nd level, an Alchemist gains Grenadier as a bonus feat.<br />
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* '''Poison Use''': starting at 2nd level, an Alchemist can apply poison to a weapon without any chance of poisoning himself.<br />
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<br />
* '''Advanced Craft''': At 3rd level and every 5 levels afterwards (8th, 13th, and 18th), the Alchemist learns an advanced method by which they may advance their craft. Only one advancement may be added onto any item and when an advanced item is completed, construction on another item with the same ad-vancement cannot start for 1 week. Unless otherwise stated, these abilities may only be used to modify poisons, alchemic items, and potions. No ability may be chosen more than once.<br />
<br />
** ''Virulent Poison'': damage dealt to any ability score by the crafted poison is increased by 1.<br />
** ''Prolonged Potion'': the crafted potion has its duration doubled.<br />
** ''Precise Aim'': any attack rolls made with the crafted alchemic item gain a +2 bonus.<br />
** ''Healing Powder'': anyone affected by the crafted substance heals hit points equal to the alchemist’s intel-ligence modifier.<br />
** ''Efficient Crafter'': the base price of the crafted substance is lowered by 10%.<br />
** ''Quick Worker'': the substance only requires 30 minutes of work each day to gain the benefits of a full 8 hours of work.<br />
** ''Innocuous'': sleight of hand checks made to hide the crafted poison gain a +10 bonus.<br />
** ''Extra Dose'': You create a second dose of the crafted potion that only remains active for 24 hours.<br />
** ''Vapor Form'': the poison or potion crafted is released as a 5-foot radius cloud. Poison crafted in this way becomes inhaled poison and is tossed like a grenade-like weapon while potions are dropped and affect anyone within range. Either way, the cloud disperses after 1 round and is not thick enough to obscure vision.<br />
** ''Virulence'': the dc of the crafted alchemic item or poison is increased by 2.<br />
** ''Ranged Treatment'': The crafted potion or alchemic item can be used at range. Alchemic items thrown in this way can be made to travel 5 feet further as an immediate action. Potions can be applied to an ally or item 10 feet away by taking an extra swift action to do so.<br />
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<br />
* '''Speed Brewing''': At 3rd level, an Alchemist learns how to travel even when working on other projects. When using the craft (poisoncrafting), craft (alchemy), or working on a potion, the alchemist require only 1 hour of work each day to gain the full benefits of a full 8 hours of work and can be worked on even in extremely stressful situations (but not in combat).<br />
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* '''Combat Alchemist''': An Alchemist, through the most basic of alchemic combinations, can put up suit-able defenses in the blink of the eye. These alchemic items cost 50gp for various unguents and can be created as a full-round action, making a craft (alchemy) check against the indicated dc. At 5th level, a master alchemist learns a number of combinations equal to their intelligence modifier and they learn an additional one every odd levels afterwards (7th, 9th, 11th, 13th, 15th, 17th and 19th). The DCs for saving throws, if any, are equal to the 1/2 the alchemist’s class level + the alchemist’s intelligence modifier +1d20. Items created in this way last for 1 hour or until they are used.<br />
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** ''Blinder'' (DC 20): all enemies within 20 feet must make a fortitude save or become blinded for 1d4 rounds and dazed for another 2 rounds.<br />
** ''Numbglob'' (DC 25): anyone hit takes 1d4 points of dexterity damage and takes an additional –2 penalty on dexterity-based skill checks and ability checks for 1 hour.<br />
** ''Disabler'' (DC 20): anyone hit takes must make a fortitude save or drop all held items. Any enemy who fails this save must make another one 1 minute later or fall prone.<br />
** ''Spark Rocks'' (DC 20): anyone stepping into a square filled with spark rocks takes a –5 penalty on move silently checks and takes 1 point of electricity damage. Enough spark rocks are produced to fill one 5-foot square<br />
** ''Invigorator'' (DC 20): anyone imbibing this substance gains 1d4+1 temporary hit points for 10 minutes.<br />
** ''Grappler'' (DC 15): Anyone hit must make a grapple check against the alchemist’s grapple modifier. Anyone who becomes pinned by this ability takes 1d4 nonlethal damage each round. Anyone who would pin the grappler breaks free from it. The grappler lasts 1d4+2 rounds once in use.<br />
** ''Lifeseep'' (DC 25): anyone hit takes 1d2 points of constitution damage.<br />
** ''Burner'' (DC 30): anyone hit takes 2d6 fire damage and anyone within 5 feet takes 1d4 points of fire damage from the splash.<br />
** ''Slipspill'' (DC 15): anyone stepping into a square filled with slipspill must make a reflex save or fall prone. Enough slipspill is produced to fill one 5-foot square.<br />
** ''Bottled Reflex'' (DC 30): anyone imbibing this liquid gains a +1 bonus on initiative checks and a +1 dodge bonus to AC for 1 minute.<br />
** ''Bottled Fatigue'' (DC 30) anyone hit by this substance must make a fortitude save or become fatigued for 1 minute.<br />
** ''Groundbreaker'' (DC 20): any square that groundbreaker is poured onto becomes rough terrain. Enough groundbreaker is produced to effect one 5-foot square.<br />
** ''Disorienter'' (DC 20): anyone hit by a disorienter must make a will save or become confused for 1 round.<br />
** ''Joint Freezer'' (DC 20): anyone hit by a joint freezer takes 1d4 cold damage and must make a fortitude save or have their speed slowed by 5 feet for 1 hour.<br />
** ''Blade Duller'' (DC 25): anyone who applies blade duller to themselves gains DR 1/bludgeoning and piercing for 5 rounds.<br />
** ''Armor Stopper'' (DC 20): anyone hit by an armor freezer has their armor freeze up, doubling their armor penallty, reducing their maximum dexterity bonus by 1, and their armor bonus by 1. These effect last until the armor is thoroughly washed.<br />
** ''Flesheater'' (DC 30): anyone hit by this substance takes 1d4 acid damage and takes another 1d4 points of acid damage every round for the next 2d4 rounds or until they spend a standard action scrapping it off.<br />
** ''Guardbreaker'' (DC 25): anyone hit by this substance must make a will save or lose their dexterity bonus to their AC for 1 round.<br />
** ''Compressed air'' (DC 25): anyone walking through an area filled with compressed air takes 1d4 slashing damage and any ranged attacks made through such a square take a –2 penalty. Enough compressed air is produced to fill one 5-foot square and it lasts for 1d4 rounds after release.<br />
** ''Quick Retreat'' (DC 20): anyone imbibing this liquid can move three times their speed using the with-draw action for 1 round.<br />
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<br />
* '''Battlefield Scrounger''': Starting at 6th level, an Alchemist can scrounge up loose materials to make their trademark items. If the alchemist can succeed on a survival check equal to the cost of the supplies needed to make a potion, alchemic item, or poison in gp, the master alchemist can make it without spending any gp. This search for materials takes 1d4+1 hours.<br />
Multibrew: Starting at 9th level, an Alchemist can brew the indicated amount of potions at one time (although the amount of time spent is cumulative). In addition, the alchemist can work on crafting any number of poisons and alchemic items on the same days that they work on potions, although the amount of time spent is cumulative.<br />
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* '''Master of Demolition''': Whenever an Alchemist of 10th or higher level attacks with a potion or alchemical good of his own production that deals fire, explosion or acid damage, he adds his Intelligence modifier to the damage (including all splash damage).<br />
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* '''Economic Potions''': Starting on 11th level, the Alchemist can temper and deal with his potions to greatly reduce the costs of them. On 11th level, he may half the GP and XP costs of all first level potions, on 14th level for all 2nd level potions and on 17th level for all third level spells as well.<br />
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* '''Extend Tools''': Starting at 12th level, an Alchemist can extend the duration of their alchemic items, and potions. This ability can be used a number of times per day equal to the alchemist’s intelligence modi-fier (minimum 1/day). The level of the potion does not increase, only the production time and costs of it.<br />
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* '''Maximize Tools''': Starting at 16th level, the Alchemist can maximize the results of their poisons, al-chemic items, and potions. This ability can be used a number of times per day equal to the alchemist’s intelligence modifier (minimum 1/day). The level of the potion does not increase, only the production time and costs of it.<br />
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* '''Empower Tools''': At 20th level, the Alchemist can empower the results of their poisons, alchemic items, and potions. This ability can be used a number of times per day equal to the alchemist’s intelligence modifier (minimum 1/day). The level of the potion does not increase, only the production time and costs of it.<br />
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* '''Grandmaster of Destruction''': A 20th level Alchemist has learned that enough fire or acid will destroy everything – when applied in the right doses. Whenever he attacks with a potion or alchemical good of his own production that deals fire, explosion or acid damage, he may increase the damage die of the attack by one step (including all splash damage).</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_AdventurerSerpents and Sewers: Adventurer2010-03-09T08:34:35Z<p>Satyr: /* Description and Role */</p>
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Back to the [[Serpents and Sewers|Main page]]<br />
<br />
=Description and Role=<br />
The adventurer is the most versatile and adaptable character class. She is a dilettante that learns many things but masters none of them and can adjust to new and dangerous situations with quick wits and reflexes. Some adventurers chose this life voluntarily or are driven by curiosity, greed or wanderlust; others are reluctant heroes, which were forced into a life of dangers and adventures.<br />
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The adventurer is meant to be the catch-all class. He knows a bit about everything (except magic, which is generally treated much more exclusive in my games), and is able to fill in many, many party roles, while he is not able to compete with any class in its core competence. From a party constellation point of view, the Adventurer is a good 5th party member and rogue representative, and is very likely to contribute in many ways - especially through the adaptation features.<br />
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'''Hit Points at 1st level''': 12 + Con modifier <br />
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'''Hit Points at Each Additional Level''': 3 + con modifier<br />
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'''Class Skills'''<br />
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The adventurer is the most versatile of all classes and may treat any skill as a class skill.<br />
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'''Skill Points at 1st Level''': (8 + Int modifier) x 4.<br />
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'''Skill Points at Each Additional Level''': 8 + Int modifier.<br />
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'''Starting Age:''' like Rogue<br />
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'''Starting Wealth:''' 5d4 x 10 (125 gp)<br />
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=Table: The Adventurer=<br />
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{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +0<br />
| +0<br />
| +2<br />
| +2<br />
| +1<br />
|Bonus Feat, trap finding, call of adventure<br />
|-<br />
|2nd <br />
| +1<br />
| +1 <br />
| +3<br />
| +3<br />
| +1<br />
|Evasion<br />
|-<br />
|3rd <br />
| +2<br />
| +2<br />
| +3<br />
| +3<br />
| +2<br />
|Danger Sense +1, Luck of Heroes +1<br />
|-<br />
|4th<br />
| +3<br />
| +3<br />
| +4<br />
| +4<br />
| +3<br />
|simple Art of War<br />
|-<br />
|5th <br />
| +3<br />
| +3<br />
| +4<br />
| +4<br />
| +3<br />
|Bonus Feat<br />
|-<br />
|6th <br />
| +4<br />
| +4<br />
| +5<br />
| +5<br />
| +3<br />
|Uncanny Dodge, Danger Sense +2<br />
|-<br />
|7th <br />
| +5/+0<br />
| +5<br />
| +5<br />
| +5<br />
| +3<br />
|Special Ability, Favorite Environment 1<br />
|-<br />
|8th<br />
| +6/+1<br />
| +6<br />
| +6<br />
| +6<br />
| +4<br />
|Simple Art of War, Luck of Heroes +1<br />
|-<br />
|9th <br />
| +6/+1<br />
| +6 <br />
| +6<br />
| +6<br />
| +4 <br />
|Adaptation, Danger Sense +3<br />
|-<br />
|10th <br />
| +7/+2<br />
| +7<br />
| +7<br />
| +7<br />
| +5<br />
|Bonus Feat<br />
|-<br />
|11th<br />
| +8/+3<br />
| +8<br />
| +7<br />
| +7<br />
| +5<br />
|Special Ability<br />
|-<br />
|12th <br />
| +9/+4<br />
| +9<br />
| +8<br />
| +8<br />
| +6<br />
|advanced Art of War, Danger Sense +4<br />
|-<br />
|13th <br />
| +9/+4<br />
| +9<br />
| +8<br />
| +8<br />
| +6<br />
|Improved Uncanny Dodge, Luck of Heroes +1<br />
|-<br />
|14th <br />
| +10/+5/+0<br />
| +10<br />
| +9<br />
| +9<br />
| +6<br />
|Favorite Environment 2<br />
|-<br />
|15th <br />
| +11/+6/+1<br />
| +11<br />
| +9<br />
| +9<br />
| +7<br />
|Special Ability, Bonus Feat, Danger Sense +5<br />
|-<br />
|16th <br />
| +12/+7/+2<br />
| +12<br />
| +10<br />
| +10<br />
| +7<br />
|advanced Art of War<br />
|-<br />
|17th <br />
| +12/+7/+2<br />
| +12<br />
| +10<br />
| +10<br />
| +8<br />
|Immediate Adaptation<br />
|-<br />
|18th <br />
| +13/+8/+3<br />
| +13<br />
| +11<br />
| +11<br />
| +8 <br />
|Danger Sense +6, Luck of Heroes +1<br />
|-<br />
|19th <br />
| +14/+9/+4<br />
| +14<br />
| +11<br />
| +11<br />
| +9<br />
|Special Ability<br />
|-<br />
|20th <br />
| +15/+10/+5/+0<br />
| +15<br />
| +12<br />
| +12<br />
| +9<br />
|Bonus Feat, complex Art of War<br />
|-<br />
|}<br />
<br />
=Adventurer Class Features=<br />
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* '''Weapon and Armor Proficiency''': Adventurers are proficient with all simple and martial weapons and with light armor and shields (but not tower shields).<br />
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* '''Trap finding (Ex)''': Adventurers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. <br />
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
Adventurers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.<br />
An Adventurer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, fig-ure out how it works, and bypass it (with her party) without disarming it.<br />
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* '''Bonus Feats''': At 1st, 5th, 10th, 15th and 20th level, the Adventurer may chose any one feat as a bonus feat. She must fit the feat’s prerequisites to take it.<br />
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* '''Call of Adventure''': The Adventurer class always counts as a favorite class for all characters, independ-ent from the character’s background traits or species. <br />
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* '''Evasion (Ex)''': At 2nd level and higher, an Adventurer 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, she instead takes no damage. Evasion can be used only if the Adventurer is wearing light armor or no armor. A helpless Adventurer does not gain the benefit of evasion.<br />
If an Adventurer already has evasion from a different class she automatically gains improved evasion instead.<br />
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* '''Danger Sense (Ex)''': At 3rd level, an Adventurer gains an intuitive sense that alerts her to danger from traps ambushes and similar perils, giving her a +1 bonus on Reflex saves made to avoid traps, a +1 dodge bonus to Defense against attacks made by traps and a +1 bonus to all skill checks to recognize ambushes and act during a surprise round. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.<br />
Danger sense bonuses stack with the Bonus from Trap Sense from other classes.<br />
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<br />
* '''Luck of Heroes (ex)''': At 3rd, 8th and every 5 levels hereafter, the Adventurer may add a +1 luck bonus to either a Save, his Defense or his Attack bonus. Once the Luck bonus is allotted, it cannot be changed again.<br />
Art of War: at level 4, and every 4 level after that, the Adventurer gains a special ability from the ap-propriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, the Adventurer must possess the prerequisite abilities to take the ability in question.<br />
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* '''Uncanny Dodge (Ex)''': Starting at 5th level, a thief can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Defense if immobilized.<br />
If a thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.<br />
Special Abilities: On attaining 7th level, and at every four levels thereafter, an Adventurer gains a spe-cial ability of her choice from among the Thief’s special ability list.<br />
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* '''Favorite Environment (Ex)''': At 7th and 14th level, the Adventurer may chose a favorite Environment, just like the Druid’s ability of the same name. <br />
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* '''Adaptation (ex)''': The Adventurer may not be the most focused character around, but he is certainly one of the most adaptable. After reaching 9th level, the Adventurer may reshuffle up to 10 Skill points he already spent among his skills. Doing so requires an hour of concentration and preparation. This ability can be used as often as wanted, but only 10 skill points can be readjusted per day. If a number of skill points is needed as a requirement for any of the Adventurer’s traits or feats, the new skill score can not be lowered beyond the prerequisite amount.<br />
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* '''Improved Uncanny Dodge (Ex)''': An adventurer of 13th level or higher can no longer be flanked.<br />
This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.<br />
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character.<br />
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* '''Immediate Adaptation (ex)''': This ability works like adaptation (see above) but instead of an hour, a 17th level Adventurer needs only five minutes to readjust his skill scores. The maximum of 10 skill points per day stays in function, though.<br />
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=Adventurer Class Variants=<br />
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==Unlikely Hero==<br />
This subtype of the Adventurer is no less effective than the standard form - much to the surprise of those who see him. The unlikely hero doesn’t seem to be a well suited for a life full of danger and austerity, but somehow they keep going.<br />
The unlikely hero gets a use of the Luck of Heroes trait every 3 levels (on 3rd, 6th, 9th, 12th, 15th and 18th level) instead of the regular progression but doesn’t have the Danger Sense trait.<br />
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==Urban Hero==<br />
The urban hero doesn’t come out to the wild that often and does not have the outdoorsman ability of the more rural standard adventurer. They seem less at home in the forest but move with more grace and Self-assurance through towns and cities and have learned to fight dirty in the dark alleys of the rundown parts of the city.<br />
The Urban hero gains the following traits: <br />
Ear on the street: When in a settlement of at least the size of a small town, the Urban hero gains a +2 competence bonus to all checks on gather information. On 7th level, they gain the Sneak attack trait with a damage of 1d6. This damage increases to 2d6 on 14th level. <br />
The urban hero does not gain the favorite environment trait.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_AssassinsSerpents and Sewers: Assassins2010-03-09T08:33:48Z<p>Satyr: </p>
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<br />
=Role and Description=<br />
<br />
Assassins are specialized, professional murderers. They have great expertise in hunting and killing other people, and are deadly when they have the tactical advantage. Many assassins have profound knowledge of anatomy and poisons and are experts in the art of silent killing. An assassin is much more focused on stealth and violence than a thief, and has a more focused set of traits. Archetypical Assassins from history or popular media include people like the traditional Hashishin order or the traditional ninjas of Japan, but also the typical psychotic killer of slasher horror movies or Jack the Ripper would be representative examples.<br />
<br />
The assassin kills people - or things. He doesn't do much else (except a bit of acrobatics and stealth), but he is a deadly enemie when hes able to ambush an enemy. In a direct confrontation, the assasssin is going to lose against most decent fighters (including the thief), but when it is all about sneaking and silent killing, the assassin is great. <br />
The greatest problem of the assassin is a roleplaying one. To put it shortly, the assassin is no nice character and in a more heoric party, a character whose major gimmic is "I am a skulduggery psychokiller for hire" is going to lead to significant problems. Killing people is bad, and all that. <br />
As a side note, the assassin's will save is intentionally low - both as it fits a scoundrel who kills for fun and profit, but also to encourage taking a code of honor, turning the assassin into the traditional ninja.<br />
<br />
<br />
'''Class Skills'''<br />
<br />
The Assassin's class skills (and the key ability for each skill) are Acrobatics (2xDEX), Athletics (STR + CON), Concentration (CON + WIS), Craft (INT+?), Disable Device (DEX + INT), Intimidate (CHA + STR), Intrigue (2x CHA), Knowledge (2x INT) ,Languages (INT + CHA), Legerdemain (DEX + CHA), Perception (CON + WIS), Profession (WIS + ?), Sense Motive (WIS + CHA) and Stealth (DEX + CON). <br />
<br />
'''Skill Points at 1st Level''': (6 + Int modifier) x 4.<br />
<br />
'''Skill Points at Each Additional Level''': 6 + Int modifier.<br />
<br />
'''Hit Points at 1st Level''': 12 + Con modifier<br />
<br />
'''Hit Points at Each Additional Level''': 3 + Con modifier.<br />
<br />
=Table: The Assassin=<br />
{| border="1"<br />
!Level <br />
!BAB <br />
!BDB <br />
!Fortitude <br />
!Reflex<br />
!Will<br />
!Special<br />
|-<br />
|1st<br />
| +1<br />
| +0<br />
| +1<br />
| +2<br />
| +0<br />
| Sneak Attack +1d6, Trapfinding<br />
|-<br />
|2nd <br />
| +2<br />
| +2<br />
| +1<br />
| +3<br />
| +0<br />
| Poison Use<br />
|-<br />
|3rd <br />
| +3<br />
| +2<br />
| +2<br />
| +3<br />
| +1<br />
| Sneak Attack +2d6<br />
|-<br />
|4th<br />
| +4<br />
| +3<br />
| +2<br />
| +4<br />
| +1<br />
| Nimbleness +1<br />
|-<br />
|5th <br />
| +5/+0<br />
| +3<br />
| +3<br />
| +4<br />
| +1<br />
|movement +10’, Sneak Attack +3d6<br />
|-<br />
|6th <br />
| +6/+1<br />
| +4<br />
| +3<br />
| +5<br />
| +2<br />
| great leap<br />
|-<br />
|7th <br />
| +7/+2<br />
| +5<br />
| +3<br />
| +5<br />
| +2<br />
| Speed climb, Sneak Attack +4d6<br />
|-<br />
|8th<br />
| +8/+3<br />
| +6<br />
| +4<br />
| +6<br />
| +2<br />
| Nimbleness +2, crippling strike<br />
|-<br />
|9th <br />
| +9/+4<br />
| +6<br />
| +4<br />
| +6<br />
| +3<br />
| Evasion, Sneak Attack +5d6<br />
|-<br />
|10th <br />
| +10/+5/+0<br />
| +7<br />
| +5<br />
| +7<br />
| +3<br />
| Hide in Plain Sight<br />
|-<br />
|11th<br />
| +11/+6/+1<br />
| +8<br />
| +5<br />
| +7<br />
| +3<br />
| Sneak Attack + 6d6<br />
|-<br />
|12th <br />
| +12/+7/+2<br />
| +9<br />
| +6<br />
| +8<br />
| +4<br />
| Nimbleness + 3<br />
|-<br />
|13th <br />
| +13/+8/3<br />
| +9<br />
| +6<br />
| +8<br />
| +4<br />
| improved Poison use, Sneak Attack +7d6<br />
|-<br />
|14th <br />
| +14/+9/+4<br />
| +10<br />
| +6<br />
| +9<br />
| +4<br />
| Invisible mind, armor training<br />
|-<br />
|15th <br />
| +15/+10/+5/+0<br />
| +11<br />
| +7<br />
| +9<br />
| +5<br />
| movement +20’, Sneak Attack + 8d6<br />
|-<br />
|16th <br />
| +16/+11/+6/+1<br />
| +12<br />
| +7<br />
| +10<br />
| +5<br />
| Nimbleness + 4, ghost sight<br />
|-<br />
|17th <br />
| +17/+12/+7/+2<br />
| +12<br />
| +8<br />
| +10 <br />
| +5<br />
| Sneak Attack +9 d6<br />
|-<br />
|18th <br />
| +18/+13/+8/+3<br />
| +13<br />
| +8<br />
| +11<br />
| +6<br />
| Killing the Deadless<br />
|-<br />
|19th <br />
| +19/+14/+9/+4<br />
| +14<br />
| +9<br />
| +11<br />
| +6<br />
| Sneak Attack + 10d6<br />
|-<br />
|20th <br />
| +20/+15/+10/+5/+0<br />
| +15<br />
| +9<br />
| +12<br />
| +6<br />
| Nimbleness + 5, True Death<br />
|-<br />
|}<br />
<br />
=Assassin Class Features=<br />
<br />
* ''Weapon and Armor Proficiency'': Assassins are proficient with all simple weapons, plus the hand crossbow, shortbow (including composite shortbow), shuriken, shortsword and garrotte.<br />
Assassins are proficient with light armor but not with shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a assassin loses her AC bonus, as well as her fast movement abilities.<br />
<br />
* ''Trapfinding'': Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. <br />
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. <br />
Assassins can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. <br />
An assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.<br />
<br />
* ''Sneak Attack (Ex)'': If an assassin can catch an opponent when he is unable to defend himself effec-tively from her attack, she can strike a vital spot for extra damage.<br />
The assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every other assassin class level thereafter up to a maximum of 10d6 at 19th level. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.<br />
Ranged attacks can count as sneak attacks only if the target is within 30 feet.<br />
With a sap (blackjack) or an unarmed strike, an assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.<br />
An assassin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a crea-ture with concealment or striking the limbs of a creature whose vitals are beyond reach.<br />
<br />
* ''Poison Use (Ex)'': At 2nd level and higher, an assassin never risks accidentally poisoning herself when applying poison to a weapon.<br />
<br />
* ''Nimbleness (Ex)'': Starting at 4th level, a assassin gains a +1 bonus on Acrobatic and Athletics checks. At 8th level and every four levels thereafter, this bonus increases by +1.<br />
<br />
* ''Fast Movement (Ex)'': Starting at 5th level, a assassin gains a +10 feet bonus to her speed. At 15th level, this bonus increases to +20 feet.<br />
An assassin loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.<br />
<br />
* ''Great Leap (Ex)'': At 6th level and higher, an assassin always makes Jump checks as if she were run-ning and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump. This ability cannot be used if she is wearing medium or heavy armor, or carrying a medium or heavy load.<br />
<br />
* ''Speed Climb (Ex)'': An assassin of 7th level or higher can scramble up or down walls with great speed. She can climb at her speed (instead of one-quarter or one-half her speed) as part of normal movement with no penalty (though she still needs to make successful Climb checks). An assassin needs only one free hand to use this ability. This ability cannot be used if an assassin is wearing medium or heavy ar-mor, or carrying a medium or heavy load.<br />
<br />
* ''Crippling Strike (Ex)'': An assassin of 8th level or higher can sneak attack opponents with such preci-sion that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.<br />
<br />
* ''Evasion (Ex)'': At 9th level or higher, if an assassin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.<br />
If an assassin already has evasion from a different class she automatically gains improved evasion instead.<br />
<br />
* ''Improved Poison Use (Ex)'': Starting at 13th level, an assassin can apply poison to a weapon as a move action. Normally, applying poison is a standard action, like applying an oil.<br />
<br />
* ''Invisible Mind (Su)'': At 14th level, an assassin gains a special resistance to spells of the divination school. To detect or see an assassin with such a spell, the caster must make a caster level check (DC 20 + the assassin's class level). In the case of scrying spells (such as arcane eye) that scan the assassin's area, a failed check indicates that the spell works but the assassin simply isn't detected. Scrying attempts tar-geted specifically at the assassin do not work at all if the check fails.<br />
<br />
* ''Armor Training (Ex)'': Starting at 14th level, an assassin reduces the armor check penalty imposed on her by light armor by 2 (to a minimum of 0).<br />
<br />
* ''Ghost Sight (Su)'': At 16th level and higher, an assassin can see invisible and ethereal creatures and ob-jects as easily as she sees material creatures and objects.<br />
<br />
* ''Killing the Deadless (Ex)'': An assassin of 18th level can spend one spellpoint to load his weapon with energy. For the a time span equal to the assassin’s class levels in rounds, his Sneak Attacks and critical hits are also applied to targets which are normally immune to such damage like undeads or oozes.<br />
<br />
* ''True Death (Ex)'': At 20th level, an assassin has mastered the Art of killing to an amount that his victims never come back. An assassin can spend a standard action to mutilate a body of one of his victims. This leads to the effect of ten wound injury and makes it impossible to raise the victim as an undead or with any spells of 8th grade or lesser.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Species_and_TemplatesSerpents and Sewers: Species and Templates2010-03-09T08:10:50Z<p>Satyr: /* Beastfolk */</p>
<hr />
<div>The species presented here can mostly be used without the rest of the [[Serpents and Sewers]] rules, but are not balanced in comparison to the standard core species. From a balance persepctive, they are mot similar to a good LA +1 species in the vanilla rules and balanced in comparison to each other.<br />
<br />
In Serpents and Sewers, characters receive additional traits and abilities based on their species when they advance in levels. A character gains an additional species trait on every four levels. <br />
<br />
Serpents and Sewers does not include varaint races. Instead, cultural or habitational differences are represented through [[Serpents and Sewers: Background Traits|Background Traits]], while the rest of the character creation is covered in the [[Serpents and Sewers: General Rules|general rules section]]. <br />
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=Species=<br />
<br />
==Humans and Half-humans==<br />
[[Serpents and Sewers: Humans|Humans]]<br />
<br />
[[Serpents and Sewers: Muls|Muls]]<br />
<br />
[[Serpents and Sewers: Half-Elves|Half-Elves]]<br />
<br />
[[Serpents and Sewers: Half-Hobgoblins|Half-Hobgoblins]]<br />
<br />
[[Serpents and Sewers: Half-Ogres|Half-Ogres]]<br />
<br />
[[Serpents and Sewers: Half-Orcs|Half-Orcs]]<br />
<br />
[[Serpents and Sewers: Changelings|Changelings]]<br />
<br />
[[Serpents and Sewers: Shifters|Shifters]]<br />
<br />
[[Serpents and Sewers: Kalashtar|Kalashtar]]<br />
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<br />
==Beastfolk==<br />
[[Serpents and Sewers: Catfolk|Catfolk]]<br />
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[[Serpents and Sewers: Gnolls|Gnolls]]<br />
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[[Serpents and Sewers: Hadozee|Hadozee]]<br />
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[[Serpents and Sewers: Ibixan|Ibixan]]<br />
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[[Serpents and Sewers: Minotaurs|Minotaurs]]<br />
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[[Serpents and Sewers: Raptorans|Raptorans]]<br />
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[[Serpents and Sewers: Ratlings|Ratlings]]<br />
<br />
[[Serpents and Sewers: Shifters|Shifters]]<br />
<br />
[[Serpents and Sewers: Thri-Kreen|Thri-Kreen]]<br />
<br />
[[Serpents and Sewers: Ursines|Ursines]]<br />
<br />
==Constructs==<br />
[[Serpents and Sewers: Warforged|Warforged]]<br />
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<br />
==Dwarf and Dwarfkin==<br />
[[Serpents and Sewers: Dwarves|Dwarves]]<br />
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[[Serpents and Sewers: Gnomes|Gnomes]]<br />
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[[Serpents and Sewers: Halflings|Halflings]]<br />
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[[Serpents and Sewers: Muls|Muls]]<br />
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<br />
==Elfkin==<br />
[[Serpents and Sewers: Elves|Elves]]<br />
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[[Serpents and Sewers: Half-Elves|Half-Elves]]<br />
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[[Serpents and Sewers: Drow|Drow]]<br />
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[[Serpents and Sewers: True Elves| True Elves]]<br />
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==Feyfolk==<br />
[[Serpents and Sewers: Satyrs|Satyrs]]<br />
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[[Serpents and Sewers: Sprites|Sprites]]<br />
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<br />
==Gith==<br />
[[Serpents and Sewers: Githyanki|Githyanki]]<br />
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[[Serpents and Sewers: Githzerai|Githzerai]]<br />
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<br />
==Goblinoids==<br />
[[Serpents and Sewers: Bugbears|Bugbears]]<br />
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[[Serpents and Sewers: Goblins|Goblins]]<br />
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[[Serpents and Sewers: Half-Hobgoblins|Half-Hobgoblins]]<br />
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[[Serpents and Sewers: Hobgoblins|Hobgoblins]]<br />
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<br />
==Ogres and Giantkin==<br />
[[Serpents and Sewers: Goliaths|Goliaths]]<br />
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[[Serpents and Sewers: Half-Giants|Half-Giants]]<br />
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[[Serpents and Sewers: Half-Ogres|Half-Ogres]]<br />
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[[Serpents and Sewers: Ogres|Ogres]]<br />
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<br />
==Orcs==<br />
[[Serpents and Sewers: Orcs|Orcs]]<br />
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[[Serpents and Sewers: Half-Orcs|Half-Orcs]]<br />
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==Reptiloids==<br />
[[Serpents and Sewers: Kobolds|Kobolds]]<br />
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[[Serpents and Sewers: Lizardfolk|Lizardfolk]]<br />
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[[Serpents and Sewers: Pterrans|Pterrans]]<br />
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=Templates=<br />
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==Chimaeric==<br />
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[[Serpents and Sewers: Troll-blooded|Troll-blooded]]<br />
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==Extraplanar==<br />
[[Serpents and Sewers: Aasimars|Aasimars]]<br />
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[[Serpents and Sewers: Chaonds|Chaonds]]<br />
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[[Serpents and Sewers: Tieflings|Tieflings]]<br />
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[[Serpents and Sewers: Zenthyri|Zenthyri]]<br />
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==Elemental==<br />
[[Serpents and Sewers: Genasi, Air|Genasi, Air]]<br />
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[[Serpents and Sewers: Genasi, Earth|Genasi, Earth]]<br />
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[[Serpents and Sewers: Genasi, Fire|Genasi, Fire]]<br />
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[[Serpents and Sewers: Genasi, Water|Genasi, Water]]<br />
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==Inherited==<br />
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[[Serpents and Sewers: Psychic|Psychic]]<br />
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=Setting specific species=<br />
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<br />
==Dark Sun==<br />
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[[Serpents and Sewers: Raptorans|Aaracocra]]<br />
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[[Serpents and Sewers: Half-Giants|Half-Giants]]<br />
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[[Serpents and Sewers: Muls|Muls]]<br />
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[[Serpents and Sewers: Pterrans|Pterrans]]<br />
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[[Serpents and Sewers: Thri-Kreen|Thri-Kreen]]<br />
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==Eberron==<br />
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[[Serpents and Sewers: Changelings|Changelings]]<br />
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[[Serpents and Sewers: Shifters|Shifters]]<br />
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[[Serpents and Sewers: Kalashtar|Kalashtar]]<br />
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[[Serpents and Sewers: Warforged|Warforged]]<br />
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<br />
==Kalamar==<br />
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[[Serpents and Sewers: Half-Hobgoblins|Half-Hobgoblins]]</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_IbixanSerpents and Sewers: Ibixan2010-03-09T07:31:55Z<p>Satyr: /* Gnoll Racial Traits */</p>
<hr />
<div>Back to [[Serpents and Sewers: Species and Templates|Species]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
==Ibixan in Serpents and Sewers==<br />
Ibixan are anthropomorphic creatures with the head and fur of a goat or a gazell. Unlike most other animalmen, they do not feature carnivore traits and are often considered to be more docile and peaceful than other species - which is partially right, but on the other hand, Ibixan are also physically impressive and extremely stubborn.<br />
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===Ibixan Racial Traits===<br />
* ''Abilities'': +4 to Strength, –2 to Intelligence, -2 to Charisma. Ibixan are physically imposing and extremely strong for their size, but they tend to think in very clear paths and are not very flexible in their thoughts or course of action.<br />
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* ''Monstrous Humanoid'': Ibixan are not purely anthropomorphic creatures and are therefore not affected by spells and effects that specifically target humanoid creatures.<br />
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* ''Medium:'' As medium creatures, Ibixans are subject to no adjustments due to their size.<br />
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* An Ibixan’s base land speed is 30 feet. <br />
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* ''Low-Light Vision'': Ibixans can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br />
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* ''Stubborn'': It is extremely difficult to influence an Ibixan after he has once chosen a direction. Ibixans gain a racial +2 bonus to their Will Saves.<br />
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* ''Death Refusal:'' Ibixans do not just lay down and die. They gan Diehard as a free bonus feat.<br />
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* ''Natural Weapons'': Ibixans can use their heads for devastating headbutts, which deals 1d6 of bludgeoning damage.<br />
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* ''Thick Fur'': The thick fur of the Ibixans grant them a natural armor of 1/-<br />
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* ''Favored Class'': Man-at-Arms or Pathfinder. An Ibixan character that follows these two classes receives an additional skill point per level.<br />
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===Further Advancement of Ibixans===<br />
<br />
{| border="1"<br />
!Level<br />
!Feature <br />
|-<br />
|4th<br />
|Mind over Body<br />
|-<br />
|8th<br />
|Feats of Strength<br />
|-<br />
|12th<br />
|Too tough to die<br />
|-<br />
|16th<br />
|Ability Boost<br />
|-<br />
|20th<br />
|Goat Hammer<br />
|-<br />
|}<br />
<br />
<br />
* ''Mind over Body (ex)'': The determination and stubborness of the Ibixan is legendary; and in some cases not even exagerated. If an Ibixan character fails a Fortitude Save, he may make an immediate Will Saving Throw against the same DC. If the Will Save succeeds, he may reroll the Fortitude Save, but the second result is binding. This ability can be used only once per save.<br />
<br />
* ''Feats of Strength (ex)'': An Ibixan of 8th level or higher may add his Wisdom bonus (if any) to all Strength or Athletics checks that deal with pure physical strength, like lifting something heavy or pushing something. They also may add their Constitution bonus to their Strngth score to determing their carrying capacity. <br />
<br />
* ''Too tough to die (ex)'': At 12th level, Ibixan characters gain an additional level of Scratches and may increase their Shock Value by 1.<br />
<br />
* ''Ability Bonus'': On 16th level, an Ibixan may increase his Constitution or Wisdom score by +2 points.<br />
<br />
* ''Goat Hammer'': Starting at 20th level, an Ibixan character increases the damage of his natura weapon to 1d8 and may treat it as a two-handed weapon for the calculation of the strength bonus to damage.; when he uses the natural weapon on a charge, you can make an additional free trip attempt against the victim.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_HobgoblinsSerpents and Sewers: Hobgoblins2009-11-11T15:23:02Z<p>Satyr: /* Hobgoblin Racial Traits */</p>
<hr />
<div>Back to [[Serpents and Sewers: Species and Templates|Species]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
==Hobgoblin Characters in Serpents and Sewers==<br />
I always liked Hobgoblins, and in Serpents and Sewers, they were changed from one of the mechanically weakest racies in the originally rules to what are supposed to be: a proud warrior people. Hobgoblins have no significant weaknesses, but they are at their best when fighting, and fighting smartly at it or lead their allies into a battle.<br />
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<br />
==Hobgoblin Racial Traits==<br />
* '''Abilities''': +2 to Dexterity, +2 to Constitution. Hobgoblins are fast moving and resilient warriors and hunters, without the weaknesses of other species.<br />
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* Medium Humanoid (Goblinoid)<br />
<br />
* A hobgoblin’s base land speed is 30 ft<br />
<br />
* '''Low-Light Vision''': A hobgoblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
<br />
* '''Sharp Senses''': Hobgoblins have keen sense, trained for hunt and warfare. They gain a +2 racial bonus to all Perception Checks.<br />
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* '''Silent Hunters''': Hobgoblins are predators and excellent hunters. They gain a +2 racial bonus to their Stealth checks.<br />
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* '''Know no fear''': Hobgoblins are legendary for their bravery and despise cowards. Hobgoblins receive a +4 racial bonus against fear effects.<br />
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* '''Weapon Experts''': Hobgoblins receive a +2 racial bonus to all Craft checks when dealing with armor, weapons, and war machines. Due to their military background, Hobgoblins know a lot about weaponry of all sorts.<br />
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* '''Weapon Familiarity''': Hobgoblins may treat Bastard Swords and Fighting Knives as martial instead of exotic weapons.<br />
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* '''Favorite Class''': Assassin and Man-at-Arms. Hobgoblins who follow one of these two classes receive an extra skill point or hitpoint per level.<br />
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===Further Advancement of Hobgoblins===<br />
{| border="1"<br />
!Level<br />
!Feature <br />
|-<br />
|4th<br />
|Hobgoblin Endurance<br />
|-<br />
|8th<br />
|Paragon Warriors<br />
|-<br />
|12th<br />
|Natural Toughness<br />
|-<br />
|16th<br />
|Ability Boost<br />
|-<br />
|20th<br />
|Master of Warfare<br />
|-<br />
|}<br />
<br />
<br />
* ''Hobgoblin Endurance'': At 4th level, a hobgoblin’s gains the Endurance Feat as a bonus feat.<br />
<br />
* ''Paragon Warriors'': From 8th level on, a hobgoblin’s keen senses and combat experiences helps him to find and exploit weaknesses in the defense of their enemies. They gain a +2 to attacks of opportunities and the defense against those attacks. <br />
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* ''Natural Toughness'': The greatest warriors of the hobgoblins are almost invincible. At 12th level, a hobgoblin gains a natural armor of 1/- that stacks with all other DR.<br />
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* ''Ability Bonus'': On 16th level, a hobgoblin character may increase his Strength or Constitution score by +2.<br />
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* ''Master of Warfare'': Hobgoblin paragons that have reached 20th level are nigh unstoppable in direct combat. They can reroll a number of combat rolls (attack, defense or damage) equal to their Constitution ability bonus per day. The second roll must be accepted, even if it is worse than the original roll.<br />
<br />
(''Fighting Knives'': Wicked blades that are designed to do as much damage on their way out as they did on the way in. Fighting knives are the favorite sidearm of many hobgoblin warriors and are treated as Exotic light weapons. Fighting Knives counts as daggers for the usage of feats and requirements and give a +2 bonus on Sleight of Hand checks made to conceal them. Dam (M): 1d6, Crit: 18-20/x2)</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Half-ElvesSerpents and Sewers: Half-Elves2009-11-11T15:19:57Z<p>Satyr: /* Half-Elf Traits */</p>
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<br />
==Half-Elf Traits==<br />
* '''Abilities''': +2 to Dexterity, -2 to any other ability score. Half Elves are more dexterous than most humans, but also share their human parent’s variable weaknesses.<br />
<br />
* '''Medium''': As Medium creatures, half-elves have no special bonuses or penalties due to their size.<br />
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* Half-elf base land speed is 30 feet.<br />
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* '''Magical Resistance''': +2 Racial bonus against sleep spells and similar magical effects, and a +1 racial bonus on saving throws against enchantment spells or effects.<br />
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* '''Low-Light Vision''': A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
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* '''Keen Senses''': +2 racial bonus to Perception.<br />
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* '''Adaptability''': Like their human ancestor, Half-Elves gain one extra feat at 1st level.<br />
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* '''Fast Learner''': 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
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* '''Elfish Grace''': Half-Elves are almost as agile and elegant as their Elven ancestors. They receive a +1 racial bonus to Balance, Climb, Jump, Tumble.<br />
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* '''Weapon Familiarity''': Half-Elves may treat one exotic weapon that is normally associated with the human or elven community they grew up in as a martial instead of an exotic weapon.<br />
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* '''Sterile''': Half-Elves are cross-breed between two different species and can not reproduce.<br />
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* '''Mixed Blood''': For all effects related to race, a half-elf is considered an elf as well as a human.<br />
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* '''Favored Class''': Any. At character creation, half-elf characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.<br />
<br />
==Further Advancement of Half-Elves==<br />
Half Elves use the same further advancement schemes as [[Serpents and Sewers: Humans|humans]].</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_MulsSerpents and Sewers: Muls2009-11-11T15:00:14Z<p>Satyr: /* Mul Racial Traits */</p>
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<br />
==Muls in Serpents and Sewers==<br />
Muls are the mixed-breed offspring of humans and dwarves in the Dark Sun campaign setting. The term mul is derived from "mule" which are sterile hybrids, and as such the word is meant to be pronounced in the same manner (rhyming with "rule" rather than "dull").<br />
<br />
Women who give birth to muls tend to be human and die in childbirth. Muls are bred for gladiatorial combat and slave labor. Athasian muls are hairless, about 6 feet tall, retain the agility of their human parent while manifesting the strength and industrious mindset of their dwarven parent.<br />
<br />
==Mul Racial Traits==<br />
All Mul Characters use these common features:<br />
<br />
* '''Abilities:''' +2 to Constitution, +2 to Strength, -2 to Charisma, -2 to an additional ability. Muls inherit the great stamina and muscle density of their dwarven ancestors and combine it with the size (and lever) of the much larger humans. They are rarely very diplomatic, and like almost all people who share human blood, they feature a wide diversity of drawbacks.<br />
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* '''Medium:''' As Medium creatures, Muls have no special bonuses or penalties due to their size.<br />
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* Mul base land speed is 30 feet.<br />
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* '''Darkvision:''' Muls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Muls can function just fine with no light at all.<br />
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* '''Tireless:''' Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement.<br />
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* '''Hardy''': Muls need only half as much rest as usual to eliminate the effects of fatigue and exhaustion.<br />
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* '''Faster Natural Healing:''' Muls heal damage at twice the normal rate. <br />
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* '''Magical Resistance:''' Muls have inherited the natural resistance against magic of their dwarven ancestors and gain a +1 racial bonus on saving throws against spells and spell-like effects.<br />
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* '''Adaptability:''' Like their human ancestors, Muls gain one extra feat at 1st level.<br />
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* '''Fast Learner:''' Muls gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
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* '''Sterile:''' Muls are a cross-breed between two different species and can not reproduce.<br />
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* '''Weapon Familiarity:''' Muls may treat one chosen exotic weapon that is typical for the dwarven or human culture they grew up in as a martial weapon.<br />
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* '''Favorite Class:''' Any. At character creation,mul characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.<br />
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===Further Advancement of Muls:===<br />
Muls use the same advancement scheme as [[Serpents and Sewers: Humans|human characters]].</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_HumansSerpents and Sewers: Humans2009-11-11T14:57:49Z<p>Satyr: /* Human Racial Traits */</p>
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<br />
==Humans in Serpents and Sewers==<br />
Humans do not fill in any niche within the game, but while they excell in no area, they can fit in many different roles. All classes are open to human characters.<br />
<br />
==Human Racial Traits==<br />
All human subspecies and cultures use these common features:<br />
* '''Abilities:''' +2 to any physical ability score, -2 to any ability score. Humans are the most diverse and versatile species and demonstrate a wide range of physical qualities and even more various drawbacks.<br />
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* '''Medium''': As Medium creatures, humans have no special bonuses or penalties due to their size.<br />
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* Human base land speed is 30 feet. <br />
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* '''Adaptability''': Human characters gain 1 extra feat at 1st level.<br />
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* '''Human Resilience''': Human Characters receive a +1 Bonus to all Saving Throws.<br />
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* '''Weapon Familiarity''': Human Characters can treat one exotic weapon that is typical for their cultural background as a martial instead of an exotic weapon.<br />
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* '''Fast Learners''': Humans gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
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* '''Favored Class''': Any. At character creation, human characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.<br />
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==Further Advancement of Humans==<br />
<br />
{| border="1"<br />
!Level<br />
!Feature <br />
|-<br />
|4th<br />
|Adaptive Learning, Skill Focus<br />
|-<br />
|8th<br />
|Ability Boost<br />
|-<br />
|12th<br />
|Improved Human Resilience, Skill Focus<br />
|-<br />
|16th<br />
|Ability Boost<br />
|-<br />
|20th<br />
|Dominion of Men, Skill Focus<br />
|-<br />
|}<br />
<br />
<br />
* '''Adaptive Learning (Ex)''': At 5th level, a human can designate any two skills as adaptive skills. These skills are treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.<br />
<br />
* '''Skill Focus''': You gain Skill Focus as a bonus feat on 4th, 12th and 20th level.<br />
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* '''Ability Boost (Ex)''': At 8th and 16th level, a human increases one ability score of his choice by 2 points. The same ability cannot be chosen twice.<br />
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* '''Improved Human Resilience:''' At 12th level, the bonus to Saving throws based on the human resilience trait increases to +2.<br />
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* '''Dominion of Men (Ex):''' Mankind has become one of the dominant species, against all odds. At 20th level, a human character can reroll any roll for as many times per day as their charisma or constitution ability bonus, whichever is higher (but at least once). The second roll must be used, even if it is worse than the original one.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_ShiftersSerpents and Sewers: Shifters2009-11-11T14:56:08Z<p>Satyr: /* Shifter Racial Abilities */</p>
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<br />
<br />
==Shifters in Serpents and Sewers==<br />
<br />
<br />
==Shifter Racial Abilities==<br />
<br />
All Shifter characters use these common features:<br />
<br />
* '''Abilities''': +2 to Dexterity, +2 to Constitution, -2 to Intelligence –2 to Charisma. Shifters are lithe and agile yet tough and wiry, but they their bestial nature detracts them from reasoning and more elegant social interaction.<br />
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* '''Medium''': As Medium creatures, Shifters have no special bonuses or penalties due to their size.<br />
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* Shifter base land speed is 30 feet.<br />
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* '''Shapeshifting''': Shifter can tap their lycanthropic heritage and have the ability to slightly change their shape to increase their physical prowess. They may chose one simple Beast feature from the [[Serpents and Sewers: Shapechanger|Shapechanger]] beast feature list and may use it at will. If they purchase additional beast features by taking class levels in the Shapeshifter class, this beast feature stacks and counts for fulfilling requirements. They also gain the Humanoid Form Beast Feature as a free bonus feature.<br />
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* '''Low-Light Vision''': A Shifter can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
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* '''Physical Prowess''': Shifter characters gain a +2 racial bonus to Athletics Checks.<br />
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* '''The inner Beast''': Shifter characters don’t need the Divine Gift to get access to the Shapechanger class; the abilities of this class are nothing but the perfection of their innate shapeshifting abilities. <br />
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* '''Favored Class''': Berserker and Shapechanger. Shifters who follow these two classes receive an additional skill point or hitpoint per level.<br />
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==Further Advancement of Shifters==<br />
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{| border="1"<br />
!Level<br />
!Feature <br />
|-<br />
|4th<br />
|Beast Instincts<br />
|-<br />
|8th<br />
|Tapping the Wild Heritage<br />
|-<br />
|12th<br />
|Improved Shifting<br />
|-<br />
|16th<br />
|Ability Boost<br />
|-<br />
|20th<br />
|Unstoppable<br />
|-<br />
|}<br />
<br />
<br />
* '''Beast Instincts (ex)''': The Shifter character gains a +2 bonus to Initiative and all Search, Spot and Listen checks<br />
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* '''Tapping the Wild Heritage (Su)''': The Shifter gains Damage Reduction equal to his or her Constitution modifier/Silver.<br />
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* '''Improved Shifting (ex)''': At 12th level, the Shifter gains an additional Beast Feature from the Shapechanger advanced Beast Feature list.<br />
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* '''Ability Bonus''': On 16th level, a Shifter character gains a +2 bonus to either their strength or wisdom ability scores.<br />
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* '''Unstoppable (su)''': While using his or her beast features, a Shifter character of 20th level gains fast healing 2 and does not suffer from any penalties through wounds, injuries or pain. In addition, their Damage Reduction increases to 4+Constitution modifer/Silver.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Half-OgresSerpents and Sewers: Half-Ogres2009-11-11T14:53:44Z<p>Satyr: /* Half-Ogre Racial Trait */</p>
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<br />
==Half-Ogre Racial Trait==<br />
* ''Abilities'': Strength +4, Constitution +2, Intelligence -2, one additional ability -2. Half-Ogres inherit the brutish strength and sheer bulk of their Ogre ancestors, but also their mental slowness.<br />
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* ''Medium'': As Medium creatures, Half-Ogres have no special bonuses or penalties due to their size.<br />
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* ''Powerful Build'': The physical stature of Half-Ogres let them function in many ways as if they were one size category larger. Whenever a Half-Ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Half-Ogre is treated as one size larger if doing so is advantageous to him. A Half-Ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Half-Ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Powerful Built does not affect a character's shock value the way true size increase does.<br />
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* Half-Ogre base land speed is 30 feet.<br />
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* ''Darkvision'': Half-Ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Half-Ogres can function just fine with no light at all.<br />
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* ''Adaptability'': Half-Ogre characters gain 1 extra feat at 1st level.<br />
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* ''Tough Hide'': The leathery skin aqnd sheer bulk of the Half-Ogres grant them a natural armor of 1/-<br />
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* ''Hard to kill'': Half-Ogres gain three additional hitpoints at first level and one additional hitpoint per level.<br />
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* ''Weapon Familiarity'': Half-Ogre Characters can treat one exotic weapon that is typical for their cultural background as a martial instead of an exotic weapon.<br />
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* ''Fast Learners'': Half-Ogres gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
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* ''Sterile'': Half-Ogres are a cross-breed between two different species and can not reproduce.<br />
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* ''Favored Class'': Any. At character creation, Half-Ogre characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.<br />
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* ''Level Adjustment'': +1<br />
<br />
==Further Advancement of half-ogres==<br />
Half-Ogres use the same advancement scheme as [[Serpents and Sewers: Humans|humans]].</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Half-HobgoblinsSerpents and Sewers: Half-Hobgoblins2009-11-11T14:52:00Z<p>Satyr: </p>
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<br />
==Half-Hobgoblins in Serpents and Sewers==<br />
Half-Hobgoblins are one of the specific races of the Kingdoms of Kalamar setting, and as Serpents and Sewers was originally considered to be a specific mod for exactly this setting, the half-hobgoblins were included, even when S&S grew out of the original consideration. Half-Hobgoblins suffer from similar prejudices as all halfbreeds, but they also combine the strengths - and weaknesses - of two of the most versatile and dominating humanoid species.<br />
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==Half-Hobgoblin Racial Traits==<br />
* ''Abilities'': +2 Constitution, -2 to any other ability score. Half-Hobgoblins have a better endurance than most humans, but also share their human parent’s variable weaknesses.<br />
<br />
* ''Medium'': As Medium creatures, Half-Hobgoblins have no special bonuses or penalties due to their size.<br />
* Half-Hoblgoblin base land speed is 30 feet.<br />
<br />
* ''Low-Light Vision'': A half-hobgoblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
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* ''Adaptability'': Like their human ancestor, Half-hoblgoblins gain one extra feat at 1st level.<br />
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* ''Fast Learners'': 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
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* ''Born for the Hunt'': Like their Hobgoblin ancestors, half-hobgoblins are expert hunters. They gain a racial +1 bonus to Stealth and Perception checks.<br />
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* ''Know no fear'': Half-hobgoblins inherit the fearlessness of their hobgoblin brethren. They receive a +4 racial bonus against fear effects.<br />
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* ''Weapon Familiarity'': Half-hobgoblins may treat one exotic weapon that is normally associated with the human or hobgoblin culture they grew up in as a martial instead of an exotic weapon.<br />
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* ''Sterile'': Half-Orcs are cross-breed between two different species and can not reproduce.<br />
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* ''Mixed Blood'': For all effects related to race, a half-hobgoblin is considered both a goblinoid and a human.<br />
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* ''Favored Class'': any. At character creation, half-hobgoblin characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.<br />
<br />
==Further Advancement of half-hobgoblins==<br />
Half-hobgoblins use the same advancement scheme as [[Serpents and Sewers: Humans|humans]].</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Half-OrcsSerpents and Sewers: Half-Orcs2009-11-11T14:43:23Z<p>Satyr: </p>
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<br />
==Half-Orc Racial Traits==<br />
* ''Abilities'': +2 Strength, -2 to any other ability score. Half-Orcs are stronger than most humans, but also share their human parent’s variable weaknesses.<br />
* ''Medium'': As Medium creatures, Half-Orcs have no special bonuses or penalties due to their size.<br />
Half-Orc base land speed is 30 feet.<br />
* ''Darkvision'': Half-Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Half-Orcs can function just fine with no light at all.<br />
* ''Adaptability'': Like their human ancestor, Half-Orcs gain one extra feat at 1st level.<br />
* ''Fast Learners'': 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
* ''Orcish Resilience'': Like true-blooded Orcs, Half-Orcs are incredible hard to kill. They receive the Diehard feat as a free Bonus Feat even when they do not fulfill its requirements.<br />
* ''Weapon Familiarity'': Half-orcs may treat one exotic weapon that is normally associated with the human or orc culture they grew up in as a martial instead of an exotic weapon.<br />
* ''Sterile'': Half-Orcs are cross-breed between two different species and can not reproduce.<br />
* ''Mixed Blood'': For all effects related to race, a Half-Orc is considered both an Orc and a human.<br />
* ''Favored Class'': any. At character creation, Half-Orc characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.<br />
<br />
==Further Advancement of half-orcs==<br />
Half-Orcs use the same advancement scheme as [[Serpents and Sewers: Humans|humans]].</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_PsionicsSerpents and Sewers: Psionics2009-11-11T14:40:26Z<p>Satyr: /* Harmonized Senses */</p>
<hr />
<div>=Foreword=<br />
I actually think that the psionics system of traditional D&D is more enjoyable than the Vancian magic – which is exactly the reason why many of the elements of it were used for [[Serpents and Sewers: Magic|Magic]] in Serpents and Sewers, although in a simpler and slightly more mystical way.<br />
<br />
This leads to a problem, as through this change magic tramples all over the niche psionics had occupied – the flavour of psionics is shaky at best in a fantasy game, and perhaps a bit too much Science Fiction for such a setting, but the rules were way superior to the Vancian magic rules.<br />
<br />
Serpents and Sewers includes psionics for two reasons – at first for the idea of a complete conversion, at least one of the alternative supernatural power systems should be implemented as well, and also for the planned implementation of the Dark Sun setting for the Serpents and Sewers conversion. It is somewhat difficult to include a setting ripe with psionics into the rules if the rules for one of the significant elements are missing.<br />
<br />
=Psionic powers in Serpents and Sewers=<br />
Psionics are not "spell-based" powers like magic, but a feat based system that most of the time offer a nigh permanent bonus or abilities to the character’s options, and offer somewhat new ones. Generally, psionics are not as powerful as magic, but since they are useable at will and with less limitations, they still have their place in the world. The powers are not meant to be the mighty powers of "psionics" in science-fiction which operates like high-level spells but more like subtle, innate gifts, from oracles and seers to uncontrolled pyromancers and telekinetic warriors.<br />
<br />
There are no "power points" or "spell points" in this psionic system. Most psychic powers are usable at will, any number of times per day, and some don’t even require a successful skill check. Since mot of the powers are based on feats, most of them work like feats as well. Nonetheless, as a supernatural power, characters require the Psionic Gift [[Serpents and Sewers: Background Traits|Background Trait]]. <br />
<br />
Generally, psychic powers in Serpents and Sewers are considered to be magical, and generally won't work in an Anti-Magic Field or null-magic area, can be countered with counterspells or cancelled with ‘’Dispel Magic’’ etc. However, continually operating powers like most of the psychic feats are nigh permanent and are only interrupted by most abjuration spells. Psychic powers are also very "low-key" and can operate below the threshold of most magical detection. Inactive Powers, for example cannot be detected until they become active – a character’s Fast Healing for example can be detected only while it is actively healing damage but if the character is at full health – or actively suppressing the power, it stays hidden. Generally, only obvious powers active for a limited duration (like a spell) can be readily detected. Though not spells, offensive powers resemble spells closely enough for defensive spells to work against them (they qualify as "spell-like abilities"). <br />
<br />
Some powers are based on the character's level. In such cases, overall character level is used, including level adjustments. <br />
<br />
Creatures described as naturally psychic ( like various "psionic" monsters or Athasian characters) receive The Gift background trait for free. Their listed abilities don't require any additional feats, but they may still take such feats to gain additional powers. References to the "Psion" and "Psychic Warrior" classes may be replaced by "Sorcerer" and "Fighter" respectively.<br />
<br />
=Psionic Characters=<br />
A character with the psionic background trait must decide which form of psionics he or she has access to - other forms are available through feats, but most psychic characters only have access to one of the four psionic schools - Biokinesis, Clairvoyance, Telekinesis or Telepathy. This one school is called the ''primary school'' and psionic characters gain additional traits based on their primary school at character creation. A character can gain powerss from other schools as well, but the majority of his powers must come from his primary school.<br />
<br />
A psionic character purchases his or her powers through feats from the list below. A psychic feat can be taken every time when the character gains a new feat, even when this is a class-based bonus feat that is freely chosable - the bonus feats of [[Serpents and Sewers: Man-at-arms|Men-at-arms]] or [[Serpents and Sewers: Wizard|Wizards]] can only be used for the limited selection as usual. <br />
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A character with both the Psionic Gift and Magic Gift can learn Psionics paralell to his or her magical abilities without problems.<br />
<br />
The exact power of the different psychic feats are given below in the feats' descriptions.<br />
<br />
=Psionic Powers=<br />
<br />
==Biokinesis==<br />
Biokinesis is very powerful, but also very straightforward for a psychic power. On its highest level, this power almost grants immortality. Biokinetical powers focus on living tissue and the manipulation of it. This includes physical boosts, healing powers, and physical changes. While Biokinesis is most of the time focused on the character himself, powerful biokinetics can also use their powers on other people - both to heal and to harm.<br />
<br />
Characters who chose Biokinesis as their primary school, gain a +1 bonus to fortitude saves and the Endurance feat for free. <br />
<br />
<br />
===Biokinesis Powers===<br />
<br />
====Damage Reduction====<br />
''Prerequisite'': Physical Boost<br />
<br />
''Benefit'': The character may harden his bones and reduce any bloodloss almost immedeately, granting him a Natural Damage Reduction of 2/- that stacks with any other Damage Reduction from any other source.<br />
<br />
<br />
====Healing Hands====<br />
''Prerequisite'': None<br />
<br />
''Benefit'': The Biokineticist can use this power to heal himself or others or to inflict pain and harm through a mere touch. Three times per day, she can either heal one light injury with a tough of her hand. Using Healing Hands is a standard action. The psychic can also spend all three of her daily uses at once to heal one full-blown wound, but this requires a succesful Concentration (DC 15) check and takes two full-round actions; during this time, the contact between the healer and his patient may not be interrupted.<br />
<br />
Alternatively, the character can use any or all of this healing power to deal damage to living creatures, but not unliving constructs, undeads and so on. Using the power in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. If the power is used this way, it deals 1d8 + the highes mental ability bones points of damage per usage.<br />
<br />
====Fast Healing====<br />
''Prerequisite'': Healing Hands, Vitality<br />
<br />
''Benefit'': The Character gains Fast Healing 1. <br />
<br />
<br />
====Immortality====<br />
''Prerequisites'': Metabolical Cleansing, Vitality<br />
<br />
''Benefits'': You are immune to poisons and diseases. Furthermore, your power continually purges your body of the harmful physical effects of age. You do not physically age beyond the mid-point of the "adult" age category for your race (halfway between reaching adulthood and the onset of middle age: for humans, this corresponds to an age of 25 years). You are immune against all forms of unnatural aging effects and powers. <br />
<br />
<br />
====Incredible Fortitude====<br />
''Prerequisite'': Great Fortitude<br />
<br />
''Benefit'': The Character gains an additional +2 bonus to Fortitude Saves. Whenever the character makes a successful fortitude save against an attack or effect that normally would have a lesser effect (such as any spell with a saving throw entry of fortitude partial) she instead completely negates the effect.<br />
<br />
<br />
====Metabolical Cleansing====<br />
''Prerequisite'': Healing Hands<br />
<br />
''Benefits'': This power purges a subject's body of harmful substances, including poisons and pathogens. This requires touching the subject and a Heal skill check (DC 15, or DC 20 when used on a different target than yourself), and acts as the equivalent of a ''remove disease'' and a ''neutralize poison'' spell. Using this power is a standard action that does not provoke an attack of opportunity, except when touching another.<br />
<br />
<br />
====Physical Boost====<br />
''Prerequisite'': None<br />
<br />
''Benefit'': You may use this power on yourself, or on another creature you touch. On a successful Heal check (DC 20, or 25 when used on a different target than yourself), it bestows a +4 Enhancement bonus on the subject's Strength, Dexterity and Constitution scores (as if under the influence of the bull's strength, cat's grace and bear's endurance spells), for a duration of one minute per level of the psychic. However, when the duration expires, the subject will be exhausted for a period equal to twice this duration. Using this power is a standard action that does not provoke an attack of opportunity, except when touching another.<br />
<br />
<br />
====Vitality====<br />
''Prerequisite'': at least two other biokinesis powers.<br />
<br />
''Benefit'': The character increases his Constitution permantly by +2 points, as if he had used a Tome.<br />
<br />
<br />
==Clairvoyance==<br />
Characters with Clairvoyance can "see" things they should not be able to recognize. Distance, Barriers, even time may be overcome with clairvoyant powers. Often, these visions are triggered through intense emotions and extreme circumstances, but it is also possible to willingly use these powers. <br />
<br />
A Character whose primary school is Clairvoyance gains a "Sixth Sense" which gives a +1 bonus to Reflex Saves, Initiative and Search, Spot and Listen checks.<br />
<br />
<br />
===Clairvoyance Powers===<br />
<br />
<br />
====Blindsight====<br />
''Prerequisite'': Harmonized Senses <br />
<br />
''Benefit'': The Character gains Blindsight 30'.<br />
<br />
<br />
====Clarity of Vision====<br />
''Prerequisite'': None <br />
<br />
''Benefit'': You have a good chance of spotting invisible creatures and objects, and seeing through illusions. You gain an immediate Spot check (DC = 10 plus spell level of the illusion x2) to see through the illusion. This also works against naturally transparent creatures such as Invisible Stalkers (DC = 10 plus the creature's CR, or the listed Spot DC minus 10, whichever is lower). If you fail, you get another check 5-8 minutes later, then another 1-4 hours later, then every 1-4 days.<br />
<br />
<br />
====Combat Sense====<br />
''Prerequisite'': Combat Reflexes<br />
<br />
''Benefit'': You have a form of precognition that helps you react appropriately to dangerous situations. This continuous power gives you an Insight bonus equal to your Wisdom bonus (if any) +1 to Defense, Reflex saves and initiative checks. Also, you retain your Dexterity bonus when flat-footed and can react to attacks from any direction (i.e. you cannot be flanked).<br />
<br />
<br />
====Deep Vision====<br />
''Prerequisite'': Harmonized Senses<br />
<br />
''Benefit'': After one round of concentration, you can attune your vision to see up to one foot beneath the surface of opaque objects within 10 feet, for as long as you maintain concentration. Search checks to find secret doors and covered pits within that range will automatically succeed. Search checks for other forms of mechanical trap get a +10 bonus (if the mechanism is normally obscured by something: there is no bonus for spotting a tripwire). You cannot see more than one foot beyond the surface, even if no other obstacles are present: thus, you can see through to the far side of a closed door or thin wall, but not more than a few inches into the room beyond. If you also have the Psychokinesis ability, you can see and manipulate the tumblers of a lock or the mechanism of a trap without tools, and without the usual +5 to the DC for using this power: instead, you get a -5 DC reduction.<br />
<br />
<br />
====Find Weakness====<br />
''Prerequisite'': Combat Sense <br />
<br />
''Benefit'': You can spot weak chinks in the enemie's armors, openings in their defensive posture and similar weak spots. This continous power grants an Insight Bonus to Attack Rolls and Damage equal to the character's Wisdom bonus (if any) +1.<br />
<br />
<br />
====Harmonized Senses====<br />
''Prerequisiste'': None<br />
<br />
''Benefit'': The character can use his psychic abilities to sharpen his senses to an inhuman degree by focusing the whole perception on one specific aspect. By using this power, the character gains one of the following abilities or bonuses, which can be switched as a Standard action that does not provoke an attack of opportunity: Blind Sense 30', Darkvision 60', Scent 30', or a +10 bonus to Perception. If the character already has one of these abilities, they can add the range to their existing sense (A psychic dwarf could expand his Darkvision to 120', for example).<br />
<br />
====Precognition====<br />
Prerequisite: None<br />
<br />
''Benefit'': You have a limited ability to predict the future. This ability is limited to predicting which of two possibilities is more likely, and will not work if the outcome depends on many unforeseeable actions by those who receive the prediction. Thus, you can predict whether or not a party hunting a murderous troll will find it if they enter a suspicious cave, but you cannot predict if they will defeat it. Success is determined by a Spot check: a result of less than 10 indicates a random response, 10-19 indicates no response, 20 or more indicates success. Repeated attempts by the same psychic will merely give the same result as before: furthermore, multiple attempts to use this power in the same day (even for different predictions) will reduce the result by 5 per attempt. Using this power is a standard action that does not provoke an attack of opportunity.<br />
<br />
<br />
====Prophecy==== <br />
''Prerequisite'': Precognition <br />
<br />
''Benefit'': You can make significant and far-reaching predictions of future events. The power's parameters are highly variable, and it is up to the referee to interpret this power as he or she sees fit. Prophecies can be clear or obscure: they can consist of glowing images (visible only to you), spoken phrases, or apparently natural events which serve as omens to those with the skill and understanding to interpret them. A peculiarity of this power is that it can be triggered spontaneously, without the character's bidding: in practical terms, this means that characters with this power are unusually prone to prophetic visions and dreams, and are therefore likely to become aware of imminent wars, natural disasters and other major events. Prophecies can also provide life-saving clues regarding the nature of monsters, traps and other hazards in future adventures. A successful Spot check is required (DC 30), but it's possible to "take 20" given sufficient time, so this is not usually a problem. <br />
<br />
This power can also be used to gain visions of the past, if you are at the location where the past event occurred, or if you are touching an item which featured in the event (e.g. a murder weapon).<br />
<br />
<br />
====Remote Sensing====<br />
''Prerequisite'': None <br />
<br />
''Benefit:'' On a successful Spot or Listen check (DC 15), you can view an area that's normally out of sight, as if using a ''clairaudience/clairvoyance'' spell (with a caster level equal to your overall character level). To hear sounds, you must make a DC 10 Listen check: success means you can hear, even if the Spot check fails and you can't see. Using this power is a standard action that does not provoke an attack of opportunity.<br />
<br />
<br />
====Scrying==== <br />
''Prerequisite'': Remote Sensing<br />
<br />
''Benefit'': By meditating for one hour and then passing a Search check (DC 20), you can duplicate the effect of a ''Scrying'' spell.<br />
<br />
<br />
==Telekinesis==<br />
Telekinesis is the power to move objects through the mind alone, and to alter and change unliving matter. Telekinesis is the most offensive power school and can easily be used to hurt and attack. Telekinetics does not only include the movemnt of objects, but also powers that change other physical effects - like the dreaded pyrokinesis.<br />
<br />
As a primary school, Telekinesis grants the ability to use ''Mage Hand'' as a spell-like ability at will and grants a +1 deflection bonus to the character's defense.<br />
<br />
<br />
===Telekinesis Powers===<br />
<br />
<br />
====Controled Fall====<br />
''Prerequisites'': None<br />
<br />
''Benefits'': You may cast ''Featherfall'' as a spell-like ability at will, but doing so requires a Concentration (DC 15) check.<br />
<br />
<br />
====Energy Blast====<br />
''Prerequisites'': None<br />
<br />
''Benefits'': As a full round action, the character can make a ranged touch attack with a telekinetic energy blast that deals 2d6 points of damage to the target, plus the highest mental ability bonus the character has. When using this power, the character chooses which kind of energy - cold, electricity, fire, or sonic - he uses. This determines the Energy Blast's type of damage. <br />
<br />
<br />
<br />
====Greater Mindblade====<br />
''Prerequisites'': Mindblade, BAB 6+<br />
<br />
''Benefits:'' The character's mindblade is treated in every regard as a +2 wepaon and gains a quality of a magical weapon orth a +1 bonus. This quality is chosen by the character when he takes this feat and cannot be changed afterwards.<br />
<br />
<br />
<br />
====Kinetic Shield==== <br />
''Prerequisite'': None<br />
<br />
''Benefit'': On a successful Concentration check (DC 15), you can manifest a shielding force that hovers in front of you. The force screen provides a +4 shield bonus to your Defense (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it. This can be wielded without proficiency and does not cause encumbrance. Alternatively, you can reinforce an actual shield or a Shield spell, adding +2 to its shield bonus. It persists for one round per character level. Using this power is a standard action that does not provoke an attack of opportunity.<br />
<br />
<br />
====Levitation====<br />
''Prerequisite'': Controlled Fall <br />
<br />
''Benefit'': You can rise vertically into the air, as if under the influence of a ''Levitate'' spell, if a DC 20 Concentration check is successful. The spell allow also slow horizontal movement of 10', but requires continued Concentration checks to be maintained: if you fail, you can still make a Controlled Fall check. Activating this power is a standard action that does not provoke an attack of opportunity. Under this effect, the character must constantly concentrate, which increases the DC of any other Concentration check by 10.<br />
<br />
<br />
====Mindblade====<br />
''Prerequisite'': Constitution 13+<br />
<br />
''Benefit'': The character can weave his psychic energy into weaponry. It takes a free action to create a mindblade, but a character cannot create more than one blade per turn. The Mind Blade can be used for attacks, but as it is not a material blade, all attacks with the blade are made as touch attacks. A Mind blade can take almost every form, but always deal 1d8 points of damage with a critical range of 19-20, x2. A character can gain the weapon focus fets for his mind blade. The mindblade can be used with the Weapon Finesse feat and the highest mental stat bonus is added to the blade's damage. Mindblade damage ignores the Damage Reduction of worn armor, but not of any other sources.<br />
<br />
====Mindblade Throw====<br />
''Prerequisite'': Mindblade<br />
<br />
''Benefit'': As the mindblade above, but the attacks can be made as ranged touch attacks with a reach of 30'.<br />
<br />
<br />
====Poltergeist====<br />
<br />
<br />
====Propulsion====<br />
<br />
''Prerequisite'': Int 13, Levitation. <br />
<br />
''Benefit'': This power is used to boost your movement. Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor or light armor, and not carrying a medium or heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn. Your swim speed is +5 feet greater and flying speed is +10 feet greater. Your flying bonus allows you to move horizontally while under a levitation spell or ability. You also gain a +10 bonus on Jump checks and a +5 bonus on the following skills: Balance, Climb, Swim, Tumble. Your height no longer limits your maximum jump distance. You also gain +5 on Ride checks to avoid falling from your steed.<br />
<br />
====Pyrokinetics====<br />
<br />
''Prerequisites:'' Energy Blast<br />
<br />
''Benefit:'' As a standard action, the character may use the spells ''Produce Flame'' and ''Pyrotechnics'' as spell-like abilities at will, if the character succeeds in a Concentration check (DC 20). In addition the character gains an Energy resistance against fire equal to the bonus of his highest mental stat.<br />
<br />
====Telekinetic Blast====<br />
''Prerequisites'': Energy Blast<br />
<br />
''Benefit'': A Telekinetic Blast is a direct and violent use of the telekinetic powers to hurt and hinder a target. As a full round action, the power deals 4d6 of bludgeoning damage as a ranged touch attack to the target, which is also treated as if it was the target of a bullrush by medium creature with a strength equal to the psychic character's highest mental ability.<br />
<br />
====Telekinetic Manipulation====<br />
''Prerequisites'': Int 13+, At least 3 additional Telekinetic powers<br />
<br />
''Benefit:'' As a full-round action, the character may use ''Telekinesis'' as a spell-like ability if he succeeds in a Concentration check (DC 30). This power can be used at will. In addition, the character may use the ''Mage Hand'' spell at will without making a Concentration check.<br />
<br />
==Telepathy==<br />
Telepathy is the ability to read and alter the minds of sentient beings. A telepath may use his powers for communication, spionage and manipulation or even domination. Telepaths are probably the most subtle psychic characters and are often able to hide their arts very well.<br />
<br />
Characters who chose Telepathy as their primary school gain a +2 bonus to will saves as well as Bluff and Sense Motive checks.<br />
<br />
<br />
===Telepath Powers===<br />
<br />
<br />
====Assess Opponent====<br />
''Prerequisites'': None<br />
<br />
''Benefits'': If the character has a clear line of sight to a creature within 60 feet, he or she may make a Gather Information skill check with a DC equal to 10 plus the creature's CR. A success grants a special insight regarding that creature's nature: the character recognizes the creature's type, (including, for instance, whether or not it's a lycanthrope or other shapechanger), and what its main character class is (though not its level). You also gain a +2 Favored Enemy bonus (as the ranger ability) specific to that individual, and this stacks with any actual bonus for the individual's creature type. Failure means you can't try again on that individual until your Gather Information skill improves. The power will not work on mindless creatures, or those whose minds cannot be read. Using this power is a standard action that does not provoke an attack of opportunity.<br />
<br />
<br />
====Cloak the Mind====<br />
''Prerequisite:'' Willpower Boost, Iron WIll<br />
<br />
''Beenfits:'' The mind of the psychic cannot be read by normal means: his or her mental privacy is protected by the equivalent of a ''Mind Blank'' spell (though this power, unlike the spell, protects only against mental divinations, not magical location or mental attacks). Furthermore, you can create a smoke screen which masks your alignment and surface thoughts, giving false information: this requires a Bluff check opposed by the Sense Motive ability of anyone attempting to read your alignment, magically detect lies, read surface thoughts etc. If your opponent wins this check, his/her mental divination attempt will simply fail, rather than report false information; your mind is still screened.<br />
<br />
<br />
====Command====<br />
''Prerequisites'': Telepathic Manipulation<br />
<br />
''Benefit'': As a full-round action, the character may use ''Dominate Person'' as a spell-like ability if he succeeds in a Diplomacy check (DC 35). This is a mind-affecting ability. The DC of the victim's will save is equal to the result of the character's concentration check result, plus his or her charisma bonus.<br />
<br />
<br />
====Genius====<br />
''Prerequisites'': At least three other Telepathic powers.<br />
<br />
''Benefit'': The character increases his Intelligence, Wisdom or Charisma permantly by +2 points, as if he had used a Tome.<br />
<br />
<br />
====Induce Fear====<br />
''Prerequisites:'' None<br />
<br />
''Benefits': As a full-round action, the character may use ''Fear'' as a spell-like ability if he succeeds in a Intimidation check (DC 25). This is a mind-affecting ability. The DC of the victim's will save is equal to the result of the character's concentration check result, plus his or her charisma bonus.<br />
<br />
<br />
====Mental Boost====<br />
''Prerequisite'': None<br />
<br />
''Benefit'': You may use this power on yourself, or on another creature you touch. On a successful Concentration check (DC 20, or 25 when used on a different target than yourself), it bestows a +4 Enhancement bonus on the subject's Inteligence, Wisdom and Charisma scores (as if under the influence of the fox's cunning, owl's wisdom and eagle's splendor spells), for a duration of one minute per level of the psychic. However, when the duration expires, the subject will be exhausted for a period equal to twice this duration. Using this power is a standard action that does not provoke an attack of opportunity, except when touching another.<br />
<br />
<br />
====Read Thoughts====<br />
''Prerequisites:'' Wisdom 13+<br />
<br />
''Benefit:'' The character can know what a subject is thinking, at a range of up to 60 feet. On a successful Sense Motive check (DC 15), he or she can duplicate the effect of the ''Detect Thoughts'' spell. On a check result of 20 or better, subjects are not entitled to a Will save unless they are somehow aware that you are trying to read their minds. On a result of 30 or better, if you're concentrating on one subject, that subject will be unable to block you without magical or similar protections (i.e. no Will save even if they're aware), and you can delve below their surface thoughts to find out what they know about any topic of your choice. Against magical protections, this power is considered equivalent to a 2nd level spell with a caster level equal to the psychic's overall character level. Using this power is a standard action that does not provoke an attack of opportunity.<br />
<br />
<br />
<br />
====Telepathic Communication====<br />
''Prerequisites:'' Read Thoughts<br />
<br />
''Benefits'': The Character can communicate telepathically with others. He or she must have a line of sight to each subject, unless you've communicated telepathically with that individual before and are thus familiar with his/her "mental signature". A Diplomacy check result is then used to determine the effective range, and the communication attempt succeeds if the subject is within that range: <br />
{| border="1"<br />
! check result<br />
! range<br />
|-<br />
|5 or less<br />
|failed<br />
|-<br />
|6-10<br />
|touch<br />
|-<br />
|11-15<br />
|10 yards<br />
|-<br />
|16-20<br />
|100 yards<br />
|-<br />
|21-25<br />
|1 mile<br />
|-<br />
|26-30<br />
|10 miles<br />
|-<br />
|31-35<br />
|100 miles<br />
|-<br />
|36+<br />
|Unlimited range <br />
|-<br />
|}<br />
<br />
<br />
Multiple attempts are permitted, and given sufficient time, it is possible to "take 20" on this check. If successful, the communication link allows two-way verbal communication while both parties maintain concentration. Adding others to a multi-way conference requires a new check for all existing links when each new one is added, with a cumulative -5 penalty (no "take 20" here, as failure causes the existing link to be dropped). Pictorial information (mental diagrams and actual views through each other's eyes) can be exchanged if the check result was at least 10 points higher than required for verbal communication at that range. Against magical protections, this power is considered equivalent to a 5th level spell with a caster level equal to the psychic's overall character level. Using this power is a standard action that does not provoke an attack of opportunity.<br />
<br />
<br />
====Telepathic Manipulation====<br />
''Prerequisites'': Induce Fear<br />
<br />
''Benefit'': As a full-round action, the character may use ''Suggestion'' as a spell-like ability if he succeeds in a Diplomacy check (DC 30). This is a mind-affecting ability. The DC of the victim's will save is equal to the result of the character's concentration check result, plus his or her charisma bonus.<br />
<br />
<br />
====Willpower Boost====<br />
<br />
''Prerequisites:'' Wisdom 13+<br />
<br />
''Benefit'': the Character gains a +2 bonus to his or her will saves which is doubled against against all mind-affecting spells, powers, or effects.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_Combat_RulesSerpents and Sewers: Combat Rules2009-11-11T14:39:20Z<p>Satyr: </p>
<hr />
<div>Combat in [[Serpents and Sewers]] is meant to be quick and deadly, and less abstract than in standard D&D. The degree of abstraction in standard D&D made combats quick, but also was a hindrance for their suspense, a mediocre exchange at best. I don't think that it is a good idea to sacrifice tension for speed, and I also don't think that quick yet dull combats - like in standard D&D are a desirable concept.<br />
Serpents and Sewers sacrifices parts of the speed of the progenitor system in favor of more dramatic, suspenseful and overall interesting combats. <br />
<br />
=Hitpoints and Injuries=<br />
<br />
==Determination of Hitpoints==<br />
In [[Serpents and Sewers]] character’s hitpoints are not determined by rolling any dice. Instead, a fixed and somewhat lower amount of hitpoints every level. The starting amount of hitpoints on the other hand is increased. The Constitution bonus is still added to the gained amount of hitpoints per level.<br />
<br />
{| border="1"<br />
! Hit Dice<br />
! Hitpoints per level<br />
|-<br />
|D4<br />
|1 + Con Modifier<br />
|-<br />
|D6<br />
|2 + Con Modifier<br />
|-<br />
|D8<br />
|3 + Con Modifier<br />
|-<br />
|D10<br />
|4 + Con Modifier<br />
|-<br />
|D12<br />
|5 + Con Modifier<br />
|-<br />
|}<br />
<br />
Hitpoints are also scaled by size. Smaller creatures get lesser, bigger creatures more hitpoints per level. Every character get at least one hitpoint per level.<br />
<br />
{| border="1"<br />
! Size Category<br />
! Hitpoints modifier per hit dice<br />
|-<br />
|fine<br />
| -4<br />
|-<br />
|diminutive<br />
| -3<br />
|-<br />
|tiny<br />
| -2<br />
|-<br />
|small<br />
| -1<br />
|-<br />
|medium<br />
| 0<br />
|-<br />
|large<br />
| +1<br />
|-<br />
|huge<br />
| +2<br />
|-<br />
|gargantuan<br />
| +3<br />
|-<br />
|collossal<br />
| +4<br />
|-<br />
|}<br />
<br />
==Damage Steps and Wounds==<br />
The more a character is injured the harder it gets for him to fight on. There are for different damage steps which brings penalties to all throws, checks and saves (including damage) based upon the relation of total hitpoints to suffered damage.<br />
<br />
{| border="1"<br />
! Damage Steps<br />
! Injury Penalties<br />
|-<br />
|Full Hitpoints (unharmed)<br />
|None<br />
|-<br />
|75% of Hitpoints left (Hurt)<br />
| -1<br />
|-<br />
|50% of Hitpoints left (Wounded)<br />
| -2<br />
|-<br />
|25% of Hitpoints left (Mauled)<br />
| -3<br />
|-<br />
|}<br />
<br />
'''Example:''' ''A knight with 40 total hitpoints takes a heavy hit by an ogre’s club, dealing him 11 points of net damage. His Hipoints sink under the ¾ margin, and he suffers a –1 penalty to his throws.''<br />
<br />
==Crippling Strikes==<br />
Due to the lower total hitpoints, the massive damage rule is not used in [[Serpents and Sewers]]. Instead, there are ''Crippling Strikes'': Whenever a creature suffers damage equal to more than 50% of its total hitpoints or its Constitution score, which ever is lower, through a single hit, it must make a Fortitude save against a DC of 15. If the Save fails, the creature is nauseated from the pain until healing magic or first aid can be applied. If the save succeeds, the victim of the attack is sickened from the pain for 1d4 turns.<br />
<br />
<br />
=Defense and Armor=<br />
In Serpents and Sewers, there is no AC. Instead, every class has a basic defense bonus similar to the BAB. Defense work like a Save, and is increased by the dexterity bonus. Shields, Dodge and Deflection bonus increases the defense. Armor, however, does not.<br />
<br />
==Defense Formula==<br />
Basic Defense Bonus (BDB) +Dexterity + other Bonus (e.g. Shields)+ Size Modifier+D20 = '''Defense'''<br />
<br />
Defense is rolled once per attack, not once per turn. In case of a draft, the attack counts as a miss; to succesfully defend oneself, a character must roll equal or higher to the attack roll. <br />
<br />
==Other Defenses==<br />
''Flatfooted:'' When caught flatfooted, only the basic defense bonus of the class and size are used – any additional benefits from equipment are not applied.<br />
<br />
''Touch Attack:'' Touch attacks give a flat +4 bonus to hit.<br />
<br />
==Armor==<br />
In Serpents and Sewers, armor gives Damage Reduction equal to its former AC. So does natural armor and all stuff, which is not better suited to be calculated as a defense bonus, like shields or items that offer a dodge bonus. The DR of armors count as DR/Adamantium but does not protect against any form of energy damage. <br />
<br />
=Combat Actions and Iterative Attacks=<br />
<br />
==Multiple Attacks==<br />
A character can use all his iterative attacks when using a standard action to attack. A full attack grants an additional attack at the highest attack bonus.<br />
A Charge allows attacks with all potential iterative attacks. The Pounce ability allows using an additional attack with the highest attack Bonus.<br />
<br />
==Multiple Defenses==<br />
The more often a character is attacked, the harder it becomes to defend oneself. Each addtional defense roll per turn after the first suffers from a stacking -2 penalty, which increases with each further attack (-2 for the second attack, -4 for the third etc.). It doesn't matter if these attacks come from one single source or multiple attackers. The penalties are the same, no matter how many people do attack the same target. A warrior who allows his enemies to surround him has made a grave mistake.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_MagicSerpents and Sewers: Magic2009-11-11T14:20:42Z<p>Satyr: /* Misceleanous and Minor Changes */</p>
<hr />
<div>=Basic Rules=<br />
In [[Serpents and Sewers]], the spell slot system was successfully cleansed. Instead, a magical system which is closer to the description of magic in most fantasy novels and which also makes more sense is used, based on spell points and skill checks to use the powers. Over all, magic is a lot weaker than before, a pure necessity to crate a heroic atmosphere for a fantastic scenario.<br />
<br />
Serpents and Sewers does not use a fixed number of spell slots. Instead spellcasters get a number of spellpoints which can be distributed among his or her spells. Every spell costs as many spell points to cast as its level indicates. Metamagic abilities that increase a spell’s level also increases its cost in spell points. Casters who have to prepare their daily spells still afford to do so. Three spellpoints can used to cast three level 1 spells as well as one level 3 spell. Every spell takes his level of spellpoints to be casted, cantrips or other Level 0 spells do not require any spell points and can be used as often as wished.<br />
<br />
The number of spellpoints a character has depends on his or her class, and is determined the same way as the character's [[Serpents and Sewers: Combat Rules|hitpoints]]. Like hitpoints, a character's number of spell points, sometimes called spell energy or spell energy pool, increases by level.<br />
<br />
The more powerful a spell is, the longer it takes to cast it and the more complicated it is to do so- spells do not succeed automatically anymore (which was an extremely anti-climatic concept and one of the worst ideas in vanilla D&D).<br />
<br />
To cast a spell, the required spell points must be channeled first. Spell energy channeling is a standard action, because a caster has to concentrate on the energies he is going to transform in the spell. The amount of spellpoints that can be channeled per turn depends on the character’s experience (and the energy control class feature). A character, who only have the basic energy control can only channel one spell point per level, while a veteran mage can channel up to four spell points. The casting time of any spell depends on its level and the experience of the caster. The Quicken Spell Feat doesn’t exist.<br />
<br />
After channeling a spell, a caster can actively casting a completely channeled spell as a move action, but is not required to do so immediately. A spellcaster can keep a limited amount of spell energy under his or her control, which is also limited by the caster’s experience (again represented by the caster’s energy control class feature). This maximum of controllable energies describes also the limit of the spells the caster can use. A novice spellcaster with basic energy control has a maximum of spellpoints he can keep under control equal to his key ability’s bonus. With greater control both more powerful spells can be used and more spell energy can be kept after being channeled. Even though a channeled spell can be hold for a short time, this time span is still limited. A channeled spell’s energy starts to dissipate after a (15 – Spell energy) minutes. The stronger the spell is, the faster it disappears.<br />
<br />
'''Example:''' ''A novice wizard with an Intelligence score of 16 and basic energy control can cast spells with energy costs of 3 or lower. He can cast three level one spells and keep them ready until he needs them. The most powerful spells he can cast are level 3 spells, but doing so would take him three standard actions to channel the required spell energy.'' <br />
<br />
The more spells a spell caster keeps ready, the more limited he becomes with additional spells he wants to cast, because of the spell energy control limit. Still, a better caster can use more spells and keep more spells ready at the same time. Still, a character can try to ‘overcast’ himself and use stronger spell energies than he can keep under control. These increase the DC of the spell casting check by +5, and require an additional Will Saving Throw. If the latter fails, the spell deals 1d6+Spell energy non-lethal damage to the caster and the caster is fatigued.<br />
<br />
Spellcasting needs a Concentration check to be successful – spellcasting is a straining activity and requires a strong mind and clear determination. The DC of these checks depends on the spell’s complexity - More powerful spells are more difficult to cast. The DC of the Spellcasting checks can be found in the table below. A character can invest additional spell energy to facilitate the spellcasting process; each additional spellpoint reduces the DC of the concentration check for the task by two points.<br />
<br />
=Spellcasting DC Table=<br />
{| border="1"<br />
! Spell Level <br />
! Standard DC <br />
! Overcast DC <br />
! Blood Magic DC <br />
! Ritual DC<br />
|-<br />
|0<br />
|10<br />
| -<br />
| -<br />
| -<br />
|-<br />
|1<br />
|15<br />
|20<br />
|17<br />
|10<br />
|-<br />
|2<br />
|20<br />
|25<br />
|22<br />
|15<br />
|-<br />
|3<br />
|25<br />
|30<br />
|27<br />
|20<br />
|-<br />
|4<br />
|30<br />
|35<br />
|32<br />
|25<br />
|-<br />
|5<br />
|35<br />
|40<br />
|37<br />
|30<br />
|-<br />
|6<br />
|40<br />
|45<br />
|42<br />
|35<br />
|-<br />
|7<br />
|45<br />
|50<br />
|47<br />
|40<br />
|-<br />
|8<br />
|50<br />
|55<br />
|52<br />
|45<br />
|-<br />
|9<br />
|55<br />
|60<br />
|57<br />
|50<br />
|-<br />
|}<br />
<br />
<br />
=Spellcasting Failures=<br />
If the check fails by 5 or less points, the spell is just not casted and the caster can try again next turn with an additional and cumulative penalty of –1 to the check. If the check fails by a margin of 5 or more, the spell is fizzled and the invested spellpoints are wasted. Armor Check penalties are applied to these checks, but the Arcane Spell Failure Chance plays no role anymore (divine spellcasters are effected by armor as well as arcane ones). A character can take 10 / take 20 on the spellcasting check like for any other skill. In combat though, a skill roll is always necessary. Different to other skill checks, spellcasting checks automatically fail on a natural 1; even worse, the spell effect comes into effect with the worst possible result for the caster, e.g. damage dealing spells who hit the caster or one of his allies instead of the original target.<br />
Spellpoints are gained by advancing in a spellcasting class. More experienced spellcasters have a larger reservoir of spellpoints and therefore are able to cast more spells. A spellcaster who run out of spells can only cast cantrips or other level 0 spells until he found a way to regenerate his spell energy.<br />
<br />
=Spellcasting Options=<br />
==Blood Magic== <br />
A spellcaster can take additional strain and use his own blood to empower a spell if his spell power resources are already spent. Doing so means that the spellcaster spends hitpoints instead of spell energy points to sustain his spells. This offers an additional risk – the spells are harder to cast, so the DC of any spell is increased by +2, and if the spell fails, the spellcaster must make a Fortitude check, where the DC is equal to the DC of the casted spell. If the save fails, the caster suffers an additional d6 of damage and is fatigued.<br />
<br />
==Ritual Magic==<br />
Spellcasters can decide to cast a spell slow and carefully, trying to make sure that nothing negative happens. A spell cast as a ritual takes his spell level in minutes to perform and reduces the casting difficulty by 5. A ritual requires additional materials for the casting the spell, and always require material components with costs equal to the spell levels x2 in gp. <br />
<br />
==Defense Spellcasting==<br />
Defensive Spellcasting doesn’t exist in Serpents and Sewers. <br />
<br />
==Spell Resistance==<br />
The listed spell resistance values –10 are used as an additional penalties to the spellcasting check. A spell resistance below 11 has no significance for the game.<br />
<br />
=Spellpoint Regeneration=<br />
Spellpoint regeneration is dependant on the spell caster’s form of magic. The different traditions offer different ways to regenerate magic.<br />
<br />
==Divine Magic==<br />
A divine spellcaster like a cleric or a druid regenerates 2d10 + his main ability bonus per hour of meditation, contemplation or religious ritual (this does not include sleep). Higher Level of Energy control increases the amount of regenerated spellpoints per hour: +0 for basic energy control, +3 for advanced control, +6 for complex energy control and +9 for perfect energy control.<br />
For example, a 1st level druid with Wisdom 16 would regenerate 1d10+3 Spell points per hour of meditation.<br />
This regeneration is doubled on ‘holy places’ of the caster, like temple of the worshipped god, Druid glens or a place of pilgrimage.<br />
<br />
==Arcane Magic==<br />
The Spellcaster needs to rest to regenerate his or her powers. With a full night’s rest, the spellcaster regenerates 3d12+ his main ability Bonus. Higher Level of Energy control increases the amount of regenerated spellpoints per hour: +0 for basic energy control, +3 for advanced control, +6 for complex energy control and +9 for perfect energy control.<br />
A 3rd level wizard with Intelligence 14 would regenerate 3d12+2 spell points per night.<br />
An arcane spellcaster does not regenerate any spellpoints if he does not sleep enough, but he can create so called arcane tonics to further the regeneration of her magical powers. To create these arcane tonics, the arcane spellcaster must succeed in a craft (alchemy) check (the DC is equal to the number of regained spell points) and spend 5 gp per regenerated spell energy point on the substance. Arcane tonics are used just like potions and instantly regenerate the according amount of spell energy points. An arcane spellcaster can only use effectively arcane tonics she has created herself; the arcane tonics of other spellcasters are only 1/10 as effective as self-created tonics are – therefore, arcane tonics are rare. If ever sold. It takes about half an hour to create an arcane tonic.<br />
<br />
=Misceleanous and Minor Changes=<br />
The Wild Magic Feats do not exist. The Eschew Materials becomes a sorcerer class trait instead of a freely accessible feat.<br />
<br />
Spells that seriously mess up the social structure or economy of the game or are just incredibly unbalanced are stoned to death while they wet their pants. These spells are banned from the game for a good reason. This include: ''Create Water, Create Food and Water, Fabricate, Wall of Iron, Greater Teleport, Overland Flight, Ropetrick, Mage’s Magnificent Mansion, Baleful Polymorph, Polymorph any object'' and the equivalent mass versions of these spells. <br />
<br />
Spells who are known for their imbalance and which are not on the above list are somewhat weakened, e.g. with reduced durations or durations dependent from the invested spell points. <br />
<br />
The Duration of the spell ''Alter Self'' is reduced to 10 rounds/level. The duration of ''Polymorph'' is reduced to 1 round/level- Both spells are considered to be one level higher than usual.<br />
<br />
The Range of the ''Teleport'' spell is reduced to 10 miles per caster level, +10 miles per additional invested Spell point. There is no more powerful version of this spell than the basic teleport spell (wizard 5).<br />
<br />
The Spell ''Freedom of Movement'' helps only against magical or supernatural effects, but not against purely physical ones. Explicitly, the spell does not protect against grapples.<br />
<br />
The Spell ''Heroe's Feast'' does not summon the food but enchant already existing food. Change the spell’s school to transformation.<br />
<br />
The maneuverability while under the influence of a ''Fly'' spell is determined by the flying person’s Dexterity. With a Dexterity of 10 or lower, the maneuverability is clumsy and increases by one step for every 5 points in the ability score. All forms of flying magic require strong concentration, adding +10 to all spellcasting DC’s and –2 penalty to all attack and defense rolls. The standard Fly spell (wiz 3) is the epitome of flying magic; more powerful versions of this spell don’t exist.<br />
<br />
There is no specific ''Divine Metamagic''. Divine Casters can learn and use metamagic feats just like anyone else, but due to the different way how Turn Undead works, abilities based on the substitution of this are not implemented in the game.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_FeatsSerpents and Sewers: Feats2009-11-11T14:19:34Z<p>Satyr: /* Weapon Finesse */</p>
<hr />
<div><br />
Generally speaking, every feat published by Wizards of the Coast for D&D 3.5 and many, many additional ones from 3rd party publishers can be used with [[Serpents and Sewers]]. With the exception of those who can't, mostly because they refer to classes or abilities which doesn't exist in Serpents and Sewers, like activator levels or spell slots. Feats from other sources than Core books can be chosen, but sometimes they need a certain adjustment or fine tuning; non-core feats should be okayed by the GM before they are picked. The same stands true for the feats from any third party publishers. In addition, the homebrew includes a small selection of additional feats.<br />
<br />
<br />
=New Feats=<br />
<br />
==Animal Companion==<br />
See the Wild Cohort Feat[http://www.wizards.com/default.asp?x=dnd/re/20031118a]. This feat is not limited to wild animals and is most common among Paladins and other mounted warriors. <br />
<br />
<br />
==Calculating Tactician==<br />
''Prerequisites:'' INT 13+, the Command ability<br />
Instead of passion and motivation, your strength as a leader is based on cold calculation and ratio. You may use your Intelligence bonus instead of your Charisma bonus to determine the effect of the commander’s class abilities. The range bonus is still based on your Charisma bonus, though.<br />
<br />
<br />
==Continuous Training==<br />
''Prerequisites:'' Magical Powers, Spellcraft 5 ranks, Concentration 5 ranks<br />
When you Multiclass outside of your Spellcasting class, you can still increase your personal energy control pool, but only equal to your key ability bonus. So a wizard with Intelligence 19 who take a class level in Alchemist may still increase his energy pool by +4. This feat feat only increases the energy pool but do not grant any other class features, like additional spells or an improved energy control.<br />
''Normal:'' A multiclassing spellcaster gains no spell points when he takes class levels in another class.<br />
<br />
<br />
==Experienced Spellcaster==<br />
Prerequisites: Basic Energy Control, 5 Ranks in Concentration, Skill focus (Concentration)<br />
You are used to cast even in a combat situation, allowing you to take 10 on concentration checks for spellcasting, allowing you to circumvent the risk of magical backlash.<br />
<br />
<br />
==Familiar==<br />
The Character has a familiar, a small and extremely intelligent animal or similar small creature.<br />
This Feat works like the Familiar class feature. The Famliliar’s abilities and traits are distributed according to the character level. <br />
<br />
<br />
==Greater Magical Powers==<br />
'''Prerequisite:´'' Magical Powers<br />
You get an additional Spell Energy point for every level in a spellcasing class. The effects of this Feat work retrospectively.<br />
<br />
<br />
==Piercing Voice==<br />
You have the ability to make yourself heard, even in the loudest and most chaotic circumstances. Whenever you use an ability that is based on speech or hearing, like the sermons of a cleric or the commander’s commands, you may add 5‘ to the power’s range for every point of constitution bonus you have. For example, a commander with a Constitution of 16 may add 15’ to the reach of his commands.<br />
<br />
<br />
==Magical Powers==<br />
''Prerequisites:'' Basic Energy Control<br />
You gain three additional spell energy points.<br />
''Special:'' A character may gain this feat multiple times. Its effects stack.<br />
<br />
<br />
==Master of War==<br />
''Prerequisites'': At least one Art of War.<br />
The character gains an additional Art of War of the highest grade he has access to. <br />
<br />
<br />
==Ritual Magic mastery==<br />
''Prerequisites:'' Advanced Energy control, 8 Ranks in Concentration, Experienced Spellcaster<br />
When you use Ritual Magic to cast a spell, you may reduce the spell's DC by additional five points and you will only half the regular time as usual. <br />
<br />
<br />
==Terrorize==<br />
''Prerequisites'': 12 Ranks in Intimidate, Skill Focus (Intimidate)<br />
When you use the Intimidate skill to demoralize an enemy, it becomes frightened instead of shaken, if the enemy’s will save fails, and shaken if the will save succeeds.<br />
<br />
<br />
=Changed Feats=<br />
<br />
==Acrobatic, Agile Alertness etc.==<br />
All Feats that grant a flat bonus to two skills scale by level. For every five character levels, the bonus of those feats increases by two points. So a 20th level character with the alertness feat would gain a +10 bonus to Perception checks. Often, these feats skill bonuses do not work well with the refined skill system of Serpents and Sewers, so handle them with care.<br />
<br />
<br />
==Toughness==<br />
The Toughness feat grants a character an additional level of scratches which he can absorm before additional light injury lead to full-blown wounds, and he can increase the Shock Vlaue by one point. The Toughness Feat can be taken several times.<br />
<br />
<br />
<br />
==Misceleanous Feat changes==<br />
The Wild Magic Feats do not exist. The Eschew Materials becomes a sorcerer class trait instead of a freely accessible feat.<br />
<br />
The Dodge trait simple increases Defense without any limitations and can be taken several times.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=The_Dark_Eye:_OrcsThe Dark Eye: Orcs2009-11-04T09:37:58Z<p>Satyr: </p>
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<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
<br />
==Orcs in Aventuria==<br />
Aventurian Orcs are shorter than huans, but also a lot stronger. Their complete body is covered by a thick, black fur that grants them a protection from cold as well as acts as a simple armor. Orcs tend to be very aggressive. Most ork tribes are semi-nomadic hunters and gatherers, but others have formed a new warrior elite ruling over human subjects in the former City Confederation of the Svelt.<br />
<br />
==Orc Racial Traits==<br />
* ''Abilities'': +4 to Strength, +2 to Constitution, –2 to Intelligence, -2 to Charisma. Orcs are brutishly strong and have a robust health, but they lack the patience for more advanced plans and tend to favor violence instead of diplomacy.<br />
<br />
* Medium Humanoid (Orc)<br />
<br />
* An orc’s base land speed is 30 feet. <br />
<br />
* ''Low-Light Vision'': An Orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
<br />
* ''Know no fear'': Orcs despise cowards and learn from early childhood on, that showing fear is a fate worse than death. Orcs receive a +4 racial bonus against fear effects.<br />
<br />
* ''Orcish Resilience'': Orcs are incredible hard to kill. They receive the Diehard feat as a free Bonus Feat even when they do not fulfill its requirements.<br />
<br />
* ''Used to harsh environments'': Due to the dangerous environments Orcs normally inhabit, they gain a +4 racial bonus on Fortitude saves to resist the effects of bad weather or exposure and gain a racial +2 bonus to Survival checks.<br />
<br />
* ''Thick Fur'': The thick fur of Orcs grant them a natural armor of 1/-.<br />
<br />
* ''Endurance'': The stamina of Orcs can compete with that of dwarves- but orcs run a lot faster. Orcs gain Endurance as a free bonus feat.<br />
<br />
* ''Pack Hunters'': Orcish chararcters gain a +1 racial bonus to attack rolls and saving throws against fear effects when fighting in groups of 5 or more Orcs, whether they are enemies or allies. The wild calls and howls of attacking Orcs fill their brethren with a frenzied valor.<br />
<br />
* ''Favored Class'': Berserker or Pathfinder. An orc character that follows these two classes receives an additional skill point per level.<br />
<br />
<br />
==Further Advancement of Orcs==<br />
{| border="1"<br />
!Level<br />
!Feature <br />
|-<br />
|4th<br />
|Might makes Right<br />
|-<br />
|8th<br />
|Wrath<br />
|-<br />
|12th<br />
|Chosen by the Blood God<br />
|-<br />
|16th<br />
|Ability Boost<br />
|-<br />
|20th<br />
|Greater Orcish Resilience<br />
|-<br />
|}<br />
<br />
<br />
<br />
* ''Might makes Right'': The Orkish society, as it is, focus much on competiton and intimidation. Any orc who wants to earn the respect of his peers has to fight for this. 4th level Orcs therefore gain a racial +2 bonus to intimidation checks and a free bonus feat from the fighter bonus feat list.<br />
<br />
* ''Wrath'': At 8th level, an Orc learns how to rage (like the Berserker’s class feature). If the Orc has already Rage from another source (e.g. Berserker class levels), the duration of this Rage is increased by two turns. All class features or feats concerning rage are also valid for this.<br />
<br />
* ''Chosen by the Blood God'': Orcs are a oure meritocracy, and are lead by the most powerful and succesful members of their tribes. Any powerful orc will gather followers and admiration (and jealosy) among other Orcs. They gain the Leadership feat as a free bonus feat, and a +2 bonus to all charisma-based skills when dealing with Orcs. <br />
<br />
* ''Ability Bonus'': On 16th level, an Orc character gains a +2 Bonus to either Strength or Constitution.<br />
<br />
* ''Greater Orcish Resilience (ex)'': On 20th level, Orc characters gain Fast Healing 2.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=The_Dark_Eye:_AchazThe Dark Eye: Achaz2009-11-04T09:37:38Z<p>Satyr: </p>
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<div>Back to [[Serpents and Sewers: The Dark Eye| The Dark Eye D20]]<br />
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Back to the [[Serpents and Sewers|Main page]]</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=The_Dark_Eye:_GoblinsThe Dark Eye: Goblins2009-11-04T09:37:23Z<p>Satyr: </p>
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<div>Back to [[Serpents and Sewers: The Dark Eye| The Dark Eye D20]]<br />
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Back to the [[Serpents and Sewers|Main page]]</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=The_Dark_Eye:_HalforcsThe Dark Eye: Halforcs2009-11-04T09:37:08Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: The Dark Eye| The Dark Eye D20]]<br />
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Back to the [[Serpents and Sewers|Main page]]</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=The_Dark_Eye:_HumansThe Dark Eye: Humans2009-11-04T09:20:52Z<p>Satyr: /* Nivesi Racial Traits */</p>
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<div>Back to [[Serpents and Sewers: The Dark Eye| The Dark Eye D20]]<br />
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<br />
==Humans in The Dark Eye==<br />
Humans are the most numerpus sentient species in Aventuria by far, and they are spread over the whole continent and have developed a vast number of different cultures and adapted to an equally broad range of climates and environments, from the tropical jungles of the deep South to the frozen wastes of Firun's country. <br />
<br />
Human characters must take the general human, and template one of the subtypes described below. As usual in [[Serpents and Sewers]], specific details of a character's culture and upbringing are simulated through [[Serpents and Sewers: Background Traits|Background Traits]].<br />
<br />
<br />
==Human Racial Traits==<br />
All human subspecies and cultures use these common features:<br />
<br />
* ''Medium'': As Medium creatures, humans have no special bonuses or penalties due to their size.<br />
<br />
* Human base land speed is 30 feet. <br />
<br />
* ''Adaptability'': Human characters gain 1 extra feat at 1st level.<br />
<br />
* ''Human Resilience'': Human Characters receive a +1 Bonus to all Saving Throws.<br />
<br />
* ''Fast Learners'': Humans gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
<br />
* ''Favored Class'': Any. At character creation, human characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.<br />
<br />
<br />
==Human Subspecies==<br />
<br />
===Middle Men / Mittelländer===<br />
These are the descendants of the settlers from Myranor who crossed the Ocean of the Seven Winds in Ancient times and colonialised large parts of Central Aventuria. Middle Men are the most common human ethnos in Aventuria.<br />
<br />
====Middle Men Racial Traits====<br />
Middle Men Characters use the following traits:<br />
<br />
* ''Abilities:'' +2 to any physical ability score, -2 to any other score. Middle Men are the most diverse and versatile of all humans and demonstrate a wide range of physical qualities and even more various drawbacks.<br />
<br />
* ''Cultural Diversity:'' The different cultures of the Middle Men differ more than among any other ethnos in Aventuria, from the civilized and urban modern men and women of the Horas Empire to the rural farmers in the harsh and cold Fountland. At character creation, a Middle Men character may chose one skill of his choice and gain a +2 racial bonus to skill checks with it. This skill should plausibly derive from the environment and culture the character grew up in.<br />
<br />
* ''Weapon Familiarity:'' Middle Men characters may treat one exotic weapon which is characteristic for teir region as a martial weapon instead of an exotic weapon.<br />
<br />
===Nivesi===<br />
The Nivesi are tribal people and ancient natives of Aventuria who live in the Tundra and Taiga of the high North. Nivesi are hunters, gatherers and herdsmen who live in semi-nomadic tribes in a sparsely populated land.<br />
<br />
====Nivesi Racial Traits====<br />
<br />
* ''Abilities'': Constitution +2, -2 to either Strength or Charisma. The cold and frugal homeland of the Nivesi people breeds hard and tough men and women who are used to ice and exhaustion, but this hardyness comes at a price: Nivesi are slighter built than other humans and tend to be more withdrawn and taciturn. <br />
<br />
* ''Cold Adaptation'': Nivesi characters gain a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.<br />
<br />
* ''Survivalists'': Nivesi characters gain a racial +2 bonus to Knowledge (Nature) and Survival checks.<br />
<br />
* ''Weapon Familiarity'': Nivesi characters may treat the Bola and the Lasso as martial, instead of exotic weapons.<br />
<br />
===Norbards===<br />
The Norbards are te descendants of Tulamidian tribes which settled further North and whose homeland was conquered by the Myranorian invadors. Since then, the Norbards are a people without a homeland and constantly on the move, without ever being able or allowed to settle down anywhere in a larger scale. <br />
<br />
====Norbard Racial Traits====<br />
<br />
* ''Abilities:'' Charisma +2, -2 to any other ability score. Norbards are often forced to make a living from trade and merchandise, and since they require to be welcome everywhere, they put a lot effort in their social skills and adaptability, but also demonstrate a wide range of various drawbacks.<br />
<br />
* ''Far-Travelled:'' Norbards are travellers and are used to deal with many different people. They gain a racial +2 bonus to either Handle Animals, Intrigue or Sense Motive checks or gain two additional ranks in language to learn more about their neighbors tongues.<br />
<br />
===Thorwalians===<br />
Like the Middle Men, the Thorwalians migrated to Aventuria from the Continent in the West, but settled further North and had and kept an own and unique culture. From all human species, the Thorwalains are the physical most impressive.<br />
<br />
====Thorwalian Racial Traits====<br />
<br />
* ''Abilities:'' Strength +2, -2 to either Dexterity or Wisdom. Thowalians are tall and broad-shouldered but their physical mass is sometimes too much bulk for fast movement, and Thorwalians tend to recklessness and superstition.<br />
<br />
* ''Athletic:'' Thorwalians favor phyiscal prowess and sheer strength to solve many of their daily life problems, and often rely on this physicality. They gain a racial +2 bonus to Athletics checks.<br />
<br />
* '' Hardy:'' Thorwalians are tough and hardy. They gain two aditional hitpoints at 1st level.<br />
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* ''Weapon Familiarity:'' The trade mark weapons of the Thorwalians are large, heavy axes. Thorwalians may treat the Waraxe as a martial, instead of an exotic weapon.<br />
<br />
===Tulamidians===<br />
The Tulamidians are another people native to Aventuria, and most common in the East and South of the Continent. They are similarly versatile as the Middle Men, but were pushed back into a smaller territory.<br />
<br />
====Tulamidian Racial Traits====<br />
<br />
* ''Abilities:'' +2 to any mental ability score, -2 to any other ability score. Tulamidians are the scions of an old and highly civilized culture and the cradle of many innovations in both science and magic, and demonstrate a wide range of mental qualities and even more various drawbacks.<br />
<br />
* ''Kissed by the Sun'': Tulamidians are used to a hot climate and gain a +2 racial bonus on Fortitude saves made to resist the effects of hot weather.<br />
<br />
*There is a vast difference between the Urban, civilized Tulamidians of Arania, and the City States and the Horse Nomads of the Shadif and the Khom desert. Tulamidian characters chose one of the following packages:<br />
<br />
**Novadi: The character gains a +2 bonus to Ride checks.<br />
<br />
**Townsfolk: The character gains a +2 racial bonus to Intrigue checks.<br />
<br />
===Woodfolk===<br />
The Woodfolk are the bronze-skinned inhabitants of the Southern jungles and live in tribes as hunters and gatherers in the Green Hell. Physically, they are the smallest of all human people.<br />
<br />
====Woodfolk Racial Traits==== <br />
<br />
* ''Abilities:'' +2 to Dexerity, -2 to Strength. Woodmen are almost as agile and quick as Elves, but their small size and lithe built is much better suited for nimbleness <br />
<br />
* ''Hot Weather Endurance'': Woodsmen are used to a hot climate and gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.<br />
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* ''Expert Hunters:'' Woodsmen need to live as hunters and gatherers or else they starve in teir native environment. They gain a racial +2 bonus to all Survival checks.<br />
<br />
==Further Advancement of Humans==<br />
All human characters, independently from their subtype use the following advancement scheme:<br />
<br />
{| border="1"<br />
!Level<br />
!Feature <br />
|-<br />
|4th<br />
|Adaptive Learning, Skill Focus<br />
|-<br />
|8th<br />
|Ability Boost<br />
|-<br />
|12th<br />
|Improved Human Resilience, Skill Focus<br />
|-<br />
|16th<br />
|Ability Boost<br />
|-<br />
|20th<br />
|Dominion of Men, Skill Focus<br />
|-<br />
|}<br />
<br />
<br />
* ''Adaptive Learning (Ex)'': At 5th level, a human can designate any two skills as adaptive skills. These skills are treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.<br />
<br />
* ''Skill Focus'': You gain Skill Focus for a skill of your choice as a bonus feat on 4th, 12th and 20th level.<br />
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* ''Ability Boost (Ex)'': At 8th and 16th level, a human increases one ability score of his choice by 2 points. The same ability cannot be chosen twice.<br />
<br />
* ''Improved Human Resilience:'' At 12th level, the bonus to Saving throws based on the human resilience trait increases to +2.<br />
<br />
* ''Dominion of Men (Ex):'' Mankind has become one of the dominant species, against all odds. At 20th level, a human character can reroll any roll for as many times per day as their charisma or constitution ability bonus, whichever is higher (but at least once). The second roll must be used, even if it is worse than the original one.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=Serpents_and_Sewers:_The_Dark_EyeSerpents and Sewers: The Dark Eye2009-11-04T09:20:17Z<p>Satyr: /* Introduction */</p>
<hr />
<div>=Introduction=<br />
<br />
The Dark Eye is the most important roleplaying game in Germany. And while the game's background and setting is breathtakingly beautiful and rich in details, the rules suck.<br />
<br />
And therefore, [[Serpents and Sewers]] can easily fill this hole; standard D20 would be too clumsy, too much focused on high-fantasy and high-magic to run a somewhat more subtle setting like the one of the Dark Eye.<br />
<br />
<br />
The following pages will include the setting-typical species and cultures for Aventuria, the main continent of the Dark Eye. For the rest, the standard [[Serpents and Sewers]] rules are used.<br />
<br />
The species in TDE D20 are not balanced against the standard D20 ones, or the ones from Serpents and Sewers, but stand on their own.<br />
<br />
=Contents=<br />
<br />
==Species==<br />
[[The Dark Eye: Humans]] includes the several human cultural and racial packages and options, that replace the human traits in the [[Serpents and Sewers: Species and Templates|Species and Templates]] chapter of the S&S main rules.<br />
<br />
Likewise, The Dark Eye has an own setting-specific write-up for [[The Dark Eye: Elves|Elves]] and [[The Dark Eye: Halfelves|Halfelves]], [[The Dark Eye: Dwarves|Dwarves]], [[The Dark Eye: Orcs|Orcs]] and [[The Dark Eye: Halforcs|Halforcs]], [[The Dark Eye: Goblins|Goblins]] and [[The Dark Eye: Achaz |Lizardfolk]].<br />
<br />
==Classes==<br />
[[The Dark Eye: Character Classes|The Classes page]] explains how the Serpents and Sewers [[Serpents and Sewers: Character Classes|Character Classes]] are used in the context of The Dark Eye setting.<br />
<br />
==Magic==<br />
The [[The Dark Eye: Magic|Magic]] chapter deals with the setting specific characteristiks of magic in the Dark Eye, different traditions of spellcasters as well as archetypical magical items, such as Wizard Staffs.<br />
<br />
<br />
==Theology==<br />
The [[The Dark Eye: Theology|Theology]] page deals with the gods of Aventuria and the details of divine magic in the Dark Eye setting, such as Domains.</div>Satyrhttp://wiki.faxcelestis.net/index.php?title=The_Dark_Eye:_DwarvesThe Dark Eye: Dwarves2009-11-04T09:19:51Z<p>Satyr: </p>
<hr />
<div>Back to [[Serpents and Sewers: The Dark Eye| The Dark Eye D20]]<br />
<br />
Back to the [[Serpents and Sewers|Main page]]<br />
<br />
==Dwarves in Aventuria==<br />
There are four major dwarf people in Aventuria which all use the same template below with slight modifications based on their culture and traditions.<br />
<br />
==Dwarf Racial Traits==<br />
All dwarves use these common features:<br />
<br />
* ''Medium:'' As Medium creatures, dwarves have no special bonuses or penalties due to their size.<br />
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* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).<br />
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* ''Darkvision:'' Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.<br />
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* ''Stonecunning:'' This ability grants a dwarf a +2 racial bonus on Percepton checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. <br />
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* ''Stability:'' A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).<br />
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* ''Underground Orientation Sense:'' A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. They also find it a lot simpler to orientate in underground surroundings and gain a +4 bonus to Survival in underground surroundings.<br />
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* ''Weapon Familiarity'': Dwarves may treat waraxes and urgroshes as martial weapons, rather than exotic weapons.<br />
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* ''Negative Buoyancy'': Dwarves cannot swim very well. They suffer a -4 racial penalty to all Athletics rolls made to swim or otherwise move in water.<br />
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* ''Natural Resistance'': Their strong immune systems grant Dwarves a +2 racial bonus on saving throws against poison and a +4 Bonus to resist the consequences of alcohol consume.<br />
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* ''Dwarven Endurance:'' The Stamina of Dwarves is legendary. They gain the Endurance Feat as a free bonus feat.<br />
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* ''Strong Back'': For their size, dwarves are surprisingly strong and while their compact frame does not allow them to use their strength with an ideal leverage, they are very resilient. Dwarves can add their constitution bonus to their strength score to calculate their carrying and lifting strength.<br />
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* ''Magical Resistance:'' +2 racial bonus on saving throws against spells and spell-like effects.<br />
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<br />
<br />
==Dwarven Subspecies and Cultures==<br />
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===Anvil Dwarves===<br />
The dwarves of the Anvil mountains once formed the border guards of the dwarves back in the legendary age. They are the most martial, but also the most crafty and outcoming dwarves. Anvil dwarves are very straitforward: They like to fight, to carouse and to forge. <br />
<br />
====Anvil Dwarves Racial Traits====<br />
* ''Abilities'': Strength+2, Constitution +2, Dexterity -2, Intelligence -2. Anvil dwarves are strong and robust, but they also tend to be boisterous, loud and favor common sense and practicability over detail knowledge. Their sturdy built is also badly suited for agility.<br />
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* ''Expert Craftsmen'': Anvil Dwarves receive a +2 racial bonus on all Craft checks that are related to metal, or metalworks.<br />
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* ''Favorite Class'': Defender and Man-at-Arms. Anvil Dwarves who follow these two classes receive an additional skill point per level.<br />
<br />
<br />
<br />
===Gem Dwarves===<br />
The Gem Dwarves are the youngest of the dwarven people and in many ways they are the most flamboyant and extravagant of the dwarves. They are excellent artisans focused on jewels, precise little gems and clockworks. Gem Dwarves are more elegant and outgoing than other dwarves. SOme of them even ride.<br />
<br />
====Gem Dwarves Racial Traits====<br />
* ''Abilities'': Constitution +2, Dexterity -2, Wisdom -2, Charisma+2. Gem dwarves share the robust built and comparatively slow movements of all dwarven people, but tend to focus more on social aspects and appearances than on common sense and cautiousness.<br />
<br />
* ''Expert Craftsmen'': Gem Dwarves receive a +2 racial bonus on all Craft checks that are related to clockworks, fine mechanics and jewelery, and a +2 racial bonus to Disable Device.<br />
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* ''Favorite Class'': Bravo and Thief. Gem Dwarves who follow these two classes receive an additional skill point per level.<br />
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<br />
<br />
===Hill Dwarves===<br />
The Hill Dwarves have given up many traditional dwarven cultural goods, such a underground habitation, the mountain domicils and the traditional gear of war. The hill dwarves have arranged very well with their human neighbours and are the least warlike of all dwarven people.<br />
<br />
====Hill Dwarves Racial Traits====<br />
* ''Abilities'': Constitution +2, Dexterity -2, Wisdom +2, Intelligence+2. Hill dwarves tend to be slightly overweight at least due to tgood living and the emphasisi on good food and in their culture. They are a calm and composed people, but are also not very curious or interested in innovations.<br />
<br />
* ''Expert Craftsmen'': Hill Dwarves receive a +2 racial bonus on all Craft checks that are related to food, wine, brewing and te likes. Their basic understaning of these processes makes them also excellent, yet somewhat hidebound alchemists.<br />
<br />
* ''Favorite Class'': Alchemist and Thief. Hill Dwarves who follow these two classes receive an additional skill point per level.<br />
<br />
<br />
<br />
===Ore Dwarves===<br />
The oldest and ost traditional dwarv people, the Ore dwarves are the paragon of what dwarfdom is all about. They are also highly traditional and a tad intolerant against other people and even the cultural differences of the other dwarven people.<br />
<br />
====Ore Dwarves Racial Traits====<br />
* ''Abilities'': Constitution +2, Dexterity -2, Intelligence +2, Charisma -2. Ore Dwarves are traditionally highly educated but due to their feeling of tradition and superiority, they are sometimes hard to get along.<br />
<br />
* ''Expert Craftsmen'': Ore Dwarves receive a +2 racial bonus on all Craft checks that are related to stone and stonecrafting.<br />
<br />
* ''Favorite Class'': Defender and Man-at-Arms. Ore Dwarves who follow these two classes receive an additional skill point per level.<br />
<br />
<br />
<br />
==Further Advancement of Dwarves:==<br />
{| border="1"<br />
!Level<br />
!Feature <br />
|-<br />
|4th<br />
|Improved Stonecunning, Improved Darkvision<br />
|-<br />
|8th<br />
|Save Bonus<br />
|-<br />
|12th<br />
|Dragon fighting<br />
|-<br />
|16th<br />
|Ability Boost<br />
|-<br />
|20th<br />
|Dragon Bane<br />
|-<br />
|}<br />
<br />
<br />
* ''Improved Stonecunning (Ex)'': At 4th level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.<br />
<br />
* ''Improved Darkvision (ex)'': At 4th level, a dwarf’s darkvision range increases by 30 feet.<br />
<br />
* ''Save Bonus (Ex)'': A 8th level a dwarf's racial bonus on saves against poison and against spells and spell-like effects increases by 2.<br />
<br />
* ''Dragon fighting (ex)'': Dwarves and dragons are ancient enemies. At 12th level, a dwarf gains a +1 bonus to attack and defense against dragons and deals 4 additional points of daamge against these. In special situations, this hatred can be expanded to obvious servants of dragons. <br />
<br />
* ''Ability Bonus:'' At 16th level, a Dwarf character can increase his Strength or Constitution ability score by 2 points.<br />
<br />
* ''Dragon Bane (ex)'': At 20th, the dwarves Bonus from the Dragon fighting ability increases. A 20th level dwarf gans a +2 bonus to attack and defense rolls against dragons and deals 8 aditional points of damage per hit.</div>Satyr