Cipher Stars
2011-05-30, 04:43 PM
http://iphonewallpaperonline.com/wp-content/uploads/2011/05/Pirate-Ship-Captain.jpg
The Scallywag
"I. Hate. You."
~Long John Knuckles, Pirate
"I know, Isn't it wonderful?"
~Marrian "Scarlet", Scallywag.
The Scallywag.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|
Dodge, improbable maneuver, Booty Call
2nd|
+1|
+0|
+3|
+0|
Luck
3rd|
+2|
+1|
+3|
+1|
Skill
4th|
+3|
+1|
+4|
+1|
Stature
5th|
+3|
+1|
+4|
+1|
Strike 1d10, Parry
6th|
+4|
+2|
+5|
+2|
Dodge
7th|
+5|
+2|
+5|
+2|
Luck
8th|
+6/1|
+2|
+6|
+2|
Skill
9th|
+6/1|
+3|
+6|
+3|
Stature
10th|
+7/2|
+3|
+7|
+3|
Strike 2d10, Improbable Maneuver
11th|
+8/3|
+3|
+7|
+3|
Dodge
12th|
+9/4|
+4|
+8|
+4|
Luck
13th|
+9/4|
+4|
+8|
+4|
Skill
14th|
+10/5|
+4|
+9|
+4|
Stature
15th|
+11/6/1|
+5|
+9|
+5|
Strike 3d10, Parry
16th|
+12/7/2|
+5|
+10|
+5|
Dodge
17th|
+13/8/3|
+5|
+10|
+5|
Luck
18th|
+13/8/3|
+6|
+11|
+6|
Skill
19th|
+14/9/4|
+6|
+11|
+6|
Stature
20th|
+15/10/5|
+6|
+12|
+6|
Strike 4d10, Improbable Maneuver, Booty Call[/table]
Hit Die:
d8
Skills:
6+int mod (x4 first level)
Class Skills:
Appraise, Balance, Bluff, Climb, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Use Rope.
Alignment:
Scallywags are typically Chaotic Neutral or Chaotic Good, or Neutral evil.
Class Features:
Weapons and Armor:
Scallywags are proficient with Light armor, small shields, Simple and Martial weapons.
Scallywags Dodge:
"Hold Still dammit!" Scallywags are annoyingly hard to hit. They gain a Dodge bonus to AC against attacks they are aware of at the following modifiers and bonus features:
1: +1 Evasion (ex) a Scallywag 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
6: +2, Uncanny Dodge (ex) a scallywag 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 immobilized.
11: +4 Improved Evasion (ex) This ability works like evasion, except that while the Scallywag still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless scallywag does not gain the benefit of improved evasion.
16: +8 Improved Uncanny Dodge (ex) a Scallywag can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has scallywag 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.
Scallywags Luck:
"Bull$%@&"! Scallywags seem to hog all the luck, the bastards. A number of times a day equal to the luck bonus, they may reroll a failed roll, though they must take the second result even if the result is much worse. Luck bonus roll only effects Once per roll (you cannot spend them all at once)
They gain a special Luck based features at the following levels:
2: 2 Luck bonus.Lucky action gain +4 initiative
7: 4 Luck bonus. Lucky timing In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
12: 5 Luck bonus. Superior lucky action +4 more initiative.
17: 7 Luck bonus. Lucky reflexes +2 to reflexes
Scallywags Skill:
"So, the scallywag isn't all a fluke..." Scallywags are skilled, they gain the following bonuses to add where they choose as long as its a class skill. They may add each bonuses to four skills. Listed bonuses are not the same, but are different bonuses that can be added.
3: +4 Skill Mastery: You choose two class skills, you can now always take 10 on them.
8: +8 Stealthy: +2 hide and move silently. In the middle of combat you can make a hide check, if you succeed you are considered to be flanking the target for your attack.
13 : +10 Skill Mastery: Chose two more class skills, you can now always take 10 on them
18: +20 Persuasive:+2 bluff and intimidate. You can make a bluff check in the middle of combat, if you succeed you get to make an immediate attack of opportunity to which they are considered flat footed.
Scallywags Stature:
"Damn, I'd tap that." Scallywags fine tune their bodies to perform the things they do. It also tends to help cool those who are mad they lost a game of cards. They gain bonus HP at each stature level listed bonuses are not total, they are in addition to previous. Also, if you use it. They also gain +1 Appearance stat at each Stature level.
4: +4 hp, Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
9: +9 hp, Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
14: +14 hp, Run When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
19: +19 hp, Die Hard When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
Scallywags strike:
"Why would you..." Scallywags like to take advantage of foes, they don't care if they hurt themselves in the process. They deal a number of extra damage as they do unexpected stunts to hit'em where it hurts. They deal 1d4 damage to themselves for each extra die in the attack roll from Strike in addition to bonus damage from the weapon, such as a flaming weapons fire damage. Strike's damage however, is multiplied on a critical as if part of base damage die. Scallywag's strike can be used when grappled or in similar circumstance.
5: 2d10 (1d4 self) Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
10: 4d10 (2d4 self) Cleave: if you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
15: 6d10 (3d4 self) Improved Sunder: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
20: 8d10 (4d4 self) Great cleave: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Parry:
The Scallywag makes an attack roll against an attack as an immediate interrupt after the attack roll is made, if she out does it, the attack is negated. Must be armed though. Suffers a -5 against ranged attacks.
Lv 15: Scallywag can Parry magical attacks making an attack roll against their save DC +5(to the DC) or their attack roll (for touch attacks and rays, ect) Must be using a magic weapon though. No effect on Area spells.
Using Parry uses one of your attacks. Thus if you parry with only a +5 mod, you cannot attack when your turn comes around, nor can you parry further attacks.
Improbable Maneuver:
The Scallywag pulls off almost magical stunts.
At level 1, she can use Blink a number of times per day equal to her charisma score.
At level 10, she can use Displacement a number of times per day equal to her Charisma score. Blink becomes at will.
At level 20, she can also use Teleport at a range equal to her speed +charisma modifier (1point Cha mod =+5ft) a number of times per day equal to her charisma score.
Displacement becomes at will.
Booty Call:
The Scallywag knows the location of all non magical valuables within Cha mod x20 ft.
at level twenty, she knows the location of all valuables, even magical, within Cha mod x100 ft and can call non magical items to her as a standard action, doesn't effect held items. Called Items gather in a location you desire, or as close as possible. They move towards desired location with a hovering speed of 100 ft a round.
The Scallywag
"I. Hate. You."
~Long John Knuckles, Pirate
"I know, Isn't it wonderful?"
~Marrian "Scarlet", Scallywag.
The Scallywag.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|
Dodge, improbable maneuver, Booty Call
2nd|
+1|
+0|
+3|
+0|
Luck
3rd|
+2|
+1|
+3|
+1|
Skill
4th|
+3|
+1|
+4|
+1|
Stature
5th|
+3|
+1|
+4|
+1|
Strike 1d10, Parry
6th|
+4|
+2|
+5|
+2|
Dodge
7th|
+5|
+2|
+5|
+2|
Luck
8th|
+6/1|
+2|
+6|
+2|
Skill
9th|
+6/1|
+3|
+6|
+3|
Stature
10th|
+7/2|
+3|
+7|
+3|
Strike 2d10, Improbable Maneuver
11th|
+8/3|
+3|
+7|
+3|
Dodge
12th|
+9/4|
+4|
+8|
+4|
Luck
13th|
+9/4|
+4|
+8|
+4|
Skill
14th|
+10/5|
+4|
+9|
+4|
Stature
15th|
+11/6/1|
+5|
+9|
+5|
Strike 3d10, Parry
16th|
+12/7/2|
+5|
+10|
+5|
Dodge
17th|
+13/8/3|
+5|
+10|
+5|
Luck
18th|
+13/8/3|
+6|
+11|
+6|
Skill
19th|
+14/9/4|
+6|
+11|
+6|
Stature
20th|
+15/10/5|
+6|
+12|
+6|
Strike 4d10, Improbable Maneuver, Booty Call[/table]
Hit Die:
d8
Skills:
6+int mod (x4 first level)
Class Skills:
Appraise, Balance, Bluff, Climb, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Use Rope.
Alignment:
Scallywags are typically Chaotic Neutral or Chaotic Good, or Neutral evil.
Class Features:
Weapons and Armor:
Scallywags are proficient with Light armor, small shields, Simple and Martial weapons.
Scallywags Dodge:
"Hold Still dammit!" Scallywags are annoyingly hard to hit. They gain a Dodge bonus to AC against attacks they are aware of at the following modifiers and bonus features:
1: +1 Evasion (ex) a Scallywag 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
6: +2, Uncanny Dodge (ex) a scallywag 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 immobilized.
11: +4 Improved Evasion (ex) This ability works like evasion, except that while the Scallywag still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless scallywag does not gain the benefit of improved evasion.
16: +8 Improved Uncanny Dodge (ex) a Scallywag can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has scallywag 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.
Scallywags Luck:
"Bull$%@&"! Scallywags seem to hog all the luck, the bastards. A number of times a day equal to the luck bonus, they may reroll a failed roll, though they must take the second result even if the result is much worse. Luck bonus roll only effects Once per roll (you cannot spend them all at once)
They gain a special Luck based features at the following levels:
2: 2 Luck bonus.Lucky action gain +4 initiative
7: 4 Luck bonus. Lucky timing In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
12: 5 Luck bonus. Superior lucky action +4 more initiative.
17: 7 Luck bonus. Lucky reflexes +2 to reflexes
Scallywags Skill:
"So, the scallywag isn't all a fluke..." Scallywags are skilled, they gain the following bonuses to add where they choose as long as its a class skill. They may add each bonuses to four skills. Listed bonuses are not the same, but are different bonuses that can be added.
3: +4 Skill Mastery: You choose two class skills, you can now always take 10 on them.
8: +8 Stealthy: +2 hide and move silently. In the middle of combat you can make a hide check, if you succeed you are considered to be flanking the target for your attack.
13 : +10 Skill Mastery: Chose two more class skills, you can now always take 10 on them
18: +20 Persuasive:+2 bluff and intimidate. You can make a bluff check in the middle of combat, if you succeed you get to make an immediate attack of opportunity to which they are considered flat footed.
Scallywags Stature:
"Damn, I'd tap that." Scallywags fine tune their bodies to perform the things they do. It also tends to help cool those who are mad they lost a game of cards. They gain bonus HP at each stature level listed bonuses are not total, they are in addition to previous. Also, if you use it. They also gain +1 Appearance stat at each Stature level.
4: +4 hp, Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
9: +9 hp, Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
14: +14 hp, Run When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
19: +19 hp, Die Hard When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
Scallywags strike:
"Why would you..." Scallywags like to take advantage of foes, they don't care if they hurt themselves in the process. They deal a number of extra damage as they do unexpected stunts to hit'em where it hurts. They deal 1d4 damage to themselves for each extra die in the attack roll from Strike in addition to bonus damage from the weapon, such as a flaming weapons fire damage. Strike's damage however, is multiplied on a critical as if part of base damage die. Scallywag's strike can be used when grappled or in similar circumstance.
5: 2d10 (1d4 self) Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
10: 4d10 (2d4 self) Cleave: if you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
15: 6d10 (3d4 self) Improved Sunder: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
20: 8d10 (4d4 self) Great cleave: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Parry:
The Scallywag makes an attack roll against an attack as an immediate interrupt after the attack roll is made, if she out does it, the attack is negated. Must be armed though. Suffers a -5 against ranged attacks.
Lv 15: Scallywag can Parry magical attacks making an attack roll against their save DC +5(to the DC) or their attack roll (for touch attacks and rays, ect) Must be using a magic weapon though. No effect on Area spells.
Using Parry uses one of your attacks. Thus if you parry with only a +5 mod, you cannot attack when your turn comes around, nor can you parry further attacks.
Improbable Maneuver:
The Scallywag pulls off almost magical stunts.
At level 1, she can use Blink a number of times per day equal to her charisma score.
At level 10, she can use Displacement a number of times per day equal to her Charisma score. Blink becomes at will.
At level 20, she can also use Teleport at a range equal to her speed +charisma modifier (1point Cha mod =+5ft) a number of times per day equal to her charisma score.
Displacement becomes at will.
Booty Call:
The Scallywag knows the location of all non magical valuables within Cha mod x20 ft.
at level twenty, she knows the location of all valuables, even magical, within Cha mod x100 ft and can call non magical items to her as a standard action, doesn't effect held items. Called Items gather in a location you desire, or as close as possible. They move towards desired location with a hovering speed of 100 ft a round.