GumboGumblegrub
2013-01-06, 11:00 PM
{table=head]{colsp=6}Table: The Mord'Sith
Level | Base Attack Bonus | Fort | Ref | Will |
Special Abilities
1st | +0 | +2 | +2 | +2 | Fast Movement, Painful Touch 1d6, Flick to Grasp
2nd | +1 | +3 | +3 | +3 | Evasion, Magic Bond, Staredown
3rd | +2 | +3 | +3 | +3 | Painful Touch 2d6
4th | +3 | +4 | +4 | +4 | Uncanny Dodge
5th | +3 | +4 | +4 | +4 | Painful Touch 3d6, Agiel Mastery
6th | +4 | +5 | +5 | +5 | Defensive Roll, Killing Touch 1/Day
7th | +5 | +5 | +5 | +5 | Damage Reduction 2/-, Painful Touch 4d6
8th | +6/+1 | +6 | +6 | +6 | Improved Uncanny Dodge, Mass Staredown
9th | +6/+1 | +6 | +6 |+6 | Improved Evasion, Painful Touch 5d6
10th | +7/+2 | +7 | +7 | +7 | Improved Staredown, Damage Reduction 4/-, Killing Touch 2/day
11th | +8/+3 | +7 | +7 | +7 | Painful Touch 6d6
12th | +9/+4 | +8 | +8 | +8 | Slippery Mind, Frightful Presence
13th | +9/+4 | +8 | +8 | +8 | Damage Reduction 6/-, Painful Touch 7d6
14th | +10/+5 | +9 | +9 | +9 | Killing Touch 3/Day
15th | +11/+6/+1 | +9 | +9 | +9 | Painful Touch 8d6
16th | +12/+7/+2 | +10 | +10 | +10 | Damage Reduction 8 /-
17th | +12/+7/+2 | +10 | +10 | +10 | Painful Touch 9d6
18th | +13/+8/+3 | +11 | +11 | +11 | Killing Touch 3/day
19th | +14/+9/+4 | +11 | +11 | +11 | Damage Reduction 10/-, Painful Touch 10d6
20th | +15/+10/+5 | +12 | +12 | +12 |Deathless Resolve [/table]
The Mord'Sith Class Skills: (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex), Use Rope (Dex).
Skill Points at 1st level: (6+Int modifier)x4
Skills Points at Each Level: 4 + Int modifier
Hit Dice: d10
Starting Gold: 5d4
Gender: Only women can be Mord’Sith.
Being they are abducted as children and tortured into being who and what they are, Mord’Sith can only be taken at level 1.
Weapon and Armor Proficiencies: The Mord'Sith’s training include few weapons, but those that can be found anywhere. The weapons with which the Mord'Sith is proficient are the club, dagger, Kama, quarterstaff, shuriken, but their weapon of choice is the agiel. They are proficient with no shields but can wear light armors.
At first level they are presented their agiel(Basically a 1 foot long piece of leather. This waepon is treated as bieng magical.), and custome made Leather Armor
{table=head] Weapon | Cost | Damage | Critical | Range Increment | Wieght | type
Agiel | - | 1d8+Cha mod | X2 | - | 1lb | Bludgeoning [/table]
Due to the nature of the agiel the wielder also takes damage from it. Every round the agiel is grasped the wielder takes 1d4 non lethal damage. Because of this pain low level Mord'Sith tend to rely on other weapons until the fully understand thier weapon. This affect is reduced by damage reduction. By level 5 the Mord’Sith no longer takes damage but still feels the pain of the weapon.
{table=head] Armor | Cost | Armor Bonus | Max Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed 30ft. | Speed 20ft| Weight
Red Leather Armor| - | +2| +6 | 0 | 10% | 30ft. | 20ft. | 15lbs[/table]
Alignment: Any non good
Fast Movement (Ex): A Mord’Sith’s land speed is faster than the norm for Her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Painful Touch (Ex): Effecivly a sneak attack that can only be used with the Mord'Sith's agiel, and cannot be used at range. Otherwise Painful Touch is treated as a Rogue's sneak attack.
Flick to Grasp (Ex): Mord'Sith tend to keep thier agiel hanging on a cord on thier wrist allowing them to grab it faster. They gain the Quick Draw feat ony for thier agiel because of this.
Magic Bond (Su): At second level the Mord’Sith gains the Magic Bond ability. When the Mord’Sith is the target of a spell, she may attempt to capture the caster’s magic and turn it back on him. The Mord’Sith must make a successful concentration check DC=10+CL of target in order to capture the magic. Once the magic has been captured the caster can no longer do an action to cause harm to the Mord’Sith, and must be an obedient servant until released or escaping the bond. Failure to obey or to threaten the Mord’Sith results in 1d8 non lethal damage. This damage increases by 1d8 with each attempt. For a mage to escape this bond he must make a successful will save DC= 10+ Mord’Sith level + Charisma Modifier.
Magic Bond is a Immediate action that can only be done when targeted. An area of effect spell such as a Fireball would still effect her normally. A Mord’Sith can only have one bonded mage at a time. The target need not speek the same language as the Mord'Sith. Some take pleasure in watching the mage squirm on the floor in agony untill they understand what is required of them.
Staredown (Ex): At second level, a Mord’Sith becomes able to strike fear into her foes by her mere presence. she gains a +4
bonus on Intimidate checks and can demoralize an opponent. The Mord’Sith can demoralize opponents within 30 feet as a move action, not a standard action.
Evasion (Ex): At 2nd level and higher, a Mord’Sith 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.
Uncanny Dodge (Ex): Starting at 4th level, a Mord’Sith 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. If a Mord’Sith already has uncanny dodge from a different class (a Mord’Sith with at least two levels of barbarian, or rogue, for example), she automatically gains improved uncanny dodge (see below) instead.
Agiel Mastery (Ex): At fifth level the Mord'Sith has gained abundant practice with her agiel, and can now use it to it's fullest potential. and no longer takes damage from holding her agiel Anytime the Mord'Sith Strikes a target with her agiel the target must make a fort save dc=10+1/2 Mord'Sith level+ Cha mod or be stunned for 1d4 rounds.
Killing Touch (Ex): At sixth level the Mord’Sith gains the ability to make a coup-de-grace attack (by thrusting her agiel into a vital organ, or as a favorite for some, the ear) with her agiel as a standard action once per day. This ability may be used when the Mord’Sith’s target would be denied his Dexterity bonus to AC (whether he actually das a Dexterity bonus or not), or when the Mord’Sith flanks the target just like a rogue’s sneak attack ability. During a surprise round, a Killing Touch attack can be made as a partial action. The Mord’Sith may make an additional Killing Touch attack every four levels thereafter.
Unlike a coup-de-grace attack against a helpless opponent, the Mord’Sith must roll to attack normally. If her attack hits, she scores a critical hit. If the defender survives the damage, he must still make a Fortitude save DC= 10 +damage delt or die.
Delivering a Killing Touch provokes attacks of opportunity from threatening foes (but not a flat footed target) because it requires intense concentration. You can’t deliver a Killing Touch against a creature that is immune to critical hits, such as a golem.
At 14th level the Mord’Sith masters the Killing Touch and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.
Defensive Roll (Ex): At sixth level the Mord’Sith gains the ability to do a defensive roll. The Mord’Sith 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 Mord’Sith can attempt to roll with the damage. To use this ability, the Mord’Sith 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 Mord’Sith’s evasion ability does not apply to the defensive roll.
Damage Reduction (Ex): At 7th level, a Mord’Sith gains the ability to shrug off some amount of injury from each blow or attack.
Subtract 2 from the damage the Mord’Sith takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three Mord'Sith levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.
Mass Staredown (Ex): At 8th level, a Mord’Sith has sufficient presence that she can cow multiple foes. Using a Intimidate check, the Mord’Sith can demoralize all opponents within 30 feet with a single standard action.
Improved Uncanny Dodge (Ex): At 8th level and higher, a Mord’Sith can no longer be flanked; she can react to opponents on opposite sides of her as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Mord’Sith by flanking her, unless the attacker has at least four more rogue levels than the target has Mord’Sith levels. 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 level a rogue must be to flank the character.
Improved Evasion (Ex): At 9th level the Mord’Sith gains improved evasion, This ability works like evasion, except that while the Mord’Sith still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless Mord’Sith (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Improved Staredown (Ex): At 10th level, even a glance from the hard eyes of a Mord’Sith is enough to give his foes pause. The Mord’Sith can demoralize opponents within 30 feet as a swift action, not a move action.
Slippery Mind (Ex): This ability represents the Mord’Sith’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Mord’Sith 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.
Frightful Presence (Ex): A 12th-level a Mord’Sith is so feared that her mere presence. Opponents within 30 feet must succeed on a Will save (DC 20 + Mord’Sith’s Cha modifier) or become panicked. If Save is made become shaken.
Deathless Resolve (Ex): At level 20 the Mord'Sith can scorn death and unconsciousness. The negative hp a Mord'Sith must be reduced to before dying increases to double her class level. Her wounds may be obviously mortal, but she continues to fight normally. This ability does not prevent death from spell effects such as slay living or disintegrate.
Level | Base Attack Bonus | Fort | Ref | Will |
Special Abilities
1st | +0 | +2 | +2 | +2 | Fast Movement, Painful Touch 1d6, Flick to Grasp
2nd | +1 | +3 | +3 | +3 | Evasion, Magic Bond, Staredown
3rd | +2 | +3 | +3 | +3 | Painful Touch 2d6
4th | +3 | +4 | +4 | +4 | Uncanny Dodge
5th | +3 | +4 | +4 | +4 | Painful Touch 3d6, Agiel Mastery
6th | +4 | +5 | +5 | +5 | Defensive Roll, Killing Touch 1/Day
7th | +5 | +5 | +5 | +5 | Damage Reduction 2/-, Painful Touch 4d6
8th | +6/+1 | +6 | +6 | +6 | Improved Uncanny Dodge, Mass Staredown
9th | +6/+1 | +6 | +6 |+6 | Improved Evasion, Painful Touch 5d6
10th | +7/+2 | +7 | +7 | +7 | Improved Staredown, Damage Reduction 4/-, Killing Touch 2/day
11th | +8/+3 | +7 | +7 | +7 | Painful Touch 6d6
12th | +9/+4 | +8 | +8 | +8 | Slippery Mind, Frightful Presence
13th | +9/+4 | +8 | +8 | +8 | Damage Reduction 6/-, Painful Touch 7d6
14th | +10/+5 | +9 | +9 | +9 | Killing Touch 3/Day
15th | +11/+6/+1 | +9 | +9 | +9 | Painful Touch 8d6
16th | +12/+7/+2 | +10 | +10 | +10 | Damage Reduction 8 /-
17th | +12/+7/+2 | +10 | +10 | +10 | Painful Touch 9d6
18th | +13/+8/+3 | +11 | +11 | +11 | Killing Touch 3/day
19th | +14/+9/+4 | +11 | +11 | +11 | Damage Reduction 10/-, Painful Touch 10d6
20th | +15/+10/+5 | +12 | +12 | +12 |Deathless Resolve [/table]
The Mord'Sith Class Skills: (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex), Use Rope (Dex).
Skill Points at 1st level: (6+Int modifier)x4
Skills Points at Each Level: 4 + Int modifier
Hit Dice: d10
Starting Gold: 5d4
Gender: Only women can be Mord’Sith.
Being they are abducted as children and tortured into being who and what they are, Mord’Sith can only be taken at level 1.
Weapon and Armor Proficiencies: The Mord'Sith’s training include few weapons, but those that can be found anywhere. The weapons with which the Mord'Sith is proficient are the club, dagger, Kama, quarterstaff, shuriken, but their weapon of choice is the agiel. They are proficient with no shields but can wear light armors.
At first level they are presented their agiel(Basically a 1 foot long piece of leather. This waepon is treated as bieng magical.), and custome made Leather Armor
{table=head] Weapon | Cost | Damage | Critical | Range Increment | Wieght | type
Agiel | - | 1d8+Cha mod | X2 | - | 1lb | Bludgeoning [/table]
Due to the nature of the agiel the wielder also takes damage from it. Every round the agiel is grasped the wielder takes 1d4 non lethal damage. Because of this pain low level Mord'Sith tend to rely on other weapons until the fully understand thier weapon. This affect is reduced by damage reduction. By level 5 the Mord’Sith no longer takes damage but still feels the pain of the weapon.
{table=head] Armor | Cost | Armor Bonus | Max Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed 30ft. | Speed 20ft| Weight
Red Leather Armor| - | +2| +6 | 0 | 10% | 30ft. | 20ft. | 15lbs[/table]
Alignment: Any non good
Fast Movement (Ex): A Mord’Sith’s land speed is faster than the norm for Her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Painful Touch (Ex): Effecivly a sneak attack that can only be used with the Mord'Sith's agiel, and cannot be used at range. Otherwise Painful Touch is treated as a Rogue's sneak attack.
Flick to Grasp (Ex): Mord'Sith tend to keep thier agiel hanging on a cord on thier wrist allowing them to grab it faster. They gain the Quick Draw feat ony for thier agiel because of this.
Magic Bond (Su): At second level the Mord’Sith gains the Magic Bond ability. When the Mord’Sith is the target of a spell, she may attempt to capture the caster’s magic and turn it back on him. The Mord’Sith must make a successful concentration check DC=10+CL of target in order to capture the magic. Once the magic has been captured the caster can no longer do an action to cause harm to the Mord’Sith, and must be an obedient servant until released or escaping the bond. Failure to obey or to threaten the Mord’Sith results in 1d8 non lethal damage. This damage increases by 1d8 with each attempt. For a mage to escape this bond he must make a successful will save DC= 10+ Mord’Sith level + Charisma Modifier.
Magic Bond is a Immediate action that can only be done when targeted. An area of effect spell such as a Fireball would still effect her normally. A Mord’Sith can only have one bonded mage at a time. The target need not speek the same language as the Mord'Sith. Some take pleasure in watching the mage squirm on the floor in agony untill they understand what is required of them.
Staredown (Ex): At second level, a Mord’Sith becomes able to strike fear into her foes by her mere presence. she gains a +4
bonus on Intimidate checks and can demoralize an opponent. The Mord’Sith can demoralize opponents within 30 feet as a move action, not a standard action.
Evasion (Ex): At 2nd level and higher, a Mord’Sith 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.
Uncanny Dodge (Ex): Starting at 4th level, a Mord’Sith 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. If a Mord’Sith already has uncanny dodge from a different class (a Mord’Sith with at least two levels of barbarian, or rogue, for example), she automatically gains improved uncanny dodge (see below) instead.
Agiel Mastery (Ex): At fifth level the Mord'Sith has gained abundant practice with her agiel, and can now use it to it's fullest potential. and no longer takes damage from holding her agiel Anytime the Mord'Sith Strikes a target with her agiel the target must make a fort save dc=10+1/2 Mord'Sith level+ Cha mod or be stunned for 1d4 rounds.
Killing Touch (Ex): At sixth level the Mord’Sith gains the ability to make a coup-de-grace attack (by thrusting her agiel into a vital organ, or as a favorite for some, the ear) with her agiel as a standard action once per day. This ability may be used when the Mord’Sith’s target would be denied his Dexterity bonus to AC (whether he actually das a Dexterity bonus or not), or when the Mord’Sith flanks the target just like a rogue’s sneak attack ability. During a surprise round, a Killing Touch attack can be made as a partial action. The Mord’Sith may make an additional Killing Touch attack every four levels thereafter.
Unlike a coup-de-grace attack against a helpless opponent, the Mord’Sith must roll to attack normally. If her attack hits, she scores a critical hit. If the defender survives the damage, he must still make a Fortitude save DC= 10 +damage delt or die.
Delivering a Killing Touch provokes attacks of opportunity from threatening foes (but not a flat footed target) because it requires intense concentration. You can’t deliver a Killing Touch against a creature that is immune to critical hits, such as a golem.
At 14th level the Mord’Sith masters the Killing Touch and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.
Defensive Roll (Ex): At sixth level the Mord’Sith gains the ability to do a defensive roll. The Mord’Sith 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 Mord’Sith can attempt to roll with the damage. To use this ability, the Mord’Sith 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 Mord’Sith’s evasion ability does not apply to the defensive roll.
Damage Reduction (Ex): At 7th level, a Mord’Sith gains the ability to shrug off some amount of injury from each blow or attack.
Subtract 2 from the damage the Mord’Sith takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three Mord'Sith levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.
Mass Staredown (Ex): At 8th level, a Mord’Sith has sufficient presence that she can cow multiple foes. Using a Intimidate check, the Mord’Sith can demoralize all opponents within 30 feet with a single standard action.
Improved Uncanny Dodge (Ex): At 8th level and higher, a Mord’Sith can no longer be flanked; she can react to opponents on opposite sides of her as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Mord’Sith by flanking her, unless the attacker has at least four more rogue levels than the target has Mord’Sith levels. 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 level a rogue must be to flank the character.
Improved Evasion (Ex): At 9th level the Mord’Sith gains improved evasion, This ability works like evasion, except that while the Mord’Sith still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless Mord’Sith (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Improved Staredown (Ex): At 10th level, even a glance from the hard eyes of a Mord’Sith is enough to give his foes pause. The Mord’Sith can demoralize opponents within 30 feet as a swift action, not a move action.
Slippery Mind (Ex): This ability represents the Mord’Sith’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Mord’Sith 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.
Frightful Presence (Ex): A 12th-level a Mord’Sith is so feared that her mere presence. Opponents within 30 feet must succeed on a Will save (DC 20 + Mord’Sith’s Cha modifier) or become panicked. If Save is made become shaken.
Deathless Resolve (Ex): At level 20 the Mord'Sith can scorn death and unconsciousness. The negative hp a Mord'Sith must be reduced to before dying increases to double her class level. Her wounds may be obviously mortal, but she continues to fight normally. This ability does not prevent death from spell effects such as slay living or disintegrate.