Chaotic Chewy
2014-01-17, 09:26 PM
Put a quote by or about a member of your class here!
Your a constantly moving tank of momentum and nimble power. You prove that it sometimes takes more than hard head and fist to take down your opponents, and excel at attacking your opponents head-on.
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: While almost any race can become a Zephyr, it is most common among Elves and their kin, along with many of the smaller more nimble races and species, and is even more common Hobgoblins and Humans. Dwarves, Oreads, and many of the other much larger and slower, less nimble races species rarely produce Zephyrs.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
GAME RULE INFORMATION
Abilities: Dexterity is your most important skill. Everything else falls under personal preface at this point. Intelligence is alright if you like a lot of skills (however, this class isn't exactly a skill monkey), and if you plan on being the parties face, a high Charisma is alright, but again, is not an absolute necessity. Strength at least realitive to this class is not an important score unless you want a high carrying capacity, which is not as important to this class as it is to others.
Alignment: Any.
Hit Die: d10
Starting Age: As Rouge
Starting Gold: As Fighter
Class Skills:
Acrobatics (Dex), Autohypnosis (Wis), Balance, Climb (Str), Escape Artist (Dex), Heal (Wips) Intimidate (Cha), Sense Motive (Wis), Survival (Wis), Sleight of Hand (Dex), Swim (Str)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Unarmed Strike Damage
1st|+0|+2|+2|+0|Power of the Body, Improved Unarmed Strike & Dodge, Improved Unarmed Strike Damage |
+0|
1d6
2nd|+1|+3|+3|+0|Tougher than most, Endurance|
+1|
1d6
3rd|+2|+3|+3|+1|Evasion|
+2|
1d6
4th|+3|+4|+4|+1|+1 Dexterity, Weapon Finesse|
+3|
1d8
5th|+3|+4|+4|+1|Lightning Reflexs|
+3|
1d8
6th|+4|+5|+5|+2|Uncanny Dodge|
+4|
1d8
7th|+5|+5|+5|+2|Fleet of foot I, Run|
+5|
1d8
8th|+6/+1|+6|+6|+2|+1 Dexterity|
+6|
1d10
9th|+6/+1|+6|+6|+3|Improved Evasion|
+6|
1d10
10th|+7/+2|+7|+7|+3|Improved Uncanny Dodge|
+7|
1d10
11th|+8/+3|+7|+7|+3||
+8|
1d10
12th|+9/+4|+8|+8|+4|+1 Dexterity|
+9|
2d6
13th|+9/+4|+8|+8|+4||
+9|
2d6
14th|+10/+5|+9|+9|+4|Fleet of foot II|
+10|
2d6
15th|+11/+6/+1|+9|+9|+5|Ability goes here|
+11|
2d6
16th|+12/+7/+2|+10|+10|+5|+1 Dexterity|
+12|
2d8
17th|+12/+7/+2|+10|+10|+5||
+12|
2d8
18th|+13/+8/+3|+11|+11|+6||
+13|
2d8
19th|+14/+9/+4|+11|+11|+6||
+14|
2d8
20th|+15/+10/+5|+12|+12|+6|+1 Dexterity, Fleet of foot III|
+15|
2d10
[/table]
Your a constantly moving tank of momentum and nimble power. You prove that it sometimes takes more than hard head and fist to take down your opponents, and excel at attacking your opponents head-on.
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: While almost any race can become a Zephyr, it is most common among Elves and their kin, along with many of the smaller more nimble races and species, and is even more common Hobgoblins and Humans. Dwarves, Oreads, and many of the other much larger and slower, less nimble races species rarely produce Zephyrs.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
GAME RULE INFORMATION
Abilities: Dexterity is your most important skill. Everything else falls under personal preface at this point. Intelligence is alright if you like a lot of skills (however, this class isn't exactly a skill monkey), and if you plan on being the parties face, a high Charisma is alright, but again, is not an absolute necessity. Strength at least realitive to this class is not an important score unless you want a high carrying capacity, which is not as important to this class as it is to others.
Alignment: Any.
Hit Die: d10
Starting Age: As Rouge
Starting Gold: As Fighter
Class Skills:
Acrobatics (Dex), Autohypnosis (Wis), Balance, Climb (Str), Escape Artist (Dex), Heal (Wips) Intimidate (Cha), Sense Motive (Wis), Survival (Wis), Sleight of Hand (Dex), Swim (Str)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Unarmed Strike Damage
1st|+0|+2|+2|+0|Power of the Body, Improved Unarmed Strike & Dodge, Improved Unarmed Strike Damage |
+0|
1d6
2nd|+1|+3|+3|+0|Tougher than most, Endurance|
+1|
1d6
3rd|+2|+3|+3|+1|Evasion|
+2|
1d6
4th|+3|+4|+4|+1|+1 Dexterity, Weapon Finesse|
+3|
1d8
5th|+3|+4|+4|+1|Lightning Reflexs|
+3|
1d8
6th|+4|+5|+5|+2|Uncanny Dodge|
+4|
1d8
7th|+5|+5|+5|+2|Fleet of foot I, Run|
+5|
1d8
8th|+6/+1|+6|+6|+2|+1 Dexterity|
+6|
1d10
9th|+6/+1|+6|+6|+3|Improved Evasion|
+6|
1d10
10th|+7/+2|+7|+7|+3|Improved Uncanny Dodge|
+7|
1d10
11th|+8/+3|+7|+7|+3||
+8|
1d10
12th|+9/+4|+8|+8|+4|+1 Dexterity|
+9|
2d6
13th|+9/+4|+8|+8|+4||
+9|
2d6
14th|+10/+5|+9|+9|+4|Fleet of foot II|
+10|
2d6
15th|+11/+6/+1|+9|+9|+5|Ability goes here|
+11|
2d6
16th|+12/+7/+2|+10|+10|+5|+1 Dexterity|
+12|
2d8
17th|+12/+7/+2|+10|+10|+5||
+12|
2d8
18th|+13/+8/+3|+11|+11|+6||
+13|
2d8
19th|+14/+9/+4|+11|+11|+6||
+14|
2d8
20th|+15/+10/+5|+12|+12|+6|+1 Dexterity, Fleet of foot III|
+15|
2d10
[/table]