Innis Cabal
2007-04-25, 01:14 AM
{table]Level|B.A.B|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Familiar
2nd|+1|+0|+3|+0|Evasion, Trap Sense+1
3rd|+2|+1|+3|+1|Special Ability
4th|+3|+1|+4|+1|
5th|+3|+1|+4|+2|
6th|+4|+2|+5|+1|Trap Sense +2
7th|+5|+2|+5|+3|Special Ability
8th|+6/+1|+2|+6|+3|
9th|+6/+1|+3|+6|+3|
10th|+7/+2|+3|+7|+3|Trap Sense +3
11th|+8/+3|+3|+7|+4|Special Ability
12th|+9/+4|+4|+8|+4|
13th|+9/+4|+4|+8|+4|
14th|+10/+5|+4|+9|+5|Trap Sense +4
15th|+11/+6/+1|+5|+9|+5|Special Ability
16th|+12/+7/+2|+5|+10|+5|
17th|+12/+7/+2|+5|+10|+5|
18th|+13/+8/+3|+6|+11|+6|Trap Sense +5
19th|+14/+9/+4|+6|+11|+6|Special Ability
20th|+15/+10/+5|+6|+12|+6|Call of the Resolute[/table]
Alignment: Any non-evil
Hit Dice: d6
Class Skills
Balance, Climb, Craft, Decipher Script, Disable Device, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Ride,Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope
At First Level: (8+ Int Modifier) X 4
All levels after first: 8+ Int modifier
Class Abilities
Weapon and Armor Proficiencies: An adventuring hero is proficient with all simple and martial weapons and with light armor and light shields.
Familiar: At 1st level, the adventuring hero has gained the friendship of a spirit of the land. He may chose one of the following familiars (Grig, Sprite, fairy,). An Adventuring Hero can gain stronger familiars at higher levels with the approval of his DM.
Special Ability: At certain levels, after training and long adventuring, the Adventuring Hero has learned a handful of tricks.
Mount:
Minor Shape change:
Minor Spells:
Minor Maneuvers:
Feat:
Uncanny Dodge:
Improved Evasion:
Defensive Roll:
Skill Mastery:
Animal Companion:
1st|+0|+0|+2|+0|Familiar
2nd|+1|+0|+3|+0|Evasion, Trap Sense+1
3rd|+2|+1|+3|+1|Special Ability
4th|+3|+1|+4|+1|
5th|+3|+1|+4|+2|
6th|+4|+2|+5|+1|Trap Sense +2
7th|+5|+2|+5|+3|Special Ability
8th|+6/+1|+2|+6|+3|
9th|+6/+1|+3|+6|+3|
10th|+7/+2|+3|+7|+3|Trap Sense +3
11th|+8/+3|+3|+7|+4|Special Ability
12th|+9/+4|+4|+8|+4|
13th|+9/+4|+4|+8|+4|
14th|+10/+5|+4|+9|+5|Trap Sense +4
15th|+11/+6/+1|+5|+9|+5|Special Ability
16th|+12/+7/+2|+5|+10|+5|
17th|+12/+7/+2|+5|+10|+5|
18th|+13/+8/+3|+6|+11|+6|Trap Sense +5
19th|+14/+9/+4|+6|+11|+6|Special Ability
20th|+15/+10/+5|+6|+12|+6|Call of the Resolute[/table]
Alignment: Any non-evil
Hit Dice: d6
Class Skills
Balance, Climb, Craft, Decipher Script, Disable Device, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Ride,Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope
At First Level: (8+ Int Modifier) X 4
All levels after first: 8+ Int modifier
Class Abilities
Weapon and Armor Proficiencies: An adventuring hero is proficient with all simple and martial weapons and with light armor and light shields.
Familiar: At 1st level, the adventuring hero has gained the friendship of a spirit of the land. He may chose one of the following familiars (Grig, Sprite, fairy,). An Adventuring Hero can gain stronger familiars at higher levels with the approval of his DM.
Special Ability: At certain levels, after training and long adventuring, the Adventuring Hero has learned a handful of tricks.
Mount:
Minor Shape change:
Minor Spells:
Minor Maneuvers:
Feat:
Uncanny Dodge:
Improved Evasion:
Defensive Roll:
Skill Mastery:
Animal Companion: