SilveryCord
2007-11-16, 07:11 PM
Rebel
Some seek divine enlightenment. Others, arcane knowledge. Many fight with the sword, others, the dagger. A few choose the path of revolution, desperately protecting their ideals from an onslaught of tyranny.
Causes: In most circumstances, a rebel is fighting the powers that be in support of a cause or organization. Some rebels seek racial equality, others seek to protect the environment. Rebels enjoy being around others that share their alignment because they have the hope that they will be able to spread their beliefs.
How do rebels interact with other characters?
Barbarians often see rebels as fastidious, but rebels and barbarians alike appreciate each other's differences from society at large.
Bards get along well with rebels, as both enjoy sharing information and inspiring actions in others. Rebels, ever keen on helping others, do occassionally multiclass into bard for the Bardic Music ability.
Clerics get along with rebels that share ideals with them, but harshly disagree with rebels who insist on other beliefs. Rebels do multiclass into cleric, especially if their cause is one inspired by a divine force.
Druids get along with rebels who want protection for nature, but look down upon other rebels, who, in the druid's mind, could seek a more basic path in life, guided by the forest, instead of bothering with the complicated issues of society. Druidic rebels appear with some frequency.
Fighters are accepting of rebels who share basic philosophies on life, but tend to not worry about the issues of the world or seek action to stop them. Some fighters multiclass into rebel after 'seeing the light', so to speak.
Monks accept the rebel's eternal search for self-justice, but often disagree with the ideals of the rebel. Rebels do not often multiclass into monk, and vice-versa.
Paladins support good and lawful rebels, but have disdain for other kinds of rebels, who they believe lack enlightenment. Rebels do not often multiclass into paladin, and vice-versa.
Rangers and rebels share some idealogies, but usually not enough to foster a true bond. The ranger and rebel classes lack great synergy, so multiclassed characters are not common.
Rogues and rebels get along the best of all the classes. They share many talents and similarities, and often acheive goals in similar manners. Multiclassed characters with levels in rebel and rogue are common.
Sorcerors and rebels have a strong bond. Sorcerors understand what it means to be ostracized by a society. Rebels often multiclass into sorceror for the use of magic.
Wizards usually dislike rebels, finding fault with their one-track mind and capriosity. Rebels don't trust wizards who they consider dishonest.
Alignment
Any other than true neutral.
Hit Die
d8.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Aligned attack +1d4
2nd|
+1|
+0|
+0|
+3|Victor's Luck
3rd|
+2|
+1|
+1|
+3|Bonus Trick, Aligned attack +2d4
4th|
+3|
+1|
+1|
+4|
5th|
+3|
+1|
+1|
+4|Aligned attack +3d4
6th|
+4|
+2|
+2|
+5|Bonus Trick
7th|
+5|
+2|
+2|
+5|Aligned attack +4d4
8th|
+6/+1|
+2|
+2|
+6|Fortuitous Strike
9th|
+6/+1|
+3|
+6|
+3|Bonus Trick, Aligned attack +5d4
10th|
+7/+2|
+3|
+3|
+7|Rabble Rousing
11th|
+8/+3|
+3|
+3|
+7|Aligned attack +6d4
12th|
+9/+4|
+4|
+4|
+8|Bonus Trick
13th|
+9/+4|
+4|
+4|
+8|Aligned attack +7d4
14th|
+10/+5|
+4|
+4|
+9|Advocate Cause
15th|
+11/+6/+1|
+5|
+5|
+9|Bonus Trick, Aligned attack +8d4
16th|
+12/+7/+2|
+5|
+5|
+10|
17th|
+12/+7/+2|
+5|
+5|
+10|Aligned attack +9d4
18th|
+13/+8/+3|
+6|
+6|
+11|Bonus Trick
19th|
+14/+9/+4|
+6|
+6|
+11|Aligned attack +10d4
20th|
+15/+10/+5|
+6|
+6|
+12|Ranged Assist[/table]
Class Skills
The rebel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
Skill Points at 1st Level
(8 + Int modifier) x4.
Skill Points at Each Additional Level
8 + Int modifier.
Class Features
All of the following are class features of the rebel.
Weapon and Armor Proficiency
Rebels are proficient with all simple weapons, plus the short sword. Rebels are proficient with light armor and shields.
Aligned Attack
If a Rebel battles an opponent of an opposing alignment, she can strike with the force of her alignment to deal extra damage.
The rebel's attack deals extra damage any time her target would be of at least one alignment opposite her own. (For example, a good rebel can deal extra aligned attack damage to an evil character, and a chaotic rebel can deal extra aligned attack damage to a lawful character.) This extra damage is 1d4 at 1st level, and it increases by 1d4 every two rebel levels thereafter. Should the rebel score a critical hit with an aligned attack, this extra damage is not multiplied. The extra damage is aligned with both the corresponding good or evil alignment and the corresponding lawful or chaotic alignment, and bypasses the appropriate damage reduction.
A rebel's aligned attack does not do 'double damage' against creatures who have two alignments opposite the rebel.
A rebel cannot aligned attack a True Neutral creature. If a creature's alignment is concealed, a rebel's aligned attack does not work.
Victor's Luck
At 2nd level, you gain Victor's Luck as a bonus feat. [Complete Scoundrel]
Bonus Trick
At 3rd level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available. You gain an additional bonus trick at 6th level and every three rebel levels thereafter (9th, 12th, 15th, and 18th). You must still meet the prerequisite for each bonus skill trick. [Complete Scoundrel]
Fortuitous Strike
At 7th level, a rebel gains Fortuitous Strike as a bonus feat. [Complete Scoundrel]
Rabble Rousing (Ex)
Starting at 10th level, you can attempt to Aid Another as a swift action.
Advocate Cause (Ex)
Starting at 14th level, you may use an aid another action to add your aligned attack dice to the damage roll of a creature who shares the same alignment with you. The normal restrictions for making an aligned attack do not apply; the dice are simply added.
Ranged Assist (Ex)
Starting at 20th level, you can Aid Another at a distance of 5 feet per rebel class level.
Some seek divine enlightenment. Others, arcane knowledge. Many fight with the sword, others, the dagger. A few choose the path of revolution, desperately protecting their ideals from an onslaught of tyranny.
Causes: In most circumstances, a rebel is fighting the powers that be in support of a cause or organization. Some rebels seek racial equality, others seek to protect the environment. Rebels enjoy being around others that share their alignment because they have the hope that they will be able to spread their beliefs.
How do rebels interact with other characters?
Barbarians often see rebels as fastidious, but rebels and barbarians alike appreciate each other's differences from society at large.
Bards get along well with rebels, as both enjoy sharing information and inspiring actions in others. Rebels, ever keen on helping others, do occassionally multiclass into bard for the Bardic Music ability.
Clerics get along with rebels that share ideals with them, but harshly disagree with rebels who insist on other beliefs. Rebels do multiclass into cleric, especially if their cause is one inspired by a divine force.
Druids get along with rebels who want protection for nature, but look down upon other rebels, who, in the druid's mind, could seek a more basic path in life, guided by the forest, instead of bothering with the complicated issues of society. Druidic rebels appear with some frequency.
Fighters are accepting of rebels who share basic philosophies on life, but tend to not worry about the issues of the world or seek action to stop them. Some fighters multiclass into rebel after 'seeing the light', so to speak.
Monks accept the rebel's eternal search for self-justice, but often disagree with the ideals of the rebel. Rebels do not often multiclass into monk, and vice-versa.
Paladins support good and lawful rebels, but have disdain for other kinds of rebels, who they believe lack enlightenment. Rebels do not often multiclass into paladin, and vice-versa.
Rangers and rebels share some idealogies, but usually not enough to foster a true bond. The ranger and rebel classes lack great synergy, so multiclassed characters are not common.
Rogues and rebels get along the best of all the classes. They share many talents and similarities, and often acheive goals in similar manners. Multiclassed characters with levels in rebel and rogue are common.
Sorcerors and rebels have a strong bond. Sorcerors understand what it means to be ostracized by a society. Rebels often multiclass into sorceror for the use of magic.
Wizards usually dislike rebels, finding fault with their one-track mind and capriosity. Rebels don't trust wizards who they consider dishonest.
Alignment
Any other than true neutral.
Hit Die
d8.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Aligned attack +1d4
2nd|
+1|
+0|
+0|
+3|Victor's Luck
3rd|
+2|
+1|
+1|
+3|Bonus Trick, Aligned attack +2d4
4th|
+3|
+1|
+1|
+4|
5th|
+3|
+1|
+1|
+4|Aligned attack +3d4
6th|
+4|
+2|
+2|
+5|Bonus Trick
7th|
+5|
+2|
+2|
+5|Aligned attack +4d4
8th|
+6/+1|
+2|
+2|
+6|Fortuitous Strike
9th|
+6/+1|
+3|
+6|
+3|Bonus Trick, Aligned attack +5d4
10th|
+7/+2|
+3|
+3|
+7|Rabble Rousing
11th|
+8/+3|
+3|
+3|
+7|Aligned attack +6d4
12th|
+9/+4|
+4|
+4|
+8|Bonus Trick
13th|
+9/+4|
+4|
+4|
+8|Aligned attack +7d4
14th|
+10/+5|
+4|
+4|
+9|Advocate Cause
15th|
+11/+6/+1|
+5|
+5|
+9|Bonus Trick, Aligned attack +8d4
16th|
+12/+7/+2|
+5|
+5|
+10|
17th|
+12/+7/+2|
+5|
+5|
+10|Aligned attack +9d4
18th|
+13/+8/+3|
+6|
+6|
+11|Bonus Trick
19th|
+14/+9/+4|
+6|
+6|
+11|Aligned attack +10d4
20th|
+15/+10/+5|
+6|
+6|
+12|Ranged Assist[/table]
Class Skills
The rebel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
Skill Points at 1st Level
(8 + Int modifier) x4.
Skill Points at Each Additional Level
8 + Int modifier.
Class Features
All of the following are class features of the rebel.
Weapon and Armor Proficiency
Rebels are proficient with all simple weapons, plus the short sword. Rebels are proficient with light armor and shields.
Aligned Attack
If a Rebel battles an opponent of an opposing alignment, she can strike with the force of her alignment to deal extra damage.
The rebel's attack deals extra damage any time her target would be of at least one alignment opposite her own. (For example, a good rebel can deal extra aligned attack damage to an evil character, and a chaotic rebel can deal extra aligned attack damage to a lawful character.) This extra damage is 1d4 at 1st level, and it increases by 1d4 every two rebel levels thereafter. Should the rebel score a critical hit with an aligned attack, this extra damage is not multiplied. The extra damage is aligned with both the corresponding good or evil alignment and the corresponding lawful or chaotic alignment, and bypasses the appropriate damage reduction.
A rebel's aligned attack does not do 'double damage' against creatures who have two alignments opposite the rebel.
A rebel cannot aligned attack a True Neutral creature. If a creature's alignment is concealed, a rebel's aligned attack does not work.
Victor's Luck
At 2nd level, you gain Victor's Luck as a bonus feat. [Complete Scoundrel]
Bonus Trick
At 3rd level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available. You gain an additional bonus trick at 6th level and every three rebel levels thereafter (9th, 12th, 15th, and 18th). You must still meet the prerequisite for each bonus skill trick. [Complete Scoundrel]
Fortuitous Strike
At 7th level, a rebel gains Fortuitous Strike as a bonus feat. [Complete Scoundrel]
Rabble Rousing (Ex)
Starting at 10th level, you can attempt to Aid Another as a swift action.
Advocate Cause (Ex)
Starting at 14th level, you may use an aid another action to add your aligned attack dice to the damage roll of a creature who shares the same alignment with you. The normal restrictions for making an aligned attack do not apply; the dice are simply added.
Ranged Assist (Ex)
Starting at 20th level, you can Aid Another at a distance of 5 feet per rebel class level.