Krimm_Blackleaf
2008-03-08, 07:21 PM
Al-shra'a Al-mharb
http://www.wizards.com/dnd/images/sand_gallery/87591.jpg
Qadir Raashid of the Desert, Al-shra'a Al-mharb
HD: d8
Requirements
BAB: +4
Skills: Jump 8 ranks, Martial Lore 2 ranks, Tumble 8 ranks
Feats: Desert Fire, Desert Wind Dodge
Maneuvers: Abillity to use 2nd level maneuvers of the Desert Wind discipline, and at least one stance.
Special: Skirmish class feature, must be a desert native.
Class Skills: Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Hide, Intimidate, Jump, Knowledge (geography), Knowledge (nature), Listen, Martial Lore, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble and Use Rope.
Skill-points per level: 6+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Blazing skirmish (+1d6+1), heat endurance
2nd|+1|+3|+3|+0|Evasion, burning maneuver
3rd|+2|+3|+3|+1|Blazing skirmish (+1d6+1, +1 AC)
4th|+3|+4|+4|+1|Scorching sirocco
5th|+3|+4|+4|+1|Blazing skirmish (+2d6+2, +1 AC)
6th|+4|+5|+5|+2|Stance of the desiccator, improved heat endurance
7th|+5|+5|+5|+2|Blazing skirmish (+2d6+2, +2 AC)
8th|+6|+6|+6|+2|Improved evasion
9th|+6|+6|+6|+3|Blazing skirmish (+3d6+3, +2 AC)
10th|+7|+7|+7|+3|Desert soul stance
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|1|1
2nd|1|0|0
3rd|1|0|0
4th|0|1|0
5th|1|0|0
6th|1|0|1
7th|0|1|0
8th|1|0|0
9th|1|0|0
10th|0|1|0
[/table]
Weapon and Armor proficiencies: You gain proficiencies with all the weapons of the Desert Wind discipline, but not with any new armors or shields.
Maneuvers: At each level except 1st, 4th, 7th and 10th, an al-shra'a al-mharb gains new maneuvers known from the Desert Wind, Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full al-shra'a al-mharb levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 1st, 4th, 7th and 10th, you gain additional maneuvers readied per day.
Stances Known: At 1st, 5th levels, you learn a new martial stance from the Desert Wind, Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Blazing Skirmish (Su): At first level your connection to the desert and use of martial prowess combine. You gain a unique variation of the skirmish class feature of the Scout. It acts identically to that of the Scout, but the extra damage by this class feature is fire damage instead of normal weapon damage. This class feature stacks with the aforementioned skirmish class feature for both extra damage and AC improvement.
Additionally, when used in conjunction with any Desert Wind strike or boost, the fire damage improves by 1d6 and the AC improves by 1 for every 3 levels of al-shra'a al-mharb you have after first.
Heat Endurance: You are used to the desert wastes and the intense heat that almost never leaves you. At first level, you gain the Heat Endurance feat, whether or not you meet the feat's prerequisites.
Evasion (Ex): Your knack for evading the very flames you harness is unlike most others. At 2nd level, you gain the evasion class feature of the rogue(PHB). If you already have the evasion class feature you instead gain improved evasion.
Burning Maneuver (Ex): At 2nd level, your ability to keep flames alive is almost unmatched. Whenever you deal fire damage with a maneuver that deals fire damage, your opponent must make a Reflex save (DC 10+Maneuver level+Wis modifier) or take half again the same damage a round for one round thereafter.
Scorching Sirocco: At 4th level, your blazing combat style improves. You gain the Scorching Sirocco feat, whether or not you meet the feat's prerequisites.
Stance of the Desiccator (Su): At 6th level, the fire you generate is so intense that it burns even those who would normally resist. You take a swift action to lose the benefits of any Desert Wind stance you're in to gain the benefits granted by this stance. While in this stance, any fire damage you deal as a result of any Desert Wind maneuver or the Blazing Skirmish class feature is not effected by fire resistance. Creatures normally immune to fire damage take half damage instead. Creatures with the cold subtype take double damage instead of their regular 150%.
Additionally, you become immune to all forms of desiccation damage and any fire resistance you have from any source improves by 5.
Improved Heat Endurance: Your tolerance for the desert heat improves further, to a point where the hottest deserts may be considered cool. At 6th level, you gain the Improved Heat Endurance feat, whether or not your meet the feat's prerequisites.
Improved Evasion: Just as the rogue class feature(PHB). If you already have the benefits of the improved evasion class feature, you gain no additional benefits from this.
Desert Soul Stance (Su): At 10th level, you are truly one with the desert and it's blazing winds. You take a swift action to lose the benefits of any Desert Wind stance you're in to gain the benefits granted by this stance. Your shape becomes domineering and like a pillar of fire and flaying sand, granting you a +4 bonus to all Intimidate and Tumble checks. You gain the Fire subtype, including all of it's benefits and penalties. Additionally, you gain an aura of flames and burning sand. This aura deals damage to anyone attacking you with a non-reach melee weapon takes an amount of fire/desiccation damage equal to the amount of damage you would deal with both your skirmish and blazing skirmish class features combined. This aura also allows you to take a standard action to deal the same amount of damage to everyone within 30 feet of you, with a Reflex save for half damage(DC 19+Wis modifier). Lastly, your base land speed doubles.
http://www.wizards.com/dnd/images/sand_gallery/87591.jpg
Qadir Raashid of the Desert, Al-shra'a Al-mharb
HD: d8
Requirements
BAB: +4
Skills: Jump 8 ranks, Martial Lore 2 ranks, Tumble 8 ranks
Feats: Desert Fire, Desert Wind Dodge
Maneuvers: Abillity to use 2nd level maneuvers of the Desert Wind discipline, and at least one stance.
Special: Skirmish class feature, must be a desert native.
Class Skills: Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Hide, Intimidate, Jump, Knowledge (geography), Knowledge (nature), Listen, Martial Lore, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble and Use Rope.
Skill-points per level: 6+Int modifier
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Blazing skirmish (+1d6+1), heat endurance
2nd|+1|+3|+3|+0|Evasion, burning maneuver
3rd|+2|+3|+3|+1|Blazing skirmish (+1d6+1, +1 AC)
4th|+3|+4|+4|+1|Scorching sirocco
5th|+3|+4|+4|+1|Blazing skirmish (+2d6+2, +1 AC)
6th|+4|+5|+5|+2|Stance of the desiccator, improved heat endurance
7th|+5|+5|+5|+2|Blazing skirmish (+2d6+2, +2 AC)
8th|+6|+6|+6|+2|Improved evasion
9th|+6|+6|+6|+3|Blazing skirmish (+3d6+3, +2 AC)
10th|+7|+7|+7|+3|Desert soul stance
[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|0|1|1
2nd|1|0|0
3rd|1|0|0
4th|0|1|0
5th|1|0|0
6th|1|0|1
7th|0|1|0
8th|1|0|0
9th|1|0|0
10th|0|1|0
[/table]
Weapon and Armor proficiencies: You gain proficiencies with all the weapons of the Desert Wind discipline, but not with any new armors or shields.
Maneuvers: At each level except 1st, 4th, 7th and 10th, an al-shra'a al-mharb gains new maneuvers known from the Desert Wind, Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full al-shra'a al-mharb levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 1st, 4th, 7th and 10th, you gain additional maneuvers readied per day.
Stances Known: At 1st, 5th levels, you learn a new martial stance from the Desert Wind, Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
Blazing Skirmish (Su): At first level your connection to the desert and use of martial prowess combine. You gain a unique variation of the skirmish class feature of the Scout. It acts identically to that of the Scout, but the extra damage by this class feature is fire damage instead of normal weapon damage. This class feature stacks with the aforementioned skirmish class feature for both extra damage and AC improvement.
Additionally, when used in conjunction with any Desert Wind strike or boost, the fire damage improves by 1d6 and the AC improves by 1 for every 3 levels of al-shra'a al-mharb you have after first.
Heat Endurance: You are used to the desert wastes and the intense heat that almost never leaves you. At first level, you gain the Heat Endurance feat, whether or not you meet the feat's prerequisites.
Evasion (Ex): Your knack for evading the very flames you harness is unlike most others. At 2nd level, you gain the evasion class feature of the rogue(PHB). If you already have the evasion class feature you instead gain improved evasion.
Burning Maneuver (Ex): At 2nd level, your ability to keep flames alive is almost unmatched. Whenever you deal fire damage with a maneuver that deals fire damage, your opponent must make a Reflex save (DC 10+Maneuver level+Wis modifier) or take half again the same damage a round for one round thereafter.
Scorching Sirocco: At 4th level, your blazing combat style improves. You gain the Scorching Sirocco feat, whether or not you meet the feat's prerequisites.
Stance of the Desiccator (Su): At 6th level, the fire you generate is so intense that it burns even those who would normally resist. You take a swift action to lose the benefits of any Desert Wind stance you're in to gain the benefits granted by this stance. While in this stance, any fire damage you deal as a result of any Desert Wind maneuver or the Blazing Skirmish class feature is not effected by fire resistance. Creatures normally immune to fire damage take half damage instead. Creatures with the cold subtype take double damage instead of their regular 150%.
Additionally, you become immune to all forms of desiccation damage and any fire resistance you have from any source improves by 5.
Improved Heat Endurance: Your tolerance for the desert heat improves further, to a point where the hottest deserts may be considered cool. At 6th level, you gain the Improved Heat Endurance feat, whether or not your meet the feat's prerequisites.
Improved Evasion: Just as the rogue class feature(PHB). If you already have the benefits of the improved evasion class feature, you gain no additional benefits from this.
Desert Soul Stance (Su): At 10th level, you are truly one with the desert and it's blazing winds. You take a swift action to lose the benefits of any Desert Wind stance you're in to gain the benefits granted by this stance. Your shape becomes domineering and like a pillar of fire and flaying sand, granting you a +4 bonus to all Intimidate and Tumble checks. You gain the Fire subtype, including all of it's benefits and penalties. Additionally, you gain an aura of flames and burning sand. This aura deals damage to anyone attacking you with a non-reach melee weapon takes an amount of fire/desiccation damage equal to the amount of damage you would deal with both your skirmish and blazing skirmish class features combined. This aura also allows you to take a standard action to deal the same amount of damage to everyone within 30 feet of you, with a Reflex save for half damage(DC 19+Wis modifier). Lastly, your base land speed doubles.