arkanis
2008-04-22, 10:33 PM
Exemplar
Requirements: Any 4 skills each with 4 ranks, Any 4 feats, base attack bonus +4.
http://artfiles.art.com/images/-/Norman-Rockwell/Expert-Salesman-Print-C10032374.jpeg
Exemplar Merchant
HD: d8
Skill Points: 6 + Int modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
{table="head"]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +2 | +2 | Exemplary feat 1/day, synergy
2nd | +1 | +3 | +3 | +3 | Exemplary bonus +1, influence (10ft.)
3rd | +2 | +3 | +3 | +3 | Exemplary feat 2/day
4th | +3 | +4 | +4 | +4 | Exemplary bonus +2
5th | +3 | +4 | +4 | +4 | Exemplary feat 3/day
6th | +4 | +5 | +5 | +5 | Exemplary bonus +3, influence (20ft.)
7th | +5 | +5 | +5 | +5 | Exemplary feat 4/day
8th | +6 | +6 | +6 | +6 | Exemplary bonus +4
9th | +6 | +6 | +6 | +6 | Exemplary feat 5/day
10th | +7 | +7 | +7 | +7 | Exemplary bonus +5, influence (30ft.)
[/table]
Synergy: An exemplar's class levels stack with all other class levels and racial hit dice to determine a character's effective caster level for spells and spell-like abilities, cleric level for turning/rebuking, druid level for wild shape duration, ranger level for Wild Empathy, monk level for quivering palm DC, paladin level for smite evil damage, assassin for death attack DC, etc. This does not grant the character additional uses of these abilities or additional class abilities or increased bonuses for advancement in classes but only improves their effective levels.
Exemplary Feat: Once per day an exemplar can add a bonus to any 1 attack roll, damage roll, ability check, skill check, DC of 1 use of a special attack, spell or spell-like ability, or any other d20 roll equal to his exemplar level. The character must declare doing this before the roll is made or special attack used. He gains additional uses of this ability according to the table.
Exemplary Bonus: An exemplar gains a luck bonus to AC, attack rolls, saves, or ability/skill checks. An exemplar chooses which of these four statistics he adds this bonus to before combat begins and can change it as a free action. This only functions while an exemplar is conscious. This luck bonus does not stack with the bonus provided by an exemplar's exemplary feat ability.
Influence: An exemplar adds his exemplary bonus to all allies within range of his influence. This is a mind-affecting ability so creatures without an Intelligence score of at least 3 are unaffected unless the exemplar has Wild Empathy in which case they may affect animals with an Intelligence score of at least 1.
Requirements: Any 4 skills each with 4 ranks, Any 4 feats, base attack bonus +4.
http://artfiles.art.com/images/-/Norman-Rockwell/Expert-Salesman-Print-C10032374.jpeg
Exemplar Merchant
HD: d8
Skill Points: 6 + Int modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
{table="head"]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +2 | +2 | Exemplary feat 1/day, synergy
2nd | +1 | +3 | +3 | +3 | Exemplary bonus +1, influence (10ft.)
3rd | +2 | +3 | +3 | +3 | Exemplary feat 2/day
4th | +3 | +4 | +4 | +4 | Exemplary bonus +2
5th | +3 | +4 | +4 | +4 | Exemplary feat 3/day
6th | +4 | +5 | +5 | +5 | Exemplary bonus +3, influence (20ft.)
7th | +5 | +5 | +5 | +5 | Exemplary feat 4/day
8th | +6 | +6 | +6 | +6 | Exemplary bonus +4
9th | +6 | +6 | +6 | +6 | Exemplary feat 5/day
10th | +7 | +7 | +7 | +7 | Exemplary bonus +5, influence (30ft.)
[/table]
Synergy: An exemplar's class levels stack with all other class levels and racial hit dice to determine a character's effective caster level for spells and spell-like abilities, cleric level for turning/rebuking, druid level for wild shape duration, ranger level for Wild Empathy, monk level for quivering palm DC, paladin level for smite evil damage, assassin for death attack DC, etc. This does not grant the character additional uses of these abilities or additional class abilities or increased bonuses for advancement in classes but only improves their effective levels.
Exemplary Feat: Once per day an exemplar can add a bonus to any 1 attack roll, damage roll, ability check, skill check, DC of 1 use of a special attack, spell or spell-like ability, or any other d20 roll equal to his exemplar level. The character must declare doing this before the roll is made or special attack used. He gains additional uses of this ability according to the table.
Exemplary Bonus: An exemplar gains a luck bonus to AC, attack rolls, saves, or ability/skill checks. An exemplar chooses which of these four statistics he adds this bonus to before combat begins and can change it as a free action. This only functions while an exemplar is conscious. This luck bonus does not stack with the bonus provided by an exemplar's exemplary feat ability.
Influence: An exemplar adds his exemplary bonus to all allies within range of his influence. This is a mind-affecting ability so creatures without an Intelligence score of at least 3 are unaffected unless the exemplar has Wild Empathy in which case they may affect animals with an Intelligence score of at least 1.