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  1. - Top - End - #31
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: The Blades of Keran [Setting]

    Incarnate
    The fallen do not care for their souls, we have made them content.
    --- Steed Archon Incarnate.

    The roles of mortals is that of a pawn, living only so they can die. After death there souls become puppets for those who dwell in the outer planes. These outsiders lay claim to the souls, reshaping them into new forms to suit their interests.

    To take even a single level of Incarnate you require the Outsider type.

    Role: As an incarnate, you can can act in a melee role and a supporting role by aiding other characters with your aura and soulmelds. In certain situations you could be highly capable in combat, mobility, or diplomacy; though you suffer more when out of your element.

    Alignment: Incarnates hold to one alignment extreme. As an incarnate, you must choose one alignment component: good, evil, law, or chaos. This alignment component defines you and serves as your guiding principle.

    Because their devotion to one ideal is so great, an incarnate can only pick one extreme alignment component (good, evil, law, or chaos) and the other doesn't apply for the purpose of Incarnate abilities.

    Hit Die: d6.

    Starting Gold: 5d4 *10 gp.

    Class Skills
    The Binder's class skills are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int).
    Skill Points at First Level: (2 + Int modifier)

    Incarnate
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Essentia|Chakra Binds

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Detect Opposition|2|1|0

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Chakra Bind (Crown)|3|2|1

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day|3|3|1

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Chakra Binds (Hand & Feet)|4|4|1

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Rapid Meldshaping 1/Day|4|5|1

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Incarnum Radiance 2/day|4|6|2

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Share Incarnum Radiance|5|7|2

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    |Manipulate Fallen|5|8|2

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    |Chakra Binds (Arms, Brow, & Shoulders)|5|9|2

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Rapid Meldshaping 2/Day|6|10|3

    11th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Convert the Fallen|6|11|3

    12th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |Incarnum Radiance 3/day|6|12|3

    13th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |Rapid Meldshaping 3/Day|7|13|3

    14th|
    +7/+2
    |
    +9
    |
    +4
    |
    +9
    |Chakra Binds (Throat & Waist)|7|14|4

    15th|
    +7/+2
    |
    +9
    |
    +5
    |
    +9
    |Expanded Soulmeld Capacity +2|8|16|4

    16th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Chakra Bind (Heart)|8|18|4

    17th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Share Incarnum Radiance (No Fatigue)|8|20|4

    18th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |Incarnum Radiance 4/day|8|22|5

    19th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |Chakra Bind (Soul)|9|24|5

    20th|
    +10/+5
    |
    +12
    |
    +6
    |
    +12
    |Perfect Meldshaper|9|26|5[/table]

    Class Features
    All of the following are modifications to the class features of the Incarnate which can be found in Magic of Incarnum.

    Weapon and Armor Proficiency: Incarnates don't gain any new weapon proficiencies, but do gain proficiency with light, and medium armour and shields (except tower shields).

    Detect Opposition (Sp): At all times, you know when a creature with an alignment opposed to that of your designated alignment is perceived by you. This ability doesn't identify who possess the alignment, though you can narrow it down with logical methods (such as only being able to sense one individual).

    Manipulate Fallen (Su): Incarnates function by reshaping the form of fallen souls into their soulmelds, but a trained incarnate can manipulate their minds just as well. Upon reaching 8th level, incarnates treat any creature with the fallen template one step closer in regards to diplomacy.

    Convert the Fallen (Su): As a full-round action, an Incarnate can change the alignment of a touched creature with the Fallen template, as long as they lack an alignment subtype. This also bestows the alignment subtypes of the gained alignment (unless neutral).
    Last edited by Milo v3; 2013-02-20 at 09:28 PM.
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  2. - Top - End - #32
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: The Blades of Keran [Setting]

    Necromaster
    "I am not a priest. Merely a conduit of positive energy."
    --- Matic, titled creator of Positive Necromancy

    The flesh of mortals is moved by energy, with flesh and blood serving as conduits of these energies. Some individuals are able to control these energies to manipulate the forces of life and death.

    To attain a true mastery over an energy, the Necromasters must forsake the others. Until recently, only Negative Necromasters were found. Though, some believe the Kephra discovered its methods long ago.

    Role: Necromaster can fill multiple types of roles; some could lead armies of corpses, others could restore the vigour of their allies and drain the essence of their foes.

    Alignment: Necromasters can come from any alignment, but they often possess neutral perspectives.

    Hit Die: d8.

    Starting Gold: 1d4Χ10 gp.

    Class Skills
    The Necromaster’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

    Skill Points per Level: (4 + Int modifier)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|+0|+2|+0|+2|Command the Fallen, Sense of Death, Undying Minion|3|1|—|—|—|—|—|—|—|—
    2nd|+1|+3|+0|+3|Corpse Stride|4|2|—|—|—|—|—|—|—|—
    3rd|+2|+3|+1|+3|Speak with Dead|4|2|1|—|—|—|—|—|—|—
    4th|+3|+4|+1|+4| |5|3|2|—|—|—|—|—|—|—
    5th|+3|+4|+1|+4|Grasp of Life|5|3|2|1|—|—|—|—|—|—
    6th|+4|+5|+2|+5|Resist Death’s Call|5|3|3|2|—|—|—|—|—|—
    7th|+5|+5|+2|+5| |6|4|3|2|1|—|—|—|—|—
    8th|+6/+1|+6|+2|+6||6|4|3|3|2|—|—|—|—|—
    9th|+6/+1|+6|+3|+6|Necromantic Ritual|6|4|4|3|2|1|—|—|—|—
    10th|+7/+2|+7|+3|+7|Improved Grasp of Life|6|4|4|3|3|2|—|—|—|—
    11th|+8/+3|+7|+3|+7|Eternal Flesh|6|5|4|4|3|2|1|—|—|—
    12th|+9/+4|+8|+4|+8|Undying Legion|6|5|4|4|3|3|2|—|—|—
    13th|+9/+4|+8|+4|+8|Eyes of Animus|6|5|5|4|4|3|2|1|—|—
    14th|+10/+5|+9|+4|+9| |6|5|5|4|4|3|3|2|—|—
    15th|+11/+6/+1|+9|+5|+9|Timeless Body|6|5|5|5|4|4|3|2|1|—
    16th|+12/+7/+2|+10|+5|+10|Cross the Veil|6|5|5|5|4|4|3|3|2|—
    17th|+12/+7/+2|+10|+5|+10| |6|5|5|5|5|4|4|3|2|1
    18th|+13/+8/+3|+11|+6|+11| |6|5|5|5|5|4|4|3|3|2
    19th|+14/+9/+4|+11|+6|+11|Improved Undying Legion|6|5|5|5|5|5|4|4|3|3
    20th|+15/+10/+5|+12|+6|+12|Avatar of Life and Death|6|5|5|5|5|5|4|4|4|4[/table]

    Weapon and Armor Proficiency: Necromasters are proficient with all simple weapons, along with three martial weapons of his choice. They are also proficient with light and medium armor. Druids are proficient with shields (except tower shields).

    Spells: A Necromaster casts arcane spells, which are drawn from the necromaster spell list. A necromaster can cast any spell he knows without preparing it ahead of time, the way a wizard must.

    To learn or cast a spell, the necromaster must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a necromaster’s spell is 10 + the spell level + the necromaster’s Wisdom modifier.

    A necromaster’s selection of spells is extremely limited. A necromaster begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new necromaster level, he gains one or more new spells, as indicated on the table below. These new spells can be common spells chosen from the necromaster spell list, or they can be unusual spells that the necromaster has gained some understanding of by study. The necromaster can’t use this method of spell acquisition to learn spells at a faster rate, however.

    Upon reaching 4th level, and at every even-numbered necromaster level after that (6th, 8th, and so on), a necromaster can choose to learn a new spell in place of one she already knows. In effect, the necromaster "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level necromaster spell the necromaster can cast. A necromaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Necromaster Spells Known
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|4|2|— |— |— |— |— |— |— |—
    2nd|5|3|— |— |— |— |— |— |— |—
    3rd|6|4|2|— |— |— |— |— |— |—
    4th|7|5|3|— |— |— |— |— |— |—
    5th|8|6|4|2|— |— |— |— |— |—
    6th|9|6|5|3|— |— |— |— |— |—
    7th|10|6|6|4|2|— |— |— |— |—
    8th|10|6|6|5|3|— |— |— |— |—
    9th|10|6|6|6|4|2|— |— |— |—
    10th|10|6|6|6|5|3|— |— |— |—
    11th|10|6|6|6|6|4|2|— |— |—
    12th|10|6|6|6|6|5|3|— |— |—
    13th|10|6|6|6|6|6|4|2|— |—
    14th|10|6|6|6|6|6|5|3|— |—
    15th|10|6|6|6|6|6|6|4|2|—
    16th|10|6|6|6|6|6|6|5|3|—
    17th|10|6|6|6|6|6|6|6|4|2
    18th|10|6|6|6|6|6|6|6|5|3
    19th|10|6|6|6|6|6|6|6|6|3
    20th|10|6|6|6|6|6|6|6|6|4[/table]

    Command the Fallen (Ex): As a standard action, you can attempt to enslave deathless or undead within 30 feet (Depends on focus). Targets receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your necromaster level + your Wisdom modifier. Targets that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control target. Intelligent targets receive a new saving throw each day to resist your command.

    You can control any number of creatures, so long as their total Hit Dice do not exceed your necromaster level. If an target creature is under the control of another creature, you must make an opposed Wisdom check whenever your orders conflict.

    This ability can be used an number of times per day equal to 3 + Necromaster's wisdom modifier.

    Energy Focus: At first level, a Necromaster must choose to focus towards Positive or Negative energy. The necromaster can't learn necromaster spells from the list opposite to their focus.

    The energy focus also determines several class ability.

    Sense of Death (Ex): A druid gains a bonus on Heal and Knowledge (Religion) checks equal to half his Necromaster level. He may also use his Wisdom modifier in place of his Intelligence modifier when making Knowledge (Religion) checks.

    Undying Minion: Necromaster starts with Undying Minion as a bonus feat.

    Corpse Stride (Su): Starting at 2nd level, by subtly reshaping the animating energy in nearby creature a Necromaster may move through any sort of crowd at his normal speed and without taking damage or suffering any other impairment.

    Speak with Dead (Sp): At 3rd level, a necromaster may cast Speak with Dead at will, with a caster level equal to his Necromaster level.

    Grasp of Life (Ex): After reaching 5th level, each day he can channel several points of positive or negative energy damage equal to his necromaster level Χ his Wisdom bonus. A necromaster may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using Grasp of Life is a standard action. The type of energy damage dealt is determined by your focus.

    At 10th level, this ability can be used as a swift action.

    Resist Death’s Call (Ex): Starting at 6th level, a necromaster gains an Insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of deathless and undead equal to his Wisdom modifier.

    Necromantic Ritual (Sp): At 9th level, a necromaster's connection with life and death is such that he can channel its power through potent ritual magic. A necromantic ritual emulates any one spell from the Necromaster list; it need not be one that the necromaster personally knows, but it must be of a level he would normally be able to cast. Rituals have a casting time of ten minutes per level of the spell being emulated, plus the spell's normal casting time, and require the necromaster to spend an amount of experience points equal to one hundred times the level of the spell being emulated. If the spell being emulated has material or experience costs, they must be paid in addition to the usual ritual cost. The necromaster may pay an additional 25 experience/spell level to increase the duration of the spell being emulated by one step (rounds/level -> minutes/level -> hours/level -> days/level -> weeks/level). The necromaster may apply any metamagic feat he knows to the spell being emulated, taking the increased time and paying the increased cost for a spell of the adjusted level.

    Eternal Flesh (Ex): At 11th level, a necromaster slowly warps its form to suit its energy focus. He gains a bonus to saves against necromancy spells equal to his Wisdom modifier. This bonus stacks with Resist Death's Call.

    In addition to the above, the necromaster also ages at only half the rate he normally would.

    Undying Legion (Su): At 12th level, the number of HD you can control with Command the Fallen increases to your Necromaster level + his Wisdom modifier. At 19th level, this increases to Necromaster level + his his Wisdom score.

    Eyes of Animus (Su): Upon reaching 13th level, the Necromaster automatically identifies if a creature is living, deathless, undead or immortal.

    Timeless Body (Ex): After attaining 15th level, a necromaster no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when his time is up.

    Crossing the Veil (Su): As a full-round action, a 16th level necromaster can pass from the material plane to the feywild, or back to the material from the Feywild. This ability can be used three times per day.

    Avatar of Life and Death: By 20th level, a necromaster has transcended humanity to become one with the eternal world. He becomes either a Deathless or Undead (depending on his focus). Any templates gained from this ability doesn't have any Level Adjustment.

    Deathless Choices:
    Baykok
    Eponine
    Festrog
    Visaru
    Yelp

    Undead Choices:
    Ghoul
    Spectre
    Wandering Shadow
    Wight
    Vampire
    Last edited by Milo v3; 2013-03-21 at 05:21 PM.
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  3. - Top - End - #33
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: The Blades of Keran [Setting]

    Paladin
    "I am still a blade of Dylian, not even the Bard could remove my faith."
    ---Muirne Brigid

    Through a select, worthy few shines the power of the divine. Called paladins, these souls dedicate their swords and lives to enacting the will of their god. Knights, and crusaders, paladins seek not just to spread enact wrath but to embody the teachings of the deities they serve. By praying to their gods, they can absorb vestiges of deific power.

    Role: Paladins are powerful warriors who can lead from the frontline. Many of their talents can improve the prowess of those around them, making them powerful defenders.

    Alignment: Paladins must remain within one step of their deities alignment or they lose access to their supernatural abilities. In addition, paladins must choose one alignment component: good, evil, law, chaos, or neutral. This alignment component defines you and serves as your guiding principle.

    Hit Die: d10.

    Starting Gold: As Fighter.

    Class Skills
    The Necromaster’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

    Skill Points per Level: (4 + Int modifier)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Maximum Vestige Level
    1st|+1|+2|+0|+2|Detect Opposition, Smite Opposition|-
    2nd|+2|+3|+0|+3|Deific Grace, Vestige of Divinity (1 Vestige)|1st
    3rd|+3|+3|+1|+3|Aura of Determination|1st
    4th|+4|+4|+1|+4|Shield of the Gods|2nd
    5th|+5|+4|+1|+4|Vestige Augmentation (1 Ability)|2nd
    6th|+6/+1|+5|+2|+5|Gift of the Patron|3rd
    7th|+7/+2|+5|+2|+5|Crusader's Blade|3rd
    8th|+8/+3|+6|+2|+6|Vestige of Divinity (2 Vestiges)|3rd
    9th|+9/+4|+6|+3|+6|Aura of Resolve, Improved Smite Opposition|4th
    10th|+10/+5|+7|+3|+7|Vestige Augmentation (2 Abilities)|4th
    11th|+11/+6/+1|+7|+3|+7|Favoured in Death|5th
    12th|+12/+7/+2|+8|+4|+8|Aura of Faith|5th
    13th|+13/+8/+3|+8|+4|+8|Improved Shield of the Gods|6th
    14th|+14/+9/+4|+9|+4|+9|Vestige of Divinity (3 Vestiges)|6th
    15th|+15/+10/+5|+9|+5|+9|Identify Opposition|6th
    16th|+16/+11/+6/+1|+10|+5|+10|Vestige Augmentation (3 Abilities)|7th
    17th|+17/+12/+7/+2|+10|+5|+10|Mastered Smite Opposition|7th
    18th|+18/+13/+8/+3|+11|+6|+11|Improved Aura of Resolve|8th
    19th|+19/+14/+9/+4|+11|+6|+11| |8th
    20th|+20/+15/+10/+5|+12|+6|+12|Champion, Vestige of Divinity (4 Vestiges)|9th[/table]

    Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Detect Opposition (Sp): At all times, you know when a creature with an alignment opposed to that of your designated alignment is perceived by you. This ability doesn't identify who possess the alignment, though you can narrow it down with logical methods (such as only being able to sense one individual).

    If your designated alignment is Neutral, you gain an insight bonus to Sense Motive checks to determine a creatures alignment equal to your Paladin level.

    Smite Opposition (Su): As a free action, a Paladin can declare the attacks he makes this round are Smite attacks. Any Smite attacks which hit a creature with an alignment opposed to your designated alignment deals additional points of Divine damage. The amount of damage is equal to double your paladin level + your charisma modifier.

    This ability can be used once per encounter or once every 10 minutes, which ever comes first.

    At 9th level, this ability can be used a number of times per encounter equal to your Charisma modifier. At 17th level, the damage dealt by this ability increases to double your paladin level + your charisma score.

    Deific Grace (Ex): After attaining second level, paladins gain a bonus to all saves equal to their charisma modifier.

    Vestige of Divinity (Su): This functions as the Soul Binding feature of the Binder class from Tome of Magic, except it is flavoured differently; The seal is the truename of vestige, the ability conjures an angel of your deity tied to that vestige, and the check is you attempting to turn yourself into the personification of the vestige by absorbing its true existance rather than you challenging the vestige.

    Aura of Determination (Su): A paladin of second level is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if he is unconscious or dead (though this ability still functions with deathless and undead paladins).

    Shield of the Gods (Ex): At 3rd level, a paladin's deity grants them an insight bonus equal to their paladin level to saves against diseases, including supernatural and magical diseases, including mummy rot.

    At 13th level, this improves granting the paladin immunity to all diseases, including supernatural and magical diseases.

    Vestige Augmentation (Su): This ability functions as the Pact Augmentation ability of a Binder from Tome of Magic, except the Ability list is changed to the following:
    Vestige Augmentation abilities
    • +1 Hitpoint per HD
    • +2 Insight bonus to armour class
    • +2 Insight bonus to attack rolls
    • +2 Insight bonus to damage rolls
    • +2 Insight bonus to initiative checks
    • +2 Insight bonus to saving throws
    • Damage Reduction 2/-
    • Energy Resistance 10 (acid, cold, electricity, fire, positive, negative or sonic)


    Gift of the Patron: At 6th level, the paladin gains a bonus feat of his choice. He must still meet all the feats prerequisites, and the feat must possess the Combat or Devoted descriptor.

    Crusaders Blade (Sp): Upon reaching 7th level a paladin can undergo an hour long ritual which converts a weapon into a force of spirituality. After completing this ritual the weapon deals divine damage rather than bludgeon, piercing, or slashing (Other forms of damage remain unchanged). This can only work on the favoured weapon of your patron. The effects of this ritual stop, if it hasn’t been in contact with the paladin who enacted the ritual for 1 day.

    Aura of Resolve (Su): A paladin of 9th level is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    At 18th level, this improves to immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

    Favored in Death (Su): The deific power wielded by an 11th level paladin grants them a strong connection with their physical form even after death, one that can be used to make a return to it less difficult. As such the paladin may elect to suffer 2 points of charisma burn in place of level or attribute loss when raised from the dead.

    Aura of Faith (Su): When a 12th level paladin uses their Smite Opposition, all allies within 10 ft. gain the benefits and any attacks they make on their next turn count as Smite attacks from a Paladin of half the allies character level.

    Identify Opposition (Su): At 15th level, the paladin immediately identifies any individuals you preceive that posssess an alignment opposed to your designated alignment. This ability doesn't require any concentration to use.

    If your designated alignment is Neutral, your insight bonus to Sense Motive checks to determine a creatures alignment is increased to double your paladin level.

    Champion (Su): Upon reaching 20th level, a paladin becomes a personification of a vestige, and gain the benefits and sign of the vestige permanently. This vestige doesn't count to the limit of vestiges you can manifest at once. The vestige you select must be one they have used previously.

    In addition to the above, your type changes to Outsider with the Native subtype, and you gain DR 10 which can only be bypassed by the alignment opposed to your designated alignment (if your designated alignment is neutral you may choose what alignment bypasses your damage reduction).
    Last edited by Milo v3; 2013-02-21 at 05:20 AM.
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    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: The Blades of Keran [Setting]

    Rogue

    Some individuals don't possess arcane might or physical power, and yet they survive. Surviving with only their wits, skill, and guile. These characters can be devious tricksters, master engineers, nimble freerunners, or cunning assassins.

    Role: Rogues are masters of skill and finesse. They don't solve problems with pure force, instead thinking of more precise methods of reaching objectives. This allows them to get past doors, evade or disable hazards, and get into nearly any location.

    Alignment: A rogue can arise from any alignment.

    Hit Die: d8

    Class Skills
    The Rogue counts every skill as a class skill.
    Skill Points per Level: (8 + Intelligence Modifier)

    Rogue
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Sneak Attack
    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Sneak Attack, Trapfinding|1d8
    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Evasion, Skill Trick|1d8
    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Trapsense +1|2d8
    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Skill Trick, Uncanny Dodge|2d8
    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Quick Learner|3d8
    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Skill Trick, Trapsense +2|3d8
    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |False Belief|4d8
    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |Skill Trick, Improved Uncanny Dodge|4d8
    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |Trapsense +3|5d8
    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |Skill Trick|5d8
    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |Never Gets Old|6d8
    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Skill Trick, Trapsense +4|6d8
    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |?|7d8
    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |Skill Trick|7d8
    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |Trapsense +5|8d8
    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Skill Trick|8d8
    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Improved Never Gets Old|9d8
    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Skill Trick, Trapsense +6|9d8
    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |?|10d8
    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Skill Trick,?|10d8[/table]

    Weapon and Armour Proficiencies: A rogue is proficient with all simple weapons, three martial weapons of their choice, and with light armour.
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