Introduction to barbarian altanis (“altanis”)


Weapon and Armor Proficiency



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Weapon and Armor Proficiency: An anointed knight is proficient with all simple and martial weapons, all types of armor, and shields.

Anoint Self (Su): An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.

Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.


Anoint Self Table:

Level + Cha Modifier

Ability/Effect

2 or Lower

Holy Sight: The Knight gains the Alertness feat.

3-4

Celestial Strategy: The Knight gains the Combat Reflex feat.

5-6

Unbroken Flesh: The Knight gains Damage Reduction 3/-.

7-8

Divine Clarity: The Knight’s Intelligence, Wisdom or Charisma score improves by 1.

9

Call to Battle: 3t/Day the knight gains +3 bonus on her attack roll when charging.

10

Deep Strike: 3t/Day on a successful attack the knight deals an extra 2d6 Damage.

11+

Inspired Strike: 3t/Day the knight can take a single extra attack at their highest bonus as a free action.


Anoint Ancestral Weapon (Su): An anointed knight concocts a magic oil with which to coat her ancestral weapon, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level). If the oil is applied to a weapon other than the anointed knight’s ancestral weapon, nothing happens and the oil is wasted. Creating the oil takes 1 hour.

Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the ancestral weapon permanently gains a new supernatural ability chosen from the accompanying list. The knight’s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.




Level + Cha Modifier

Ability/Effect

3 or Lower

Good Weapon: The Ancestral Weapon +1d6 Damage per round to any evil creature that holds or wields it. The weapon becomes good aligned.

4-6

Sunder Resistance: The Ancestral Weapon gains 10 points of hardness.

7-8

Unicorn’s Blood: Any evil creature wounded by the weapon must make a DC17 Fort save or suffer the weakening effects of unicorn blood. *1

9

Impervious: The Ancestral Weapon gains 50 HP

10+

Sentience: The Ancestral Weapon becomes intelligent with the same alignment as the knight. *2

*1 Unicorn Blood: Injury DC17, Initial Dam: 1d3 STR, Secondary Dam: 1d4 Str

*2 The weapon gains the following mental abilities (assigned as the knight sees fit): 14, 14, 10. The weapon also gains the power of speech, senses 120’, and two minor powers (rolled randomly). See Pathfinder Core Rules Pg. 469, Table 15-9.


Bonus Feat: At 3rd level, and again at 6th and 9th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats, and the knight must meet all the prerequisites for it: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exalted Smite*, Great Cleave, Holy Subdual*, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Sanctify Martial Strike*, Sanctify Weapon*, Spring Attack, Subduing Strike*, Whirlwind Attack.

*New feat described below in new feats.


BEAR WARRIOR

Leaders of the Bear Cult, Bear Warriors are the stalwarts protecting the Altanian lands from foreign invaders. By adopting the bear as a totem anima, warriors of these people hope to tap into some of the bear’s strength. Bear warriors, through a special relationship with bear spirits, literally adopt a bear’s strength in the rage of battle, actually transforming into bears while they fight.

Only characters who can already tap into a spiritual power of rage can heighten that power to become bear warriors. Most bear warriors are barbarians, but other multi-class characters sometimes become bear warriors. Characters with another prestige class that grants a rage or frenzy ability occasionally adopt this class.

NPC bear warriors are usually the champions of barbarian tribes, rustic villages, or warlike temples. They lead other warriors not through discipline and order, but by the inspiring example they present.



Hit Die: d12.
Requirements

To qualify to become a bear warrior, a character must fulfill all the following criteria.



Base Attack Bonus: +7.

Feats: Power Attack.

Organization: Bear Cult

Special: Rage or frenzy ability.
Class Skills

The bear warrior’s class skills (and the key ability for each skill) are Acrobat (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).



Skill Points at Each Level: 4 + Int modifier.
Bear Warrior Class Table:

Class Level

BAB

Fort

Ref

Will

Special

1st

+1

+1

+0

+0

Bear form (black)

2nd

+2

+1

+1

+1

-

3rd

+3

+2

+1

+1

Scent

4th

+4

+2

+1

+1

-

5th

+5

+3

+2

+2

Bear form (brown)

6th

+6

+3

+2

+2

-

7th

+7

+4

+2

+2

Rage +1/Day

8th

+8

+4

+3

+3

-

9th

+9

+5

+3

+3

-

10th

+10

+5

+3

+3

Bear Form (Dire)

Class Features

All of the following are class features of the bear warrior prestige class.

Weapon and Armor Proficiency: Bear warriors gain no proficiency with any weapon or armor.

Bear Form (Su): A bear warrior can transform into a bear (similar to the polymorph spell) when they go into a rage or frenzy. The bear warrior returns to his own form once the rage or frenzy ends. The bear warrior retains the normal +2 bonus on Will saves and –2 penalty to Armor Class while raging, but the ability score bonuses granted by rage or frenzy are replaced by Strength, Dexterity, and Constitution bonuses appropriate to the bear form taken (see below). As normal for polymorph, the bear warrior gains the bear form’s physical qualities (including size, movement, natural armor bonus, natural weapons, space, and reach), as well as any extra ordinary special attacks possessed by the form (such as improved grab in the brown bear or dire bear form). The transformation lasts for the duration of the rage or frenzy.

Unlike with the polymorph spell, a bear warrior doesn’t gain the bear’s Strength, Dexterity, and Constitution scores when he takes bear form, nor does he regain any hit points when he transforms. However, his current hit points increase due to his new Constitution, as normal for a rage ability.



BLACK BEAR: Any bear warrior can assume the form of a black bear, while raging, once per day. While in black bear form, he gains a +8 bonus to Strength, a +2 bonus to Dexterity, and a +4 bonus to Constitution. The character gains the following while in Black Bear form:

Size: Medium, Speed: 40’, Natural Armor Bonus: +4, Natural Weapons: 2 Claws (1d4+Str Mod plus Grab), Bite(1d4+Str Mod), Space 5’, Reach 5’



GRIZZLY BEAR: At 5th level, a bear warrior can assume bear form twice per day and can choose between black and brown bear forms. While in brown bear form, he gains a +16 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution. The character gains the following while in Grizzly Bear form:

Size: Large (-1 AC), Speed: 40’, Natural Armor Bonus: +6, Natural Weapons: 2 Claws (1d6+Str Mod plus Grab), Bite(1d6+Str Mod.), Space 10’, Reach 5’



DIRE BEAR: At 10th level, a bear warrior can assume bear form three times per day and can choose between black, brown, and dire bear forms. While in dire bear form, he gains a +20 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution. The character gains the following while in Dire Bear form:

Size: Large (-1 AC), Speed: 40’, Natural Armor Bonus: +8, Natural Weapons: 2 Claws (1d8+Str Mod plus Grab), Bite (1d8+Str Mod.), Space 10’, Reach 5’


Scent (Ex): At 3rd level, a bear warrior gains the scent special ability (see page 314 of the Monster Manual) while in bear or nonbear form.

Rage +1/Day (Ex): When a bear warrior attains 7th level, the number of times per day that he can enter a state of rage or frenzy increases by one. For example, a 7th-level barbarian/7th-level bear warrior can rage three times per day. If that character were to gain one more barbarian level, he could rage four times per day.
DIVINE ORACLE

Divine Oracles are the elite of the Oracles of Elishar. While respected by the Altanians and the Cat-People a number of civilized Humans call them mad, and certainly some divine oracles are driven insane by the visions they see. Wherever Elishar is known to speak to mortals, some mortals hear her voice with a unique clarity and gain insight into the past, the present, and the future by virtue of her unusual status. Divine oracles are such mortals, blessed—or cursed—by visions from the great lady.

All divine oracles are spellcasters, and most were clerics or druids before adopting the divine oracle prestige class.

Whatever their other classes, all divine oracles share a particular devotion to the Divination school of magic, having mastered all available means to catch glimpses of the future.

NPC divine oracles often live in out-of-the-way places, though usually close enough to civilization that people with pressing questions about the future can seek them out to have their questions answered. They frequently inhabit sacred shrines or ancient temples and rarely take an active part in world affairs.

Hit Die: d6.
REQUIREMENTS

To qualify to become a divine oracle, a character must fulfill the following criteria.



Deity: Must be a worshiper of Elishar

Feat: Skill Focus (Knowledge [religion]).

Organization: The Oracles of Elishar

Skill: Knowledge (religion) 5 ranks.

Spells: Able to cast at least 2 divination spells.
CLASS SKILLS

The divine oracle’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis),



Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the Pathfinder Core Rules for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.
Divine Oracle Class Table:

Class Level

BAB

Fort

Ref

Will

Special

Spells/Day

1st

+0

+0

+0

+2

Oracle Domain, Scry Bonus

+1 Level Exist Class

2nd

+1

+0

+0

+3

Prescient Sense, Trap Sense +1

+1 Level Exist Class

3rd

+1

+1

+1

+3

Divination Enhancement

+1 Level Exist Class

4th

+2

+1

+1

+4

Uncanny Dodge

+1 Level Exist Class

5th

+2

+1

+1

+4

Trap Sense +2

+1 Level Exist Class

6th

+3

+2

+2

+5

Improved Uncanny Dodge

+1 Level Exist Class

7th

+3

+2

+2

+5

-

+1 Level Exist Class

8th

+4

+2

+2

+6

Trap Sense +3

+1 Level Exist Class

9th

+4

+3

+3

+6

-

+1 Level Exist Class

10th

+5

+3

+3

+7

Immune to Surprise

+1 Level Exist Class

CLASS FEATURES

All of the following are class features of the divine oracle prestige class.

Weapon and Armor Proficiency: Divine oracles gain no weapon or armor proficiencies.

Spells per Day/Spells Known: A divine oracle continues advancing in spellcasting ability as well as gaining the abilities of her new class. Thus, when a new divine oracle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (Channel Energy, wild shape ability, and so on). This essentially means that she adds the level of divine oracle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. For example, if Cassandra, a 10th-level cleric, gains a level as a divine oracle, she gains new spells as if she had risen to 11th level as a cleric, but uses the other divine oracle aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her an 11th-level cleric/1st-level divine oracle, she gains spells as if she had risen to 12th level as a cleric.

If a character had more than one spellcasting class before she became a divine oracle, the player must decide which class to assign each level of divine oracle for the purpose of determining spells per day and spells known.



Oracle Domain: Upon adopting the divine oracle class, the character gains access to the Oracle domain, described in Gods of Celanta. If the character has two domains already they must select a domain to replace the Oracle Domain with. The character gains the Oracle domain powers when they meet the requirements and use of the spells in the domain.

Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.

Prescient Sense (Ex): Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues.

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