Introduction to barbarian altanis (“altanis”)



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Trap Sense (Ex): At 2nd level, a divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the divine oracle reaches 5th level, to +3 when she reaches 8th level. Trap sense bonuses gained from multiple classes stack.

Divination Enhancement (Ex): Beginning at 3rd level, a divine oracle may roll twice and take the better result when using divination spells such as augury or divination.

Uncanny Dodge (Ex): Starting at 4th level, a divine oracle can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A divine oracle with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her.

If a divine oracle already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.



Improved Uncanny Dodge (Ex): A divine oracle of 6th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has divine oracle levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
ELEMENTAL THEURGER

Elemental Theurgers concentrate on control of elemental arcane magic in combination with elemental divine magic and alchemy. They find no irreconcilable paradox in devotion to the arcane elemental as well as the divine. They use their magical knowledge in combination with their skills in alchemy to make potions and enhance themselves and fight evil.

Elemental Theurgers are drawn from multiclass spellcasters who can already cast both arcane and divine spells, and the powers that they gain increase their mastery over both. They are part of the Altanian Elementalists and spend their time fighting evil that threatens the Pazidan Penninsula.

Hit Die: d6.
REQUIREMENTS

To qualify to become an Elemental Theurger, a character must fulfill all the following criteria.



Alignment: (Any) Good

Feats: Brew Potion

Skills: Craft (Alchemy), Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.

Spells: Able to cast 2nd-level divine elemental spells and 2nd-level arcane elemental spells.

Organization: The Altanian Elementalists
CLASS SKILLS

The Elemental Theurger’s class skills (and the key ability for each skill) are Craft (alchemy) (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).



Skill Ranks at Each Level: 2 + Int modifier.
Elemental Theurger Class Table:

Class Level

BAB

Fort

Ref

Will

Special

Spells/Day

1st

+0

+0

+0

+1

Select an Elemental Domain

+1 Level Arcane Class and +1 Level Divine Class

2nd

+1

+1

+1

+1

-

+1 Level Arcane Class and +1 Level Divine Class

3rd

+1

+1

+1

+2

Combined Spells (1st)

+1 Level Arcane Class and +1 Level Divine Class

4th

+2

+1

+1

+2

-

+1 Level Arcane Class and +1 Level Divine Class

5th

+2

+2

+2

+3

Combined Spells (2nd)

+1 Level Arcane Class and +1 Level Divine Class

6th

+3

+2

+2

+3

-

+1 Level Arcane Class and +1 Level Divine Class

7th

+3

+2

+2

+4

Combined Spells (3rd)

+1 Level Arcane Class and +1 Level Divine Class

8th

+4

+3

+3

+4

-

+1 Level Arcane Class and +1 Level Divine Class

9th

+4

+3

+3

+5

Combined Spells (4th)

+1 Level Arcane Class and +1 Level Divine Class

10th

+5

+3

+3

+5

Spell Synthesis

+1 Level Arcane Class and +1 Level Divine Class

CLASS FEATURES

All of the following are features of the elemental theurger prestige class.

Weapon and Armor Proficiency: Elemental theurgers gain no proficiency with any weapon or armor.

Spells per Day: When a new elemental theurger level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of elemental theurger to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a elemental theurger, he must decide to which class he adds each level of elemental theurger for the purpose of determining spells per day.

Select an Elemental Domain: Upon adopting the elemental theurger class, the character gains access to one of the four elemental domains (Air, Earth, Fire or Water). If the character has two domains already they must select a domain to replace the selected elemental domain with. The character gains the elemental domain powers when they meet the requirements and use of the spells in the domain.

Combined Spells (Su): A elemental theurger can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes.

Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 3rd level, a elemental theurger can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 4th-level spells at 9th level (these spells would take up 5th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurger can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a

1st-level cleric spell slot, even if that spell had already been cast that day.



Spell Synthesis (Su): At 10th level, a mystic theurge can cast two spells, one from each of his spellcasting classes, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently.

Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. A mystic

theurge may use this ability once per day.
KNIGHT OF THE CHALICE

A knight of the Chalice is a member of an elite knightly organization devoted to fighting demons and other evil outsiders. Motivated by a pious hatred of these creatures that embodies the principles of evil and routinely invade the Material Plane, knights of the Chalice learn tactics and gain special abilities to help them in their crusade.

A character who qualifies for entrance into the Order of the Chalice is typically a paladin/ranger or a cleric/ranger. Characters with minimal levels as a ranger/cleric or ranger/paladin can qualify even if they have more levels in other classes— rogue, fighter, and even wizard or sorcerer. Wizards and sorcerers are rarely drawn to the order’s crusade, and cannot qualify as knights until reaching high levels. Few monks or bards have enough dedication to exterminating demons to take up this class.

Knights of the Chalice are often lone crusaders, maintaining only loose connections to their order.

NPC knights sometimes gather adventuring bands around themselves for combat support. A knight of the Chalice could become a temporary ally of a group of adventurers while the party is engaged in a campaign against a demon.

Hit Die: d10.
Requirements

To qualify to become a knight of the Chalice, a character must fulfill all the following criteria.



Alignment: Lawful good.

Base Attack Bonus: +8.

Skills: Knowledge (the planes) 2 ranks, Knowledge (religion) 7 ranks.

Spells: Able to cast divine spells, including protection from evil.
Class Skills

The knight of the Chalice’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy



(Cha), Intimidate (Cha), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.
Knight of the Chalice Class Table:

Class Level

BAB

Fort

Ref

Will

Special

Spells/Day

1st

+1

+2

+0

+0

Fiendslaying +1/+1d6

1-0

2nd

+2

+3

+0

+0

Censure Demons, Courage of Heaven (Fear)

1-1

3rd

+3

+3

+1

+1

Fiendslaying +2/+2d6

1-1, 2-0

4th

+4

+4

+1

+1

Consecrated Casting

1-1, 2-1

5th

+5

+4

+1

+1

Courage of Heaven (Enchantment)

1-1, 2-1, 3-0

6th

+6

+5

+2

+2

Fiendslaying +3/+3d6

1-1, 2-1, 3-1

7th

+7

+5

+2

+2

-

1-2, 2-1, 3-1, 4-0

8th

+8

+6

+2

+2

Courage of Heaven (Radius)

1-2, 2-1, 3-1, 4-1

9th

+9

+6

+3

+3

Fiendslaying +4/+4d6

1-2, 2-2, 2-1, 4-1

10th

+10

+7

+3

+3

Holy Aura 1t/Day

1-2, 2-2, 3-2, 4-1

Class Features

All of the following are class features of the knight of the Chalice prestige class.

Weapon and Armor Proficiency: Knights of the Chalice gain no proficiency with any weapon or armor.

Spells: Beginning at 1st level, a knight of the Chalice gains the ability to cast a number of divine spells. To cast a spell, a knight of the Chalice must have a Wisdom score of at least 10 + the spell’s level, so a knight with a Wisdom of 10 or lower can not cast these spells. Knight of the Chalice bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight’s Wisdom modifier. When the knight gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level knight), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The knight of the Chalice’s spell list appears below; he has access to any spell on the list and can freely choose which to prepare. A knight of the Chalice prepares and casts spells just as a cleric does (though a knight cannot lose a spell to cast a cure spell in its place).



Fiendslaying (Ex): Knights of the Chalice gain a number of special benefi ts in combat with evil outsiders. A 1st-level knight of the Chalice gets a +1 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 1d6 points of damage due to her expertise in combating these creatures. These bonuses increase as the knight advances in level, as shown on Table 2–19.

A 1st-level knight of the Chalice’s +1 competence bonus also applies to Intimidate, Perception, and Sense Motive checks when she uses these skills against evil outsiders. She gets the same bonus on Will saving throws against attacks from evil outsiders, and on opposed ability checks she makes against evil outsiders.

These bonuses all stack with the knight’s favored enemy bonus (if any).

Censure Demons (Su): Knights of the Chalice can Channel Positive Energy in a limited way. Instead of healing and damaging the undead the Knight of the Chalice can use Censure Demons Channeling to damage Chaotic Evil Outsiders (Demons).

Censure Demons causes a burst that affects all Chaotic Evil Outsiders in a 30-foot radius centered on the Knight of the Chalice. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two Knight of the Chalice levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage.

The DC of this save is equal to 10 + 1/2 the Knight of the Chalice’s level + the cleric’s Charisma modifier. A Knight of the Chalice may channel energy a number of times per day equal to 3 + her Charisma modifier. If a Knight of the Chalice is also a Cleric they may either use channeling to heal and damage undead or to damage Chaotic Evil Outsiders. No additional channeling is gained as a by also being a Knight of the Chalice.

This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include her self in this effect. A cleric must be able to present her holy symbol to use this ability.



Courage of Heaven (Su): A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by evil outsiders.

At 5th level and higher, a knight of the Chalice is also immune to enchantment spells and effects cast or created by evil outsiders, including charms and suggestions.

At 8th level and higher, these immunities extend to all allies within 20 feet of the knight of the Chalice.

Consecrated Casting (Ex): When a knight reaches 4th level, spells cast by the character on evil outsiders become more difficult to resist. When the knight casts a spell that targets an evil outsider, add +2 to the knight’s caster level check to overcome the target’s spell resistance and +2 to the DC of any saving throw the spell allows.

Holy Aura (Su): A 10th-level knight of the Chalice has the ability to create a holy aura once per day that affects herself only. The aura’s effect is as the spell cast by a 10th-level cleric, but it wards the knight against the attacks, spells, and mental influence of evil outsiders only, and only evil outsiders can be blinded if they strike the knight.

Multiclass Note: A paladin who becomes a Knight of the Chalice may continue advancing as a paladin.


Knight of the Chalice Spell List

Knights of the Chalice choose their spells from the following list.

1st Level: bless water, bless weapon, detect chaos, detect evil, divine favor, doom, endure elements, magic weapon, protection from evil, remove fear, summon monster I.

2nd Level: aid, align weapon, bull’s strength, consecrate, endurance, resist elements, sound burst, spiritual weapon, summon monster II, undetectable alignment.

3rd Level: dispel magic, invisibility purge, magic circle against evil, magic vestment, prayer, protection from elements, searing light, shout, summon monster III.

4th Level: dimensional anchor, discern lies, dismissal, dispel evil, holy smite, greater magic weapon, lesser planar ally.








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