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*+1 Will | *+1 Will | ||
*Immunity: Dominate Person | *Immunity: Dominate Person | ||
==Bounty Hunter== | ==Bounty Hunter== | ||
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*5% physical immunity | *5% physical immunity | ||
*+4 saving throw vs traps | *+4 saving throw vs traps | ||
==Brawler== | ==Brawler== | ||
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'''Level 8''' | '''Level 8''' | ||
*Improved Critical: Unarmed Strike feat | *Improved Critical: Unarmed Strike feat | ||
==Cutthroat== | ==Cutthroat== | ||
Every city has its slum, and every slum has its thug-- dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed. | Every city has its slum, and every slum has its thug-- dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn. | |||
'''Level 1''' | |||
* +5 Intimidate | |||
'''Level 5''' | |||
* Use Poison | |||
* Double duration of poison weapon | |||
'''Level 8''' | |||
* 10% Concealment | |||
==Desert Warrior== | ==Desert Warrior== | ||
Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of Faerun produce a unique breed of warrior. As harsh and sharp as the red sun, these men and women are death on the sands with their shamshirs gleaming bright. | Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of Faerun produce a unique breed of warrior. As harsh and sharp as the red sun, these men and women are death on the sands with their shamshirs gleaming bright. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn. | |||
'''Level 1''' | |||
* +4 vs Fire | |||
'''Level 5''' | |||
* +2 Fortitude | |||
'''Level 8''' | |||
* 20% Fire Immunity | |||
==Drill Sergeant== | ==Drill Sergeant== | ||
The terror of the aspirant, you are the supreme commander and second to none -- upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday. | The terror of the aspirant, you are the supreme commander and second to none -- upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
* Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns. | |||
'''Level 1''' | |||
* You train characters at or below half your levels + 2 (max level 7). | |||
:* They receive bonus XP for getting beaten in sparring matches (time limited) | |||
:* You regenerate up to 1/4th of your own max HP if you lose | |||
'''Level 5''' | |||
* +1 Concentration | |||
* +1 Discipline | |||
* +1 Heal | |||
* +1 Intimidate | |||
* +1 Listen | |||
* +1 Spot | |||
'''Level 8''' | |||
* 2/day Master of the Drill Ability: +1 AB, +1 AC, +10% movement speed and give allies 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration. Lasts 1 turn. | |||
==Dual-wielder== | ==Dual-wielder== | ||
Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands. | Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands. | ||
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Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts' reliance on armor. | Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts' reliance on armor. | ||
*Level 1 | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
*Invisibility. Lasts 2 turns. | |||
'''Level 1''' | |||
* +2 AC to Light Armor (6 total) | |||
* Can track in wilderness. | |||
'''Level 5''' | |||
* +3 AC to Light Armor (7 total) | |||
* +10% Movement speed. | |||
'''Level 8''' | |||
* +4 AC to Light Armor (8 total) | |||
* +1 Reflex. | |||
* Evasion feat. | |||
'''Light Armor bonus''' | |||
*Adds armor bonus to leather, studded leather and chain shirt armor pieces worn. Any other armors do not receive this bonus (Cloth, Breastplate, and Heavy Armor). If your character has a dexterity modifier of 3 or more, they lose this bonus. Leather Armor gets an additional +2 AC in addition to the bonus. | |||
==Vigilante== | ==Vigilante== | ||
Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside. | Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside. |
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