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Base Class: Vardøger

Alignment: Any
Hit Die: D8.

Class Skills
The vardøger’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Code:
Level   BAB  Fort  Ref  Will   Special
    1    +0    +0   +2    +2   Alter Appearance (2/Day), Investigator
    2    +1    +0   +3    +3   Trackless Step
    3    +2    +1   +3    +3   Slippery Mind
    4    +3    +1   +4    +4   Master Investigator, Zone of Truth
    5    +3    +1   +4    +4   Alter Appearance (4/Day)
    6    +4    +2   +5    +5   Shifting Form (Small/Medium, Animal) 1/Day
    7    +5    +2   +5    +5   Extract Extraordinary Ability
    8    +6    +2   +6    +6   Shifting Form (Humanoid, Tiny/Large) 2/Day
    9    +6    +3   +6    +6   Alter Appearance (Unlimited)
   10    +7    +3   +7    +7   Shifting Form (Monstrous Humanoid) 3/Day
   11    +8    +3   +7    +7   Shifter's Speech
   12    +9    +4   +8    +8   Shifting Form (Huge) 4/Day
   13    +9    +4   +8    +8   Extract Spell-like Ability
   14   +10    +4   +9    +9   Shifting Form (Fey & Vermin) 5/Day
   15   +11    +5   +9    +9   True Seeing
   16   +12    +5  +10   +10   Shifting Form (Diminutive) 6/Day
   17   +12    +5  +10   +10   Extraordinary Form
   18   +13    +6  +11   +11   Shifting Form (Elemental & Plant) 7/Day
   19   +14    +6  +11   +11   Extract Supernatural Ability
   20   +15    +6  +12   +12   Ever Shifting Form, Shifting Form (Gargantuan) 8/Day
Class Features
All of the following are class features of the vardøger.

Weapon and Armor Proficiency: The vardøger gains the Basic Weapon Group Proficiency and may choose either the Vardøger Weapon Group (which is the same as the Druid Weapon Group) or the Spear Group. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Shifting Form (see below).

The vardøger is proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A vardøger that wears prohibited armor or carries a prohibited shield is unable to use any of her supernatural or use an extracted spell-like ability while doing so and for 24 hours thereafter.

Investigator: At 1st level the vardøger gains Investigator as a bonus feat.

Alter Appearance (Su): At first level the vardøger has the supernatural ability to alter their appearance as though using the disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect but a minor physical alteration of the vardøger’s facial features, skin color and texture and size within the limits described for the spell. The vardøger can use this ability twice per day and the alterations last until she changes shape again. A reverts to her natural form when slain. True seeing reveals her natural form. When this ability is used to create a disguise the vardøger receives a +10 circumstance bonus on Disguise checks Use of this ability is a full round action.

At 5th level the vardøger can use this ability two additional times per day. When the vardøger reaches 9th level she may use this ability at will.

Trackless Step (Ex): Starting at 2nd level the vardøger never leaves a trail and cannot be tracked. She may choose to leave a trail if so desired.

Slippery Mind (Ex): This ability represents the vardøger’s ability to wriggle free from magical effects that would otherwise control or compel her. If the vardøger is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Master Investigator (Ex): Upon reaching 4th level the bonus the vardøger gains a +2 competence bonus on her Gather Information and Search checks. This bonus stacks with the bonus gained from her Investigator feat. For every two levels gains gained after 4th, the vardøger’s competence bonus to the aforementioned skills increases by +1.

Zone of Truth (Sp): The vardøger can use zone of truth once per day as a spell like ability. The vardøger’s effective caster level for this ability is equal to half her character level (minimum 1st).

Shifting Form (Su): At 6th level the vardøger a gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per vardøger level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the vardøger is familiar with. For example a vardøger that has never seen a polar bear could not shift her form to become a polar bear.

The vardøger loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.

At 8th level and every other level thereafter the vardøger gains one additional use shifting form ability. In addition the vardøger also gains the ability to assume to different size categories and is able to assume the forms of creatures other than just animals. The new form’s Hit Dice can’t exceed the character’s vardøger level.

Extract Extraordinary Ability (Su/Ex): At 7th level the vardøger is able to extract one extraordinary ability from a creature that is helpless. The vardøger plunges her open hand into the victims’ forehead (or equivalent if it doesn’t have one) and inflicts one temporary point of Constitution loss on the target by doing so. The vardøger then sifts through all the extraordinary abilities the target has and picks the one she wants. For 24 hours thereafter the vardøger gains the extraordinary ability and the target loses it.

Shifter’s Speech (Ex): At 11th level the vardøger maintains her ability to speak normally (including verbal components of spells if she has the ability to cast spells through another class) regardless of the form she takes. Furthermore she can communicate with other creatures of the same kind while in shifted form as long as such creatures are normally capable of communicating with each other using natural methods.

Extract Spell-like Ability (Su/Sp): At 13th level the vardøger is able to extract one spell-like ability from a creature that is helpless. The vardøger plunges her open hand into the victims’ forehead (or equivalent if it doesn’t have one) and inflicts one temporary point of Constitution loss on the target by doing so. The vardøger then sifts through all the spell-like abilities the target has and picks the one she wants. For 24 hours thereafter the vardøger gains the spell-like ability and the target loses it.

True Seeing (Sp): At 15th level the vardøger can use true seeing once per day as a spell-like ability. The vardøger’s effective caster level for this ability is equal to half her character level (minimum 1st).

Extraordinary Form (Ex): When the vardøger attains 17th level, she gains all of the extraordinary qualities of any form she assumes with her shifting form class ability.

Extract Supernatural Ability (Su/Su): At 19th level the vardøger is able to extract one supernatural ability from a creature that is helpless. The vardøger plunges her open hand into the victims’ forehead (or equivalent if it doesn’t have one) and inflicts one temporary point of Constitution loss on the target by doing so. The vardøger then sifts through all the supernatural abilities the target has and picks the one she wants. For 24 hours thereafter the vardøger gains the supernatural ability and the target loses it.

Evershifting Form: A 20th level vardøger has reached the pinnacle of her shapechanging ability. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it.
[D]x[/D]
Class Options & Level Replacement Abilities

Aberrant Form [Replacement]
The vardøger may assume the form of aberrations.
Replaces: Elemental & Plant Form
Benefit: The vardøger can assume the form of any creature that has the aberration type. To use this ability the aberration must have a challenge rating equal to or less than one-half’s the vardøger’s level.

Eldritch Energy Conversion [General]
You are able to convert a stolen spell-like ability into a specific kind of resistance.
Prerequisite: Extract Spell-Like Ability class feature
Benefit: When you steal a spell-like ability you may convert the eldritch energy into a specific kind of resistance. The amount of resistance gained is equal to twice the spell’s level plus two ((SLx2)+2).

For example, Jorzana steals a djinni’s invisibility spell-like ability. Jorzana then chooses to convert that into Fire Resistance. Invisibility is a 2nd level spell so Jorzana gains Fire Resistance 6.
[D]x[/D]
Epic Options

Colossal Shape [Epic]
The vardøger may assume a colossal form using her shifting form ability.
Prerequisite: 21st level, ability to assume Gargantuan size, Shifting Form class ability
Benefit: The vardøger may now assume the form of creatures with a colossal size using her shifting form ability.

Draconic Form [Epic]
The vardøger is able to assume the form of any creature that has the dragonblood subtype.
Prerequisite: 21st level vardøger, Shifting Form class ability.
Benefit: The vardøger can assume the form of any creature that has the dragonblood subtype, this includes dragons. To use this ability the dragonblooded creature must have a challenge rating equal to or less than one-half’s the vardøger’s level. The use of this ability is limited to however many times the vardøger can use her shifting form ability.
 

Attachments

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Base Class: Wildling

Alignment: Any chaotic.
Hit Die: D6.

Class Skills
The wildlings’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Survival, Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

Code:
Class                                                                     Spells Per Day 
Level  BAB  Fort  Ref  Will  Special                                     1  2  3  4  5  6
    1   +1    +2   +0    +2  Nature Sense, Track, Wild Lore, Wild Song   -  -  -  -  -  -
    2   +2    +3   +0    +3  Favored Terrain,Grow Claws, Savage Bite     0  -  -  -  -  -   
    3   +3    +3   +1    +3  Courageous Ambience +1, Trackless Stride    1  -  -  -  -  -
    4   +4    +4   +1    +4                                              1  -  -  -  -  - 
    5   +5    +4   +1    +4  Evasion, Eyes of Fury                       2  0  -  -  -  -
    6   +6    +5   +2    +5  Courageous Ambience +2                      2  1  -  -  -  -
    7   +7    +5   +2    +5  Inspire Greatness                           2  1  -  -  -  -
    8   +8    +6   +2    +6  Fearsome Appearance                         2  2  0  -  -  - 
    9   +9    +6   +3    +6  Courageous Ambience +3                      3  2  1  -  -  -
   10  +10    +7   +3    +7  Venom Immunity                              3  2  1  -  -  -
   11  +11    +7   +3    +7  Favored Terrain                             3  2  2  0  -  -
   12  +12    +8   +4    +8  Courageous Ambience +4                      3  3  2  1  -  -
   13  +13    +8   +4    +8  Inspire Heroics                             3  3  2  1  -  -
   14  +14    +9   +4    +9                                              3  3  2  2  0  -
   15  +15    +9   +5    +9  Courageous Ambience +5                      3  3  3  2  1  -
   16  +16   +10   +5   +10  Gaia's Grace                                3  3  3  2  2  -
   17  +17   +10   +5   +10  Improved Evasion                            3  3  3  2  2  0
   18  +18   +11   +6   +11  Courageous Ambience +6                      3  3  3  3  2  1
   19  +19   +11   +6   +11  Commanding Presence                         3  3  3  3  2  2
   20  +20   +12   +6   +12  Animalistic Apotheosis, Favored Terrain     3  3  3  3  3  3
Class Features
All of the following are class features of the wildling.

Weapon and Armor Proficiency: The wildling gains the Basic Weapon Group Proficiency and may choose either the Primitive Weapon Group or the Spear Group. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Shifting Form (see below).

The wildling is proficient with light and medium armor but is prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor.

The wildling may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Wildlings are proficient with shields (except tower shields) but must use only wooden ones.

A wildling that wears prohibited armor or carries a prohibited shield is unable to cast her wildling spells or use any of her supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Spells: The wildling casts divine spells, which are drawn from the wildling spell list. Every wildling spell has a verbal component (singing, reciting, or music).

Like other spellcasters the wildling can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on her class progression table above. In addition, she receives bonus spells per day if he has a high Wisdom score. When her class progression table indicates that the wildling gets 0 spells per day of a given spell level, she gains only the bonus spells he would be entitled to based on her Wisdom score for that spell level.

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

The wildling meditates or prays for her spells. Each wildling must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether the wildling can prepare spells. The wildling may prepare and cast any spell on the wildling spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Nature Sense (Ex): The wildling gains a +2 bonus on Knowledge (Nature) and Survival checks.

Track: The wildling gains Track as a bonus feat.

Wild Lore: The wildling may make a special Wild Lore check with a bonus equal to her wildling level + her Wisdom modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. If the wildling has 5 or more ranks in Knowledge (History), she gains a +2 bonus on this check.

A successful Wild Lore check will not reveal the powers of a magic item but may give a hint as to its general function. The wildling may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

[sblock=Wild Lore Check]
Code:
[B][U]DC  Type of Knowledge[/U][/B]
10  Common, known by at least a substantial 
    minority drinking; common legends of the 
    local population.
20  Uncommon but available, known by only a 
    few people legends.
25  Obscure, known by few, hard to come by.
30  Extremely obscure, known by very few, 
    possibly forgotten by most who once 
    knew it, possibly known only by those 
    who don’t understand the significance
    of the knowledge.
[/sblock]Wildsong: The wildling can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her wildling level and her Wisdom modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wildsong, the wildling and the animal must be able to study each other. This means that wildling and animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The wildling can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Favored Environment (Ex): At 2nd level the wildling selects a natural environment from among those given on the Wildling Favored Environments table. Due to the wildling's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (Nature) checks made in association with that environment (or on Knowledge (Dungeoneering) checks made in association with underground environments, if the wildling has selected underground as a favored environment).

At 11th and 20th level the wildling selects an additional favored environment from those given on the table below and gains an identical bonus on the appropriate skill checks in that environment. In addition, every time the wildling gains a new favored environment, the bonus from any one favored environment (including the one just selected, if so desired) increases by +2. For example, a 11th level wildling has two favored environments. In one she has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 20th level, she has three favored environments, and gains an additional +2 bonus, which can be allocated to any of her three favored environments. Thus, her bonuses could either be +4, +4, and +2 or +6, +2 and +2.

If the wildling chooses desert or forest, she must also choose a climate type, as indicated on the table (either "cold" or "temperate" or "warm" for desert, or "cold" or "temperate" or "warm" for forest).

The wildling can't select an environment that she has never visited.

[sblock=Wildling Favored Environment]
Code:
[b][U]Environment    Example[/U][/b]
Aquatic        Sea, Ocean (or under water)
Desert[sup][B]1[/B][/sup]        Tundra
Desert[sup][B]2, 3[/B][/sup]      Badlands, Sandy Desert
Forest[sup][B]1, 2[/B][/sup]      Forest
Forest[sup][B]3[/B][/sup]        Jungle
Hills          Rugged Terrain[sup][B]4[/B][/sup]
Marsh          Bog, Moor, Swamp
Mountain       Rugged Mountain[sup]4[/sup]
Plains         Farmland, grassland, steppe, prairie
Underground    Dungeons, Caverns

[sup][B]1[/B][/sup]cold [sup][B]2[/B][/sup]temperate [sup][B]3[/B][/sup]warm [sup][B]4[/B][/sup]up to 2000 feet elevation
[/sblock]Grow Claws (Ex): The wildling has the ability to grow or lengthen existing claws. These claws do 1D6 points of damage, plus the wildling’s Strength modifier. She may retain the claws for as long as she wants them. To grow/lengthen or retract her claws is a move action. If the wildling was already capable of making a claw attack before gaining this class feature she gains a +3 bonus on her damage roll.

Savage Bite (Ex): The wildling gains the ability to lengthen her canine teeth as a move action. A successful bite attack against an opponent inflicts 1D6 points of damage. To grow/lengthen or retract her canines is a move action. If the wildling was already capable of making a bite attack before gaining this class feature she gains a +3 bonus on her damage roll.

Courageous Ambience (Ex): The wildling gains the ability to bolster her allies (and her own) courage. All her allies within 60 feet of her gains a +1 bonus against fear affects. For every three levels beyond third that the wildling has, she and her allies gain an additional +1 bonus against fear affects.

Evasion (Ex): When the wildling attains 3rd level she is able to avoid magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the is wearing light armor or no armor. A helpless wildling does not gain the benefit of evasion.

Eyes of Fury (Ex): When an enemy of the wildling looks into her eyes they must make a Will save (DC 10 + the character’s wildling level). A failed save indicates that the foe becomes shaken. This ability is only usable against the same foe once per day.

Inspiring Presence (Ex): At 7th level the wildling is gains access to this broad category made up of individual abilities gained at certain levels. When this ability is gained the wildling is only able to use the base ability of Inspiring Greatness.

[sblock=Inspiring Abilities]
  • Greatness: At 7th level the wildling is able to instill greatness in herself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 7th, she can target one additional ally with a single use of this ability (two at 10th level, three at 13th, etc.). To inspire greatness the wildling must activate this ability and choose the allies to be affected. When activated this ability lasts for 5 rounds plus one additional round per wildling level. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

  • Heroics: At 13th level the wildling is able to inspire tremendous heroism in herself or a single willing ally within 60 feet. For every three bard levels the character attains beyond 13th, he can inspire heroics in one additional creature. To inspire heroics the wildling must activate this ability and choose the allies to be affected. When activated this ability lasts for 5 rounds plus one additional round per wildling level. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. Inspiring heroics is a mind-affecting ability.

  • Awe: At 19th level the wildling is able to make an attempt to cause enemies within a 120 foot radius to become awed with her. Each creature to be awed must be able to see the wildling, and able to pay attention to her. The distraction of nearby combat or other dangers prevents this ability from working. To use the ability the wildling makes a Diplomacy check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the wildling cannot attempt to awe that creature again for 24 hours. If its’ saving throw fails, the creature is awed. The creature remains fascinated until a number of rounds equal to the wildlings level passes. While awed the targets take a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat (such as being attacked) requires the wildling to make another Diplomacy check and allows the creature a new saving throw against a DC equal to the new Diplomacy check result.
[/sblock]Heart of the Savage Beast (Ex): Opponents that have line to the wildling must make a Will Save (DC 10 + the characters wildling level). A failed save indicated that they become Startled.

Venom Immunity (Ex): The wildling gains immunity to all poisons.

Gaia’s Grace (Su): The wildling 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 wildling still dies of old age when her time is up.

In addition the wildling is able to converse with any living creature.

Improved Evasion (Ex): This ability works like evasion, except that while the wildling still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless wildling does not gain the benefit of improved evasion.

Animalistic Apotheosis (Ex): At 20th level the wildling undergoes a feral transformation. She is forevermore treated as an animal rather than as a humanoid (or whatever the wildling’s creature type was) for the purpose of spells and magical effects. Additionally, the wildling gains a +3 luck bonus on her Reflex saves and a +8 bonus to her hit points.

Ex-Wildlings
A wildling that becomes lawful in alignment cannot progress in levels as a wildling, though she retains all her wildling abilities.

Spell List
The wildling uses the bard’s spell list with the following additions; 0 – create water, cure minor wounds; 1st – detect evil/good/law, protection from evil/good/law; 2nd – consecrate, desecrate, gentle repose; 3rd – magic circle against evil/good/law, prayer; 4th – remove disease, speak with dead, sending; 5th – divination, restoration; 6th – commune, hallow, unhallow, raise dead.

The wildling also has access to spells from the following domains; air, animal, earth, fire, healing, plant, sun, travel and water as well as druid only spells of spell levels 1st through 6th.

[D]x[/D]
Class Options​
Circle Magic
If the GM has access to Quintessential Druid, the Wildling may use Circle Magic as described on pgs. 105-114.

Aspirant [General]
You are a collector of obscure bits of knowledge and occasionally that helps you recognize references to mythic places, items and people.
Prerequisite: Wild Lore class feature
Benefit: You gain a +3 luck bonus on your Wild Lore checks.

Captivating Song [General]
Creatures that hears your wildsong is more prone to fall under its effect.
Prerequisite: Wildsong class ability
Benefit: You gain a +4 bonus on your Diplomacy check to influence animals and magical beasts.

Lore Master [Genera]
The strength of the lore master lies in her deep understanding of the world
Prerequisite: 1st level, Wild Lore class feature
Benefit: You gain three additional skill points per level that must be spent on Knowledge skills. You also gain a +2 competence bonus on your Wild Lore checks.

Root Song [General]
You affect plants with your wildsong ability.
Prerequisite: Wildsong class ability, Knowledge (Nature) 4 ranks
Benefit: You are able to influence plants with your Wildsong class ability.

Wisdom of the Ages [Replacement]
Your advanced years give you insight.
Prerequisite: Middle Aged
Replaces: Grow Claws & Savage Bite
Benefit: The character gains a +3 insight bonus on her Wild Lore checks. This bonus improves to +6 at 7th level and +9 at 13th level.

Wisdom of the Wild [General]
You gain an intuitive understanding of nature.
Prerequisite: Self-Sufficient, Knowledge (Nature) 4 ranks, Survival 4 ranks
Benefit: You gain a +3 insight bonus on your Knowledge (nature) and Survival checks.
 

Attachments

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New Condition: Startled

Startled: Halfway between shaken and frightened. A startled creature suffers a -1 penalty on its attack rolls and Ref and Will saves for the remainder of the round and is unable to make a surprise attack the following round.

An effect that would startle the creature again in the next round instead frightens them. A creature cannot be startled by the same source in the following round.
 

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