ethandrul
First Post
"xxxxxx"
the concept is sort of a "macguyver" type who can craft items from what is on hand (moltov cocktails and such) and uses his understanding of how people act to "read" their actions in combat and adjust accordingly to use their opponents actions against them.
d6
bab- average
no new weapon or armor proficiencies
requires:
6 ranks in at least 2 different knowledges
skill focus: craft(any)
trap finding
LEVEL BAB FORT WILL REFLEX SPECIAL ABILITIES
1st +0 +0 +2 +2 KNOW YOUR ENEMY(1ST PATH)
2nd +1 +0 +3 +3 UNCANNY DODGE,JURY RIG
3rd +2 +1 +3 +3 SCROUNGE
4th +3 +1 +4 +4 ALCHEMY
5th +3 +1 +4 +4 KNOW YOUR ENEMY (2nd PATH)
6th +4 +2 +5 +5 SKILL MASTERY, SCROUNGE
7th +5 +2 +5 +5 IMPROVED JURY RIG
8th +6/+1 +2 +6 +6 IMPROVED UNCANNY DODGE,
IMPROVISE SKILL
9th +6/+1 +3 +6 +6 alchemical potion crafting
10th +7/+2 +3 +7 +7 KNOW YOUR ENEMY (3RD PATH)
skills -(6+int mod) bluff,move silently, hide in shadows, knowledge(all) survival, handle animal
search, spot, diplomacy, decipher script, rope use, climb, craft, disable device
gather information, heal, listen, slight of hand, swim, use magic devices
Know your enemy:
The xxxx can use his knowledge of body language and the information he has gleaned
from books to aid him in combat. When a fight begins he can make a knowledge check for each
creature type he is facing (dungeoneering for aberrations,arcane for constructs and dragons ect)
if he has at least 4 ranks in the knowledge skill associated with it's type, he has remembered some weakness
about the beast that gives him an edge in combat.There are three paths that can be taken with this ability
-"Find the weak spot" allows youto add the bonus to your to hit and damage rolls.
-"anticipate attack" grants a bonus to armor class and saving throws.
- "Observant reaction" which grants the bonus to any skill check or opposed check.
These bonuses are unnamed and stack with anything.
You pick which version of the
ability you want to use when you gain it. The second path is gained at 5th level and a third gained at 10th.
Only one ability can be active at a time regardless of how many different types of foes are present.
knowledge roll: bonus
15 or less +1
20 +2
25 +3
30+ +4
uncanny dodge/imp uncanny dodge
JURY RIG no imp tools penalty and synergy +2 for craft from disable device
SCROUNGE- CRAFTING NON-MAGICAL, non-masterwork ITEMS COST 75% THE NORMAL COST FOR MATERIALS
ALCHEMY- GAINS ACCESS TO THE ALCHEMY SKILL- THIS COUNTS AS A CRAFT SKILL FOR JURY RIG
AND SCROUNGE-
skill mastery
greater jury rig - do any crafting in half the time, masterwork items cost 75% for materials
improvise skill- use any skill untrained and synergies gain additional +2
ALCHEMICAL POTION CRAFTING- emulate the feat as if a 10th level caster by
making a use magical device check with a dc of 25+ the spell level
THIS UMD CHECK COUNTS AS A CRAFT SKILL FOR THE USE OF JURY RIG AND SCROUNGE.
the concept is sort of a "macguyver" type who can craft items from what is on hand (moltov cocktails and such) and uses his understanding of how people act to "read" their actions in combat and adjust accordingly to use their opponents actions against them.
d6
bab- average
no new weapon or armor proficiencies
requires:
6 ranks in at least 2 different knowledges
skill focus: craft(any)
trap finding
LEVEL BAB FORT WILL REFLEX SPECIAL ABILITIES
1st +0 +0 +2 +2 KNOW YOUR ENEMY(1ST PATH)
2nd +1 +0 +3 +3 UNCANNY DODGE,JURY RIG
3rd +2 +1 +3 +3 SCROUNGE
4th +3 +1 +4 +4 ALCHEMY
5th +3 +1 +4 +4 KNOW YOUR ENEMY (2nd PATH)
6th +4 +2 +5 +5 SKILL MASTERY, SCROUNGE
7th +5 +2 +5 +5 IMPROVED JURY RIG
8th +6/+1 +2 +6 +6 IMPROVED UNCANNY DODGE,
IMPROVISE SKILL
9th +6/+1 +3 +6 +6 alchemical potion crafting
10th +7/+2 +3 +7 +7 KNOW YOUR ENEMY (3RD PATH)
skills -(6+int mod) bluff,move silently, hide in shadows, knowledge(all) survival, handle animal
search, spot, diplomacy, decipher script, rope use, climb, craft, disable device
gather information, heal, listen, slight of hand, swim, use magic devices
Know your enemy:
The xxxx can use his knowledge of body language and the information he has gleaned
from books to aid him in combat. When a fight begins he can make a knowledge check for each
creature type he is facing (dungeoneering for aberrations,arcane for constructs and dragons ect)
if he has at least 4 ranks in the knowledge skill associated with it's type, he has remembered some weakness
about the beast that gives him an edge in combat.There are three paths that can be taken with this ability
-"Find the weak spot" allows youto add the bonus to your to hit and damage rolls.
-"anticipate attack" grants a bonus to armor class and saving throws.
- "Observant reaction" which grants the bonus to any skill check or opposed check.
These bonuses are unnamed and stack with anything.
You pick which version of the
ability you want to use when you gain it. The second path is gained at 5th level and a third gained at 10th.
Only one ability can be active at a time regardless of how many different types of foes are present.
knowledge roll: bonus
15 or less +1
20 +2
25 +3
30+ +4
uncanny dodge/imp uncanny dodge
JURY RIG no imp tools penalty and synergy +2 for craft from disable device
SCROUNGE- CRAFTING NON-MAGICAL, non-masterwork ITEMS COST 75% THE NORMAL COST FOR MATERIALS
ALCHEMY- GAINS ACCESS TO THE ALCHEMY SKILL- THIS COUNTS AS A CRAFT SKILL FOR JURY RIG
AND SCROUNGE-
skill mastery
greater jury rig - do any crafting in half the time, masterwork items cost 75% for materials
improvise skill- use any skill untrained and synergies gain additional +2
ALCHEMICAL POTION CRAFTING- emulate the feat as if a 10th level caster by
making a use magical device check with a dc of 25+ the spell level
THIS UMD CHECK COUNTS AS A CRAFT SKILL FOR THE USE OF JURY RIG AND SCROUNGE.