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Tale of the Twin Suns Character Classes [Updated 1/29: Cleric Class Included]


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Angel Tarragon

Dawn Dragon
Base Class: Ranger

[smallcaps]Game Rule Information[/smallcaps]
Rangers have the following game statistics.

Abilities: Dexterity is important for a ranger both because she tends to wear light armor and because several ranger skills are based on that ability. Strength is important because rangers frequently get involved in combat. Several ranger skills are based on Wisdom and a Wisdom score of 13 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all. One of the rangers’ trademark skills, her ability to track quarry is based on Wisdom.

Hit Points at 1st Level: 14 + Con Mod
HP/Level Gained: 8

Alignment: Any.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (10 + Int modifier) x4.
Skill Points/Level Gained: 10 + Int Modifier

Code:
[b]Class         Base       Fort   Ref    Will                                                    Spells/Day
Level     Attack Bonus   Save   Save   Save   Special                                           1  2  3[/b]
  1            +1         +3     +3     +0    1st Favored Enemy, Track, Wild Empathy            -  -  -
  2            +2         +4     +4     +1    Dauntless, Trailblazer                            -  -  -
  3            +3         +4     +4     +1    Combat Style, Internal Compass, Stealth           -  -  -
  4            +4         +5     +5     +2    2nd Favored Enemy                                 -  -  -
  5            +5         +5     +5     +2    Environmental Tolerance, Trapfinding              -  -  -
  6          +6/+1        +6     +6     +3    Animal Companion, Improved Combat Style           0  -  -
  7          +7/+2        +6     +6     +3    1st Favored Environment, Evasion                  1  -  -
  8          +8/+3        +7     +7     +4    3rd Favored Enemy, Swift Tracker                  1  0  -
  9          +9/+4        +7     +7     +4    Combat Style Mastery                              2  1  -
 10         +10/+5        +8     +8     +5    Camouflage                                        2  1  0
 11        +11/+6/+1      +8     +8     +5    Commune With Nature, Heightened Stealth           2  2  1
 12        +12/+7/+2      +9     +9     +6    2nd Combat Style, 4th Favored Enemy               3  2  1
 13        +13/+8/+3      +9     +9     +6    2nd Favored Environment, Venom Immunity           2  2  2
 14        +14/+9/+4     +10    +10     +7    Improved Evasion                                  3  3  2
 15        +15/+10/+5    +10    +10     +7    Hide In Plain Sight, Improved 2nd Combat Style    4  3  2
 16      +16/+11/+6/+1   +11    +11     +8    5th Favored Enemy, Expedient Tracker              4  3  3
 17      +17/+12/+7/+2   +11    +11     +8    Uncanny Dodge                                     4  4  3   
 18      +18/+13/+8/+3   +12    +12     +9    2nd Combat Style Mastery                          5  4  3
 19      +19/+14/+9/+4   +12    +12     +9    3rd Favored Environment, Improved Stealth         5  4  4
 20     +20/+15/+10/+5   +13    +13    +10    6th Favored Enemy                                 5  5  4
[smallcaps]Class Features[/smallcaps]
All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor and shields (except tower shields).

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Ranger Favored Enemies table below. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 4th level and every four levels thereafter (8th, 12th, 16th and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.

[sblock=Ranger Favored Enemies]
Code:
[b][U]Type (Subtype)[/U]         [U]Type (Subtype)[/U][/b]
Aberration             Humanoid (reptilian)
Animal                 Magical Beast
Construct              Monstrous Humanoid
Dragon                 Ooze
Elemental              Outsider (air)
Fey                    Outsider (chaotic)
Giant                  Outsider (earth)
Humanoid (aquatic)     Outsider (evil)
Humanoid (dwarf)       Outsider (fire)
Humanoid (elf)         Outsider (good)
Humanoid (goblinoid)   Outsider (lawful)
Humanoid (gnoll)       Outsider (native)
Humanoid (gnome)       Outsider (water)
Humanoid (halfling)    Plant
Humanoid (human)       Undead
Humanoid (orc)         Vermin
[/sblock]Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 adds her ranger level, her Charisma bonus and any other modifiers she may have 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 wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger 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.

Dauntless: A ranger gains Dauntless as a bonus feat at 2nd level.

Trailblazer (Ex): Starting at 2nd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Combat Style (Ex): At 3rd level, a ranger must select one of three combat styles to pursue: archery, two-weapon combat or unarmed. This choice affects the character’s class features but does not restrict her selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, she is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the ranger selects unarmed, she is treated as having the Improved Unarmed Strike feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. She loses all benefits of his combat style when wearing medium or heavy armor.

Internal Compass (Ex): Starting at 3rd level the ranger has an innate sense of direction and can no longer lose her way. If she stops and attunes herself to the land for one full round she can determine where true north is.

Stealth (Ex): At 3rd level the ranger gains Stealthy as a bonus feat.

Environmental Tolerance (Su): Starting at 5th level the ranger is protected from harm from being in a hot or cold environment, as if under the effects of a constant endure elements spell.

Trapfinding: At 5th level rangers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20, but they can only use this against wilderness traps. Finding a trap has a DC of at least 20, or higher if it is well hidden. A ranger that beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Animal Companion (Ex): At 6th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery, two-weapon combat or unarmed) improves.
If she selected archery at 3rd level, he is treated as having the Manyshot feat, even if she does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 3rd level, she is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. If the ranger selected unarmed combat at 3rd level, she is treated as having the Stunning Fist feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. She loses all benefits of his combat style when wearing medium or heavy armor.

Spells: Beginning at 6th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare her spells in advance (see below). To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class advancement table (see above). In addition, she receives bonus spells per day if she has a high Wisdom score. When the class advancement table indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure wounds spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during his daily meditation. Through 5th level, a ranger has no caster level. At 6th level and higher, her caster level is one-half her ranger level.

Evasion (Ex): At 7th level, a ranger can avoid even 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 ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Favored Environment (Ex): At 7th level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger'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 ranger has selected underground as a favored environment).

At 13th level and every six levels thereafter (at 19th, 25th level), the ranger may select 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 ranger 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 13th level ranger 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 19th level, she has three favored environments, and she gains an additional +2 bonus, which he can allocate to any of her three favored environments. Thus, her bonuses could either be +4, +4, and +2 or +6, +2 and +2.

If the ranger 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 ranger can't select an environment that she has never visited.

[sblock=Ranger Favored Environments]
Code:
[b][U]Environment[/U]            [U]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]Swift Tracker (Ex): Beginning at 8th level, a ranger can move at her normal speed while following tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Combat Style Mastery (Ex): At 9th level, a ranger’s aptitude in her chosen combat style improves again.

If she selected archery at 3rd level, she is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 3rd level, she is treated as having the Greater Two-Weapon Fighting feat, even if she does not have the normal prerequisites for that feat. If the ranger selected unarmed combat at 3rd level, she is treated as having the Flying Kick feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage (Ex): A ranger of 10th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Commune With Nature (Sp): At 11th level, a ranger can cast commune with nature once per day as a spell-like ability, using her ranger level as her caster level.

Heightened Stealth (Ex): At 11th level the rangers’ acuity at being stealthy improves. The bonuses to her Hide and Move silently checks increase to +4.

2nd Combat Style (Ex): At 12th level the ranger selects a combat style that she hasn’t mastered. She gains the base benefit of the combat style (archery, two-weapon combat or unarmed) at this point.

At 15th level, the rangers’ second combat style improves. See the Improved Combat Style class description for details. At 18th level the ranger masters her second combat style. See the Combat Style Mastery class description for details.

Venom Immunity (Ex): At 13th level, a ranger gains immunity to all poisons.

Improved Evasion (Ex): At 14th level the ranger gains this ability. Improved Evasion ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 15th level or higher can use the Hide skill even while being observed.

Expedient Tracker (Ex): Beginning at 16th level, a ranger can move at twice her normal speed while following tracks and only takes a -5 (instead of the normal -20) for doing so. The ranger may also track her quarry while running (moving no more than three times her speed), but she takes a -10 penalty for doing so.

Uncanny Dodge (Ex): Starting at 17th level, a ranger can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Stealth (Ex): At 19th level the rangers’ acuity at being stealthy improves again. The bonuses to her Hide and Move silently checks increase to +6.

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NOTE: This class isn't complete, but is nearly so. All that needs to be done is add [new] combat styles and expand the favored enemy table.
 

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Angel Tarragon

Dawn Dragon
Base Class: Rogue

[smallcaps]Game Rule Information[/smallcaps]
Rogues have the following game statistics.

Abilities: Dexterity provides extra protection for the lightly armored rogue. Dexterity, Intelligence and Wisdom are important for many of the rogue’s skills. A high Intelligence score also gives the rogue extra skill points, which can be used to expand her repertoire.

Alignment: Any

Hit Points at 1st Level: 13 + Con Mod
HP/Level Gained: 6

Class Skills
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).

Skill Points at 1st Level: (13 + Int modifier) x 4.
Skill Points at Each Additional Level: 13 + Int modifier.

Code:
[b]Class       Base       Fort   Ref    Will                                                        Bonus   Dodge
Level   Attack Bonus   Save   Save   Save   Special                                              Feats   Bonus[/b]
  1          +0         +0     +3     +0    Dodge, Favored City, Trapfinding                      1st     +1
  2          +1         +1     +4     +1    Brains Over Brawn, Crowdwalk, Sharp Senses                    +2
  3          +2         +1     +4     +1    Alley Fighting, Evasion, Trap Sense +1                2nd     +2
  4          +3         +2     +5     +2    Uncanny Dodge                                                 +2
  5          +3         +2     +5     +2    Favored City, Improved Sharp Senses                   3rd     +3
  6          +4         +3     +6     +3    Trap Sense +2                                                 +3
  7          +5         +3     +6     +3    Improved Uncanny Dodge                                4th     +3
  8        +6/+1        +4     +7     +4    Information Network, Special Ability                          +4
  9        +6/+1        +4     +7     +4    Trap Sense +3                                         5th     +4
 10        +7/+2        +5     +8     +5    Favored City                                                  +4
 11        +8/+3        +5     +8     +5    Special Ability                                       6th     +5
 12        +9/+4        +6     +9     +6    Trap Sense +4                                                 +5
 13        +9/+4        +6     +9     +6    Greater Sharp Senses                                  7th     +5
 14       +10/+5        +7    +10     +7    Special Ability                                               +6
 15      +11/+6/+1      +7    +10     +7    Favored City, Trap Sense +5                           8th     +6
 16      +12/+7/+2      +8    +11     +8    Free Movement                                                 +6
 17      +12/+7/+2      +8    +11     +8    Special Ability                                       9th     +7
 18      +13/+8/+3      +9    +12     +9    Trap Sense +6                                                 +7
 19      +14/+9/+4      +9    +12     +9    Preternatural Doge                                   10th     +7
 20      +15/+10/+5    +10    +13    +10    Cunning Brillaince, Favored City, Special Ability             +8
[smallcaps]Class Features[/smallcaps]
All of the following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor but not with shields.

Bonus Feats: At first level and every other level thereafter, the rogue gains an additional feat. The feat may be any the character qualifies for, but the rogue typicallys select Sneak Attack or the Skirmish & Improved Skirmish feats.

Dodge/Dodge Bonus (Ex): A rogue gains Dodge as a bonus feat. The Dodge Bonus column represents the bonus you receive to your AC from attacks from opponents that you have designated.

Favored City (Ex): At 1st level, the rogue must select a favored city. The city must be a settlement of at least small town size or larger that the rogue has visited, but need not be the city the rogue currently calls home. As she gains levels the rogue may consider additional cities her favored cities.

While within the city limits of one of her favored cities, the rogue gains a sacred bonus to all Bluff, Diplomacy, Gather Information and Intimidate checks, as shown on the table below. In addition, she gains a +3 morale bonus on all Will saving throws made while within the limits of her favored cities.

Code:
[b]   Level      Bonus[/b]
 1st - 4th     +2
 5th - 8th     +3
 9th - 12th    +4
13th - 16th    +5
17th - 20th    +6
Trapfinding: Only rogues can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue that beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Brains Over Brawn (Ex): At 2nd level the Rogue uses her Intelligence bonus as a modifier on Strength checks and checks involving skills based on Strength (such as Climb, Jump and Swim).

Crowdwalk (Ex): At 2nd level, the rogue can move through crowds with ease, moving as if in an open space. If the rogue attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt) she gains a +4 bonus on any skill check, Strength check or attack roll made to resolve the movement.

Sharp Senses (Ex): The rogue remains keenly aware of her surroundings and can pick up clues from her environment other characters might miss, gaining a +2 bonus to all Listen, Search and Spot checks. If the rogue has the track feat, the bonus also applies to Survival checks made to follow tracks.

Alley Fighting (Ex): Rogues are masters of fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd level a rogue’s ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a small or medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover). The rogue retains the benefit of cover against her enemy, unless she is fighting another rogue or creature with a similar power.

Evasion (Ex): At 3rd level and higher, a rogue can avoid even 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a rogue 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 rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

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

Improved Sharp Senses (Ex): At 5th level the rogues bonus on Listen, Search and Spot checks increases to +5 and applies to Sense Motive checks as well. The range penalty for Spot and Listen checks drops from -1 per 10 feet of distance to -1 per 20 feet of distance.

Improved Uncanny Dodge (Ex): A rogue of 7th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Information Network (Ex): Upon reaching 8th level the rogue has established an information network in a number of cities equal to one quarter her rogue level. While in any of these cities, the rogue only takes an hour to make a Gather Information check (rather than a full evening or day). In addition, if any event occurs in a city that would interest the rogue, she may make a Gather Information check to learn of the event as a free action. Knowledge of the event reaches the rogue’s ears in 1d4+1 hours unless the rogue is in an area that cannot be reached by her contacts.

Special Abilities: On attaining 8th level, and at every three levels thereafter (11th, 14th, 17th and 20th), a rogue gains a special ability of her choice from among the following options.

[sblock=Rogue Special Abilities]Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll – if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue 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 rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again one round later at the same DC. She gets only this one extra chance to succeed on her saving throw.[/sblock]
Greater Sharp Senses (Ex): At 13th level the rogue gains the blindsense ability with a distance of 10 feet +5 feet per four Rogue levels. The rogue usually doesn’t need to make Listen or Spot checks to notice creatures within range, provided she has line of effect to those creatures. Any creature the rogue cannot see still has concealment against her, and the rogue is still denied her Dexterity bonus to her AC against such creatures. As well, poor visibility affects the rogue’s movement as normal.

Free Movement (Ex): At 16th level a rogue can slip out of bonds, grapples and even the effects of confining spells easily. The ability duplicates the effect of the freedom of movement spell, except that it is always active. A rogue loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Preternatural Dodge (Ex): At 19th level the rogue can anticipate her foes’ movements. During her action, the rogue designates a single opponent, gaining double her Dodge Bonus to AC against all attacks by that opponent.

Cunning Brilliance (Ex): At 20th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose two extraordinary class abilities. These abilities must be available to a standard character class at 10th level or lower and must appear in the advancement table or in the text description for that class. You gain the full benefits and drawbacks of these two abilities for the remainder of the day. You use of these abilities as if your level in the relevant class equals half your rogue level.
[D]x[/D][smallcaps]Variant: The Wilderness Rogue[/smallcaps]
The wilderness rogue prefers to put her skills to use in the great outdoors, rather than in cramped alleys and dungeon corridors. In many ways, she is similar to the traditional ranger, though with less combat savvy and with none of the ranger’s divine link to the natural world.

Class Skills: Remove the following rogue class skills from the wilderness rogue’s class skill list; Appraise, Diplomacy, Decipher Script, Forgery and Gather Information.

Add the following skills to the wilderness rogue’s class skill list: Handle Animal, Knowledge (Geography), Knowledge (Nature), Ride and Survival.

Class Features: At 1st level the wilderness rogue has the Track class feature instead of the Favored City class feature. Each time the rogue would gain another favored city, she instead gains a +2 bonus to her Survival checks made to track her quarry.

At 2nd level the wilderness rogue gains the Woodland Stride class feature instead of the Crowdwalk class feature. At 3rd level the wilderness rogue gains the Internal Compass class feature instead of the Alley Fighting class feature. At 8th level the wilderness rogue gains the Venom Immunity class feature instead of Information Network class feature.

Special Abilities: Add camouflage (as the 10th level ranger ability), hide in plain sight (as the 15th level ranger ability, requires the rogue to already have the camouflage ability) and swift tracker (as the 7th level ranger ability) to the list of special abilities that can be chosen by the wilderness rogue.
 

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Angel Tarragon

Dawn Dragon
Base Class: Soul Channeler

Game Rule Information
Soul Channelers have the following game statistics.

Abilities: Animus determines how powerful a wind the soul channeler can invoke and how many winds she can invoke per day and how hard they are to resist. To invoke a wind the Soul Channeler must have an Animus score of 10 + the invocations depth. The Difficulty Class of saving throws against the Soul Channler's Invocations is 10 + the invocation's depth + the Soul Channeler's Animus modifier.

Due to the Soul Channelers inability to use armor, Constitution is the most important ability score. Having a high Constitution means more hit points and being able to last longer in combat. A high Dexterity is also a boon to Soul Channelers as it gives them a better chance at avoiding blows.

Alignment: Any chaotic or lawful

Hit Points at 1st Level: 13 + Con Mod
HP/Level Gained: 4

Class Skills
The Soul Channeler’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Fey & Spirits) (Int), Knowledge (Incarnum), Knowledge (Nature), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Spirit Lore (Wis) and Survival (Wis)

Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points/Level Gained: 6 + Int Modifier

Code:
[b]Class       Base       Fort   Ref    Will                                    Bonus     Invocation   Winds
Level   Attack Bonus   Save   Save   Save   Special                         Essentia     Depth      Known[/b]
  1          +0         +0     +0     +3    Invoke Wind, Sense The Living      +10         1          6    
  2          +1         +1     +1     +4    Warded Soul                        +20         1          7
  3          +1         +1     +1     +4    Percipience                        +30         1          8
  4          +2         +2     +2     +5    Mind Like Water                    +40         2         10
  5          +2         +2     +2     +5                                       +60         2         12
  6          +3         +3     +3     +6    Craft Incarnum Crystal             +80         3         14
  7          +3         +3     +3     +6    Spirit Sight                      +100         3         17
  8          +4         +4     +4     +7                                      +120         4         29
  9          +4         +4     +4     +7    Sacred Strike                     +150         4         22
 10          +5         +5     +5     +8    Spiritual Awareness               +180         5         24
 11          +5         +5     +5     +8                                      +210         5         28
 12        +6/+1        +6     +6     +9    Diamond of the Soul               +240         6         39
 13        +6/+1        +6     +6     +9    Speak to the Soul                 +280         6         32
 14        +7/+2        +7     +7    +10                                      +320         7         33
 15        +7/+2        +7     +7    +10    Exorcise Malevolent Spirits       +360         7         36
 16        +8/+3        +8     +8    +11    Spiritual Perfection              +400         8         37
 17        +8/+3        +8     +8    +11                                      +450         8         39
 18        +9/+4        +9     +9    +12    Diamond of the Body               +500         9         40
 19        +9/+4        +9     +9    +12    Spiritwalk                        +550         9         42
 20       +10/+5       +10    +10    +13    Undying Soul                      +600         9         43
Class Features
All of the following are class features of the soul channeler.

Weapon and Armor Proficiency: Soul Channelers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Soul Channelers are prohibited from wearing any armor; thus, they may wear only padded, leather, or hide armor. A Soul Channeler that wears armor or carries a shield is unable to invoke winds or use any of her supernatural abilities while doing so and for 36 hours thereafter.

Invoke Wind: A soul channeler invokes winds which are drawn from the soul channelers invocation list. To safely invoke a wind the soul channeler must have an Animus score equal to at least 10 + the winds’ depth. The Difficulty Class for a saving throw against a soul channeler’s winds is 10 + the wind’s depth + the Soul Channeler’s Animus modifier.

Unlike spellcasters, the Soul Channeler does not have a set number of winds per day that she is allowed to use. Instead, she chooses a wind she wants to invoke from the list of winds available to her and expends the proper amount of essentia. So long as her essentia pool isn’t empty, the Soul Channeler can invoke winds to her hearts content (however see Essentia: An Achilles Heel). The Soul Channeler adds the bonus essentia from her Soul Channeler level to her base essentia derived from her Animus score.

Sense The Living (Su): The Soul Channeler has a personal aura that extends out to a 180 foot radius at first level. For each additional level gained as a Soul Channeler this radius expands by an additional 60 feet. All creatures within this radius that are living are automatically detected by the Soul Channeler and their state of health is also known (status only).

Warded Soul (Su): Due to the soul channeler’s forsaking of armor, her inner resolve comes to the fore to protect her in times of need. Soul Channelers gain a bonus to their AC equal to half her Soul Channeler level +1. This is treated as a natural armor bonus.

Percipience (Su): Starting at 3rd level the Soul Channeler can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability comforting as she realizes that although at times she may be without companions of the flesh, spirits are everywhere, all the time – although only rarely do they pay attention to the actions of mortals. When the Soul Channeler enters an area where nature spirits absent or agitated, she cannot be caught flat-footed.

Mind Like Water (Ex): At 5th level spells and effects from the school of enchantment have difficulty affecting the Soul Channeler. The Soul Channeler gains a +3 bonus on saving throws against spells and effects from the school of enchantment.

Craft Incarnum Crystal (Ex): At 6th level the Soul Channeler gains the ability to imbue a portion of her own or someone else essentia into a crystal specially crafted by her. The crystal must be worth 1,000 gp per level and/or hit dice of the creature donating the essentia to the crystal.

The crystal can hold up to 10 essentia per 1,000 gp of its worth. Regardless of a single beings maximum essentia, the crystal can filled from various donators so long as its worth is at least equal to donator with the most levels and/or hit dice.

The Soul Channeler can use the Incarnum Crystal to power Animus Abilities, invoke winds or use any other ability that requires an expenditure of essentia. The amount of essentia needed to power the ability or wind is immediately depleted from the incarnum crystal. Alternately, the Soul Channeler can siphon the essentia from the crystal and add the desired amount to her essentia pool (never exceeding her maximum total).

Soul Channelers are able to use incarnum crystals freely, but other characters that do not have this class feature must succeed on a Use Magic Device check (DC 25 + 1 per 1,000 gp of the crystals worth). Failure to succeed automatically fractures the crystal and all essentia stored within is lost. Characters that have the Tap Incarnum Crystal feat do not risk fracturing the crystal when they fail on their check.

Soul Channelers that hold an incarnum crystal are automatically aware of how much essentia lies within. An incarnum crystal attended by a Soul Channeler can be recharged; otherwise one that is completely drained of essentia automatically becomes nothing more than an inert pile of useless shavings.

Spirit Sight (Su): At 7th level the Soul Channeler gains the ability to look directly at a creature and determine whether it is a spirit creature. Most Soul Channelers are aware of which creatures are spirit creatures, but some spirits elude her knowledge or are exceptions to the rule (see the What Is A Spirit? sidebar). This ability allows the Soul Channeler automatic knowledge of whether or not an entity or being is a spirit creature simply by looking at it.

Sacred Strike (Su): At 9th level the Soul Channeler’s unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Sacred strike also allows the Soul Channeler to treat her unarmed attacks as anarchic or axiomatic depending on her alignment (chaos and law respectively) for the purpose of dealing damage to creatures with damage reduction.

Spiritual Awareness (Su): Whenever a spirit creature is within the Soul Channelers radius of her Sense The Living Ability, she automatically knows the types and subtypes of the spirit and can pinpoint its exact location.

Diamond of the Soul (Su): At 12th level the Soul Channeler gains the ability to reach within herself (a process that inflicts one hit point worth of damage per level of the Soul Channeler) and gather her spirit into a single receptacle. The receptacle acts in all ways as an Incarnum Crystal, but is only usable by the Soul Channeler. While the spirit of the character is hosted within this receptacle, she is treated as a corporeal undead creature and is subject to any affect that targets undead beings.

A Soul Channeler that is separated from its soul can not refresh her allotment of essentia after a good nights sleep. In addition while the character is separated from her soul, she does not regain hit points on a daily basis nor does she age. The character can only make use of her abilities that are dependant on the expenditure essentia by using the receptacle like she would an incarnum crystal. All other racial and class features are unusable unless she has the appropriate animus ability, feat or can be replicated (e.g., using essentia to gain an additional use of a feat, class or racial ability that has a limited number of uses per day) through the expenditure of essentia.

The Soul Channeler can rejoin with her soul any time she wishes by holding the receptacle of her stomach and willing it in. It is a full round action to disjoin or rejoin with the character’s soul. If the receptacle is broken, the characters soul immediately returns to its body.

Speak to the Soul (Su): Soul Channelers believe that all living beings have a soul. At 13th level the character gains the ability to converse with any living creature.

Exorcise Malevolent Spirits (Su): At 15th level the Soul Channeler gains the ability to perform a ritual that forces malevolent entities out of a place or a person.

To exorcise a malevolent spirit or spirits from a place the Soul Channeler must make a class level check (also adding her Animus modifier) against a DC of 10 + the haunting creatures HD + any class levels it may have + its Animus modifier (if any) against the [strongest] haunting spirit. If her result equals or exceeds the DC, she succeeds in forcing all malevolent spirits from the location. In addition the area is treated as if the consecrate grounds or manor spell had been cast and its effect lasts for one day per level of the Soul Channeler.

To exorcise a spirit possessing a creature, the Soul Channeler must make a class level check (also adding her Animus modifier) against a DC of 10 + the possessing creature’s HD + any class levels it may have + its Animus modifier (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised can not attempt to possess the same victim for 36 hours.

Spiritual Perfection (Ex): At 16th level the Soul Channeler gains a permanent untyped +4 bonus to her Animus ability score. The character recalculates her essentia pool as this was her animus ability score from first level. In addition, the character gains the spirit subtype and all benefits and that go with it.

Diamond of the Body (Su): At 18th level the Soul Channeler gains the ability to completely separate her body from her soul. When the character wishes, she can compress her body into an inert diamond thereby existing completely as an incorporeal creature. The process is completely painless and takes a full minute to complete. When finished the character becomes ethereal, gains a fly speed equal to her base land speed with perfect maneuverability and is invisible unless she chooses to manifest (as the ghost ability of the same name, see the Monster Manual, page 118). The character is unable to manipulate objects unless she manifests or it has the ghost touch ability.

A Soul Channeler that has shed her body can also choose to use her Diamond of the Soul ability. If she does so, her body and soul are completely separate from each other and both diamonds are indiscernible as anything other than they appear to be unless viewed under the effects of magic. If the soul diamond is viewed under any effect which allows a being to see or perceive magic, then those that handle or study it must succeed at a Spirit Lore check (DC 10 + the Soul Channeler’s level and/or hit dice + the Soul Channelers Animus ability modifier). Failure indicates that diamond is definitely a spirit diamond, but nothing more. Success indicates that it is a spirit diamond and the name and commonly known knowledge about the person it is made from. A success by 10 or more allows the handler or viewer to catch glimpses within the diamond from the perspective of the characters soul of events that helped to shape the individual that they became.

If both diamonds are touched side to side or one is placed on top of the other and regenerate, resurrection, soul bind or true resurrection is cast upon them, the Soul Channeler is reunited with its body and soul and physically reforms in a process that that takes a full hour. While the soul channelers body is in diamond form, it does not suffer from the ravages of time. If the soul diamond is broken or shattered, the characters soul is released and can bond with the body diamond whereby reforming her body and reuniting it with her soul in a process that takes an hour to complete.

If the Soul Channeler is freed from her soul diamond but does not know where her body diamond is, she has one day per point of her animus ability score to find it and reunite (in order to reform her body) with it before she is whisked away to her divine patrons’ realm.

Spirit Walk (Su): At 19th level the Soul Channeler may uses the spells shadow world passage and spirit world passage at will in order to visit their respective fey court planes at will.

Undying Soul (Ex): The DM must reveal to the player of the character that her character is going to die before it happens. This allows player to use her final action to separate her soul from her body, leaving a shattered diamond in its place.

The character’s soul is free to wander the material plane for a number of weeks equal to its Animus score to search for an unborn child that is close to its birth day. When the child takes its first breath, the characters soul enters the baby and over the course of its life will start to look more and more like the character did as an adult.

When the child reaches adulthood she will be the spitting image of the character. The player may then make a check (DC 10 + the level of the Soul Channeler + the Soul Channelers’ Animus ability modifier).

If the check succeeds all mannerisms and memories and all class abilities of the old character are permanently imprinted on the new character. The character gets to re-roll for her physical abilities, but the other ability scores port directly over the new body.

If the check fails, the character is aware of her past life and is free to walk the same path (albeit from 1st level); all abilities are rerolled and only dreams provide insight to her previous life. The character does gain one extra talent to reflect the memories of her past life and it must be an appropriate one.
 
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