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LGS Thief the Dark Project: Keeper PrC
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<blockquote data-quote="Kemrain" data-source="post: 956094" data-attributes="member: 12153"><p><strong>LGS Thief the Dark Project: Keeper PrC (Cont.)</strong></p><p></p><p>Class abilities gained are as follows:</p><p>1st:</p><p></p><p>Canny Defense[Ex]: The character relies on their wit to keep themselves alive and one step ahead of others. The character, wearing Light Armor or less, can apply his Intelligence bonus to his AC. In situations where he would normally be denied his Dexterity bonus, he is also denied this bonus.</p><p>This is some of the only combat training a Keeper is given. Because they believe in avoiding confrontation, teaching their acolytes first to avoid combat at all, and second to avoid being wounded, the Keeper is better able to escape unscathed should their stealth defenses are compromised.</p><p></p><p>Keeper Glyphs[Na]: The character becomes able not only to read the secret script and glyphs of the Keepers, but write in them as well. This counts as the Read/Write Languages skill for free.</p><p>The reasoning for this is obvious. All the better to understand the ideas of the past. Keepers who are not literate at this point are also taught to read and write the common tongue.</p><p>2nd:</p><p></p><p>Always Sneaky[Ex]: When wearing light armor or less, he character is able to always take 10 on move silently and hide, unless the character chooses otherwise and wishes to be seen or heard.</p><p>Constant practice and testing makes moving as silently as a cat and keeping a wraith’s profile second nature.</p><p></p><p>Eye for Detail[Ex]: The character learns to pay more attention to their surrounds, training to constantly keep their wits about them. As such, the character may apply his Intelligence bonus to his Listen and Spot skills. Upon gaining this ability, you gain a +2 synergy bonus to Search for having 5 ranks in Spot, and an additional +1 for every additional five ranks. Synergy bonuses stack. </p><p>Keepers need finely trained senses to gather the information the order requires to function. Keepers are taught to know where to look, and what to listen for, to notice everything they are able.</p><p>(Note the House Rule here about Synergy bonuses. IMC, this goes for all synergistic skills.)</p><p>3rd:</p><p></p><p>Canny Stealth[Ex]: At 4th level, the character can apply their Intelligence bonus to their Hide and Move Silent skills. This is represents the character’s intelligent use of cover and timing.</p><p>It goes without saying that knowing how to most intelligently avoid detection will go far to assist one’s stealth capabilities. A Keeper’s mind is always in motion, and their eyes and ears are constantly alert for any advantage they might be able to make use of.</p><p></p><p>Eloquence of Wit[Ex]: The character has extremely keen wits and has learned to think on his feet. Because of this the character may apply DOUBLE his Charisma bonus to his Bluff, Diplomacy, and Gather Information skills.</p><p>The Keepers may not be out in the streets, gathering the ears and attention of the masses, but in their compounds they discuss and debate prophecy and learn to understand human psychology. As such, they know what to say to people to get what they need most out of them, be it belief, understanding, or information.</p><p>4th:</p><p></p><p>Infiltration[Ex]: When wearing light or no armor while using Move Silently or Hide, the character can move his normal speed without suffering any penalty to these skills.</p><p>Just as stealth becomes second nature, muscle memory and keen observation skills allow a Keeper to walk briskly down the street without a sound, or pass an alleyway without their outlines and movements giving them away.</p><p></p><p>Improved Alertness[Ex]: At the beginning of combat the character is not considered flat-footed against opponents in his line of sight during the round before he rolled initiative. He is not flat-footed by opponents he can detect. An undetected opponent still catches him flat-footed.</p><p>A smart Keeper is always evaluating the presence of others and judging their level of threat. Even when someone threatens another person, the Keeper may well know about it before the attack has even be thrown.</p><p>5th:</p><p></p><p>Cover of Darkness[Ex]: Whenever the character is concealed by darkness, he gains the benefit of one additional degree of concealment when attacked. This ability cannot confer concealment greater than Total.</p><p>Keepers become so comfortable in darkness, so accustomed to its presence and embrace, so knowledgeable of its effects and properties, that they are able to not only hide, but fight using the cover of night like a shield against blows.</p><p></p><p>Hide in Plain Sight[Su]: The character can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, the character can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadows.</p><p>Even Keepers who can perform this amazing feat may not fully understand what it is they are doing. All that is known is that, when a Keeper does not want to be seen, it takes maddening skills to detect their presence.</p></blockquote><p></p>
[QUOTE="Kemrain, post: 956094, member: 12153"] [b]LGS Thief the Dark Project: Keeper PrC (Cont.)[/b] Class abilities gained are as follows: 1st: Canny Defense[Ex]: The character relies on their wit to keep themselves alive and one step ahead of others. The character, wearing Light Armor or less, can apply his Intelligence bonus to his AC. In situations where he would normally be denied his Dexterity bonus, he is also denied this bonus. This is some of the only combat training a Keeper is given. Because they believe in avoiding confrontation, teaching their acolytes first to avoid combat at all, and second to avoid being wounded, the Keeper is better able to escape unscathed should their stealth defenses are compromised. Keeper Glyphs[Na]: The character becomes able not only to read the secret script and glyphs of the Keepers, but write in them as well. This counts as the Read/Write Languages skill for free. The reasoning for this is obvious. All the better to understand the ideas of the past. Keepers who are not literate at this point are also taught to read and write the common tongue. 2nd: Always Sneaky[Ex]: When wearing light armor or less, he character is able to always take 10 on move silently and hide, unless the character chooses otherwise and wishes to be seen or heard. Constant practice and testing makes moving as silently as a cat and keeping a wraith’s profile second nature. Eye for Detail[Ex]: The character learns to pay more attention to their surrounds, training to constantly keep their wits about them. As such, the character may apply his Intelligence bonus to his Listen and Spot skills. Upon gaining this ability, you gain a +2 synergy bonus to Search for having 5 ranks in Spot, and an additional +1 for every additional five ranks. Synergy bonuses stack. Keepers need finely trained senses to gather the information the order requires to function. Keepers are taught to know where to look, and what to listen for, to notice everything they are able. (Note the House Rule here about Synergy bonuses. IMC, this goes for all synergistic skills.) 3rd: Canny Stealth[Ex]: At 4th level, the character can apply their Intelligence bonus to their Hide and Move Silent skills. This is represents the character’s intelligent use of cover and timing. It goes without saying that knowing how to most intelligently avoid detection will go far to assist one’s stealth capabilities. A Keeper’s mind is always in motion, and their eyes and ears are constantly alert for any advantage they might be able to make use of. Eloquence of Wit[Ex]: The character has extremely keen wits and has learned to think on his feet. Because of this the character may apply DOUBLE his Charisma bonus to his Bluff, Diplomacy, and Gather Information skills. The Keepers may not be out in the streets, gathering the ears and attention of the masses, but in their compounds they discuss and debate prophecy and learn to understand human psychology. As such, they know what to say to people to get what they need most out of them, be it belief, understanding, or information. 4th: Infiltration[Ex]: When wearing light or no armor while using Move Silently or Hide, the character can move his normal speed without suffering any penalty to these skills. Just as stealth becomes second nature, muscle memory and keen observation skills allow a Keeper to walk briskly down the street without a sound, or pass an alleyway without their outlines and movements giving them away. Improved Alertness[Ex]: At the beginning of combat the character is not considered flat-footed against opponents in his line of sight during the round before he rolled initiative. He is not flat-footed by opponents he can detect. An undetected opponent still catches him flat-footed. A smart Keeper is always evaluating the presence of others and judging their level of threat. Even when someone threatens another person, the Keeper may well know about it before the attack has even be thrown. 5th: Cover of Darkness[Ex]: Whenever the character is concealed by darkness, he gains the benefit of one additional degree of concealment when attacked. This ability cannot confer concealment greater than Total. Keepers become so comfortable in darkness, so accustomed to its presence and embrace, so knowledgeable of its effects and properties, that they are able to not only hide, but fight using the cover of night like a shield against blows. Hide in Plain Sight[Su]: The character can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, the character can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadows. Even Keepers who can perform this amazing feat may not fully understand what it is they are doing. All that is known is that, when a Keeper does not want to be seen, it takes maddening skills to detect their presence. [/QUOTE]
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