Poziom 2:
Animal Affinity - +4 do cechy. Dobry, uniwersalny self-buff, lepszy niż u egoisty, bo psychowojownik częściej wykorzystuje jego potencjał.
Body Adjustment - czyli leczenie. Psychowojownik otrzymuje je wcześniej niż psionik. Zawsze się to przydaje, unikalną właściwością jest duża losowość leczenia (rzuca się d12).
Body Equilibrium - chodzenie (ale nie bieganie) po czymkolwiek - sieci pajęczej, lotnych piaskach, wodzie. Sytuacyjne, ale fajne.
Body Purification - leczenie ability damage. Używane rzadziej niż leczenie hp, ważne jednak, że psychowojownik i tutaj może się obejść bez kapłana.
Concealing Amorpha - 20 % miss chance oraz odporność na sneak attacks - czyli jak blur. Warto dodać, że ektoplazma to nie jest iluzja i nie nie da się jej przejrzeć .
Defy Gravity - psioniczna lewitacja. O jej zaletach nie trzeba chyba nikogo przekonywać.
Detect Hostile Intent - Sense Motive jako free action (no powiedzmy, czasem może się przydać) oraz tak zbuffowanego psychowojownika myślące istoty nie mogą zaskoczyć/złapać flat-footed. W zasadzkach jest ok.
Dimension Swap - czyli zamiana miejsc z sojusznikiem. Teleportacyjnie, dodajmy. Sytuacyjna moc.
Dissolving Touch - jedna naturalna broń zostaje "naładowana" kwasem i przy pierwszym trafieniu zadaje dodatkowe 4d6 obrażeń. Ok.
Dissolving Weapon - to samo, tyle że z bronią wytworzoną.
Empathic Transfer - bierzemy na siebie całe zło świata - obrażenia, ability damage, trucizny itd. Tak jak u egoisty (altruisty?), tyle że psychowojownik jeszcze gorzej z tego wychodzi.
Energy Adaptation, Specified - dobra moc ochronna, zabezpieczająca przed jednym żywiołem. Augumentation pozwala manifestować to jako immediate action.
Feat Leech - kradziejka (meta)psionicznych featów. Wymagany touch, jest rzut obronny, kradnie feata na krótko i tylko od tego, kto go ma. Strata czasu.
Heightened Vision - moc zapewniajaca darkvision. Długi okres działania. Użyteczna w wielu sytuacjach.
Hustle - dodatkowa move action. Dla wojownika - super (byłaby jeszcze bardziej super, gdyby nie istniała psionic lion's charge).
Painful Strike - wszystkie naturalne formy ataku (dobre chociaż i to) zadają dodatkowe 1d6 nonlethal damage. Działa bardzo krótko.
Prowess - jeśli wróg prowokuje AoO, a psychowojownikowi się wyczerpał akurat limit na tę rundę, to może wydać punkty i wykonać oportunkę. Wow, jestem pod wrażeniem. Robić moc będącą kulawą wersją słabego feata.
Psionic Scent - zapewnia scent, czyli węch. Żałośnie krótki czas działania wyklucza jej zastosowania poza walką, a w walce sprawdza się średnio.
Psionic Lion’s Charge - czyli szarżujemy z pełnym atakiem, bonusem do obrażeń i full pier@#$@#. Cudna!
Strength of My Enemy - strasznie przekombinowana. Pozwala wysysać Strength z wrogów i dodawać je sobie, ale tylko przy użyciu konkretnej broni. Ma tak krótki czas działania, ze minie, zanim zdążymy się podładować.
Sustenance - nie je, nie pije, a chodzi i bije. Kto to? Psychowojownik!
Thought Shield - zapewnia SR-a przeciwko mocom działającym na umysł. Ochrony przed dominacją nigdy za wiele.
Wall Walker - pozwala chodzić po ścianach z połową normalnej prędkości, nie pozwalając skakać ani biegać, a i to - na krótko. Lepiej lewitować.
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poniedziałek, 15 sierpnia 2011
Cerebramancer
Alignment: Any.
Hit Die: d6.
Requirements
To qualify to become a cerebremancer, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 3 ranks, Knowledge (psionics) 3 ranks.
Spells: Able to cast 2nd-level arcane spells.
Psionics: Able to manifest 2nd-level powers.
Class Skills: The cerebramancer’s class skills (and the key ability for each skill) are Knowledge (arcane) (Int), Knowledge (psionics (Int), Psicraft* (Int) and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int modifier.
Level | BAB | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +1 | Arcane manifesting (1st spell or 1 pp) |
2nd | +1 | +1 | +1 | +1 | |
3rd | +1 | +1 | +1 | +2 | Arcane manifesting (2nd spell or 3 pp) |
4th | +2 | +1 | +1 | +2 | |
5th | +2 | +2 | +2 | +3 | Arcane manifesting (3rd spell or 5 pp) |
6th | +3 | +2 | +2 | +3 | |
7th | +3 | +2 | +2 | +4 | Arcane manifesting (4th spell or 7 pp) |
8th | +4 | +3 | +3 | +4 | |
9th | +4 | +3 | +3 | +5 | Arcane manifesting (5th spell or 9 pp) |
10th | +5 | +3 | +3 | +5 | Mind and magic |
Level | Spells per Day / Powers Known |
1st | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
2nd | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
3rd | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
4th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
5th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
6th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
7th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
8th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
9th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
10th | +1 level of existing arcane spellcasting class / +1 level of existing manifesting class |
Class Features
All the following are class features of the cerebremancer prestige class.
Weapon and Armor Proficiency:
Cerebremancers gain no proficiency with any weapon or armor.
Spells per Day/Powers Known
When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.
Arcane Manifesting (Su)
A cerebramancer can use his power points to cast an arcane spell without expending a spell slot, and use his spell slot to manifest a power, without expending power points.
At 1st level, the cerebramancer can use this ability to cast a 1st-level spell by using 3 power points or to manifest a power up to 1 power point by using a 2nd-level spell slot. Every two levels thereafter, the level of spells that can be cast in this way increases by one, and the amount of the power points that can be used increased by two, to a maximum of 5th-level spells (there spells would take 11 power points) and 9-power-points powers (these powers would take 6th-level spell slots) at 9th level.
The cerebramancer can use this ability to cast prepared spells only, even if these spells have been cast that day.
Mind and Magic (Su)
Once a cerebremancer reaches 10th level, he can manifest a power and cast a spell using one action. Both the power and the spell must have the same manifesting and casting time. The cerebremancer can make any decisions concerning the power and spell independently. Any target affected by both the power and the spell takes a -2 penalty on saves made against each. The cerebremancer receives a +2 bonus on manifester and caster level checks made to overcome power and spell resistance with this power and spell. A cerebremancer may use this ability once per day.
wtorek, 2 sierpnia 2011
Elemental warrior
ELEMENTAL WARRIOR
The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fi re, water, earth, and air, and that any problem can be overcome with the correct application of these forces. The elemental warrior becomes attuned to one of these building blocks of reality, channeling its power to great effect.
Hit Dice: d10
To qualify to become an elemental warrior, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Knowledge (the planes) 2 ranks.
Special: The character must have undergo a ritual, using the proper Heart of Drake.
Class Skills
The elemental warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the elemental warrior prestige class.
Weapon and Armor Proficiency:
Elemental warriors gain no proficiency with any weapon or armor.
Elemental Affinity (Ex):
An elemental warrior is attuned to one of the Elemental Planes, which imbues her with certain related abilities. At 1st level, she selects one of the four elements (air, earth, fire, or water) as the one for which she has an affinity. She immediately gains the ability to speak (and, if she is literate, to read and write) the language associated with her chosen element (Auran, Terran, Ignan, or Aquan, respectively). She also gains resistance 10 to a particular energy type based on her chosen element (electricity, acid, fire, or cold, respectively).
Elemental Manifestation (Su):
An elemental warrior of 2nd level or higher can use a standard action to cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute and may be used a number of times per day equal to her class level. It can be dismissed as a free action.
Air: Brisk winds whip around the elemental warrior’s body. All ranged attacks against her have a 20% miss chance.
Earth: The elemental warrior’s skin is partially sheathed in rocky hide. Her natural armor bonus increases by 3.
Fire: A sheath of flame envelops the elemental warrior. Any opponent who lands a successful melee attack against her takes 1d6 points of fire damage. Creatures wielding reach weapons, such as longspears, do not take this damage.
Water: The elemental warrior becomes coated in water. She gains damage reduction 3/piercing.
Elemental Weapon (Su):
At 3rd level and higher, an elemental warrior can, as a move action, imbue any melee weapon she wields with the energy of her chosen element. The imbued weapon deals an extra 1d6 points of energy damage on each hit. The effect lasts for 1 minute and may be dismissed as a free action. She can use this ability a number of times per day equal to her class level.
If the weapon already has a magical effect that allows it to deal energy damage, that effect is suppressed for the duration of the elemental weapon effect.
When an elemental warrior reaches 5th level, this ability improves. The extra damage remains the same, but on a successful critical hit, the weapon releases a burst of energy that deals even more energy damage of the same type. The additional damage is 1d10 points for weapons with a ×2 critical multiplier, 2d10 points for weapons with a ×3 critical multiplier, or 3d10 for weapons with a ×4 critical multiplier.
Elemental Movement (Su):
At 4th level, an elemental warrior gains a special movement property based on her chosen element.
Air: The elemental warrior can fly at a speed of 20 feet (perfect maneuverability). If the character wears medium or heavy armor or carries a medium or heavy load, she can’t use this ability.
Earth: The elemental warrior gains a burrow speed of 30 feet (or equal to her base land speed, whichever is lower).
Fire: The elemental warrior’s base land speed increases by 10 feet. This benefit stacks with all other speed increases. If the elemental warrior wears heavy armor or carries a heavy load, she loses this benefit.
Water: The elemental warrior gains a swim speed of 30 feet (or equal to her base land speed, whichever is lower). She also gains the ability to breathe water.
At 4th level, elemental warriors of all kinds also gain the ability to use plane shift once per day to reach their chosen Elemental Plane (or from that Elemental Plane to the Material Plane).
Elemental Strike (Su):
Once per day, a 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. The attack requires a standard action to deliver; if it hits, it affects its target as noted below.
No save is allowed against the damage dealt by the attack, but a successful Fortitude or Reflex save negates the secondary effect. The save DC for these effects is 15 + the elemental warrior’s Con modifier.
Air: Target takes 10d6 points of bludgeoning damage from a sudden gust of wind and is knocked prone (Fort save negates knockdown).
Earth: Target takes 10d6 points of bludgeoning damage from the crushing touch attack and is pushed back 10 feet as if bull rushed (Fort save negates push).
Fire: Target takes 10d6 points of fire damage and catches on fire (Reflex save negates catching on fire).
Water: Target takes 10d6 points of damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save negates nausea).
The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fi re, water, earth, and air, and that any problem can be overcome with the correct application of these forces. The elemental warrior becomes attuned to one of these building blocks of reality, channeling its power to great effect.
Hit Dice: d10
To qualify to become an elemental warrior, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Knowledge (the planes) 2 ranks.
Special: The character must have undergo a ritual, using the proper Heart of Drake.
Level
|
BAB
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
+1
|
+1
|
+0
|
+0
|
Elemental affinity
|
2nd
|
+2
|
+1
|
+1
|
+1
|
Elemental manifestation
|
3rd
|
+3
|
+2
|
+1
|
+1
|
Elemental weapon
|
4th
|
+4
|
+2
|
+1
|
+1
|
Elemental movement
|
5th
|
+5
|
+3
|
+2
|
+2
|
Elemental burst weapon, elemental strike
|
Class Skills
The elemental warrior’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the elemental warrior prestige class.
Weapon and Armor Proficiency:
Elemental warriors gain no proficiency with any weapon or armor.
Elemental Affinity (Ex):
An elemental warrior is attuned to one of the Elemental Planes, which imbues her with certain related abilities. At 1st level, she selects one of the four elements (air, earth, fire, or water) as the one for which she has an affinity. She immediately gains the ability to speak (and, if she is literate, to read and write) the language associated with her chosen element (Auran, Terran, Ignan, or Aquan, respectively). She also gains resistance 10 to a particular energy type based on her chosen element (electricity, acid, fire, or cold, respectively).
Elemental Manifestation (Su):
An elemental warrior of 2nd level or higher can use a standard action to cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute and may be used a number of times per day equal to her class level. It can be dismissed as a free action.
Air: Brisk winds whip around the elemental warrior’s body. All ranged attacks against her have a 20% miss chance.
Earth: The elemental warrior’s skin is partially sheathed in rocky hide. Her natural armor bonus increases by 3.
Fire: A sheath of flame envelops the elemental warrior. Any opponent who lands a successful melee attack against her takes 1d6 points of fire damage. Creatures wielding reach weapons, such as longspears, do not take this damage.
Water: The elemental warrior becomes coated in water. She gains damage reduction 3/piercing.
Elemental Weapon (Su):
At 3rd level and higher, an elemental warrior can, as a move action, imbue any melee weapon she wields with the energy of her chosen element. The imbued weapon deals an extra 1d6 points of energy damage on each hit. The effect lasts for 1 minute and may be dismissed as a free action. She can use this ability a number of times per day equal to her class level.
If the weapon already has a magical effect that allows it to deal energy damage, that effect is suppressed for the duration of the elemental weapon effect.
When an elemental warrior reaches 5th level, this ability improves. The extra damage remains the same, but on a successful critical hit, the weapon releases a burst of energy that deals even more energy damage of the same type. The additional damage is 1d10 points for weapons with a ×2 critical multiplier, 2d10 points for weapons with a ×3 critical multiplier, or 3d10 for weapons with a ×4 critical multiplier.
Elemental Movement (Su):
At 4th level, an elemental warrior gains a special movement property based on her chosen element.
Air: The elemental warrior can fly at a speed of 20 feet (perfect maneuverability). If the character wears medium or heavy armor or carries a medium or heavy load, she can’t use this ability.
Earth: The elemental warrior gains a burrow speed of 30 feet (or equal to her base land speed, whichever is lower).
Fire: The elemental warrior’s base land speed increases by 10 feet. This benefit stacks with all other speed increases. If the elemental warrior wears heavy armor or carries a heavy load, she loses this benefit.
Water: The elemental warrior gains a swim speed of 30 feet (or equal to her base land speed, whichever is lower). She also gains the ability to breathe water.
At 4th level, elemental warriors of all kinds also gain the ability to use plane shift once per day to reach their chosen Elemental Plane (or from that Elemental Plane to the Material Plane).
Elemental Strike (Su):
Once per day, a 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. The attack requires a standard action to deliver; if it hits, it affects its target as noted below.
No save is allowed against the damage dealt by the attack, but a successful Fortitude or Reflex save negates the secondary effect. The save DC for these effects is 15 + the elemental warrior’s Con modifier.
Air: Target takes 10d6 points of bludgeoning damage from a sudden gust of wind and is knocked prone (Fort save negates knockdown).
Earth: Target takes 10d6 points of bludgeoning damage from the crushing touch attack and is pushed back 10 feet as if bull rushed (Fort save negates push).
Fire: Target takes 10d6 points of fire damage and catches on fire (Reflex save negates catching on fire).
Water: Target takes 10d6 points of damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save negates nausea).
niedziela, 26 czerwca 2011
Defiler
Defiling Arcane School
The defiler is a master of the dark arts. She learns how to increase his power by draining vitality from plants and animals.
Defiling (Su)
When you cast a spell, you tap the life energy of Athas and destroy vegetation around - it does not require an action, being a part of spellcasting. In some terrains, as a swift action, you can also apply a single metamagic feat to a spell without changing the spell slot you expend. You must still possess the appropriate metamagic feat. You have to use defiling every time you cast a spells. At 20th level, you treat terrain vegetation as a one level higher (i.e. a desolate terrain is a barren terrain for you).
Unnatural Touch (Sp)
As a standard action, you can make a melee touch attack that causes a living creature to become sickened for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a sickened creature with this ability, it becomes nauseated for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Fuel (Su)
At 8th level, as a swift action taken during spellcasting, you can directly drain life energy from one living target within 30 feet. For this spell, you treat a vegetation level as abundant, and the target takes 1d6 damage per spell level. The target is allowed a Fortitude save to negate this effects, the DC is 10 + 1/2 your wizard level + your Intelligence modifier (if the target succeeded, the spell is still cast, but without any modifiers). You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
The defiler is a master of the dark arts. She learns how to increase his power by draining vitality from plants and animals.
Defiling (Su)
When you cast a spell, you tap the life energy of Athas and destroy vegetation around - it does not require an action, being a part of spellcasting. In some terrains, as a swift action, you can also apply a single metamagic feat to a spell without changing the spell slot you expend. You must still possess the appropriate metamagic feat. You have to use defiling every time you cast a spells. At 20th level, you treat terrain vegetation as a one level higher (i.e. a desolate terrain is a barren terrain for you).
Unnatural Touch (Sp)
As a standard action, you can make a melee touch attack that causes a living creature to become sickened for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a sickened creature with this ability, it becomes nauseated for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Fuel (Su)
At 8th level, as a swift action taken during spellcasting, you can directly drain life energy from one living target within 30 feet. For this spell, you treat a vegetation level as abundant, and the target takes 1d6 damage per spell level. The target is allowed a Fortitude save to negate this effects, the DC is 10 + 1/2 your wizard level + your Intelligence modifier (if the target succeeded, the spell is still cast, but without any modifiers). You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
poniedziałek, 2 maja 2011
Preserver
Preservation Arcane School
The preserver uses magic without harm to plants and animals. She is skilled in hiding her magic from viewers.
Hidden Art (Su)
You gain a +2 enhancement bonus on Bluff, Disguise, and Sleight of Hands skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, any spell you cast is silenced and stilled (as with Silent Spell and Still Spell metamagic feats), without using higher slot levels.
Calming Touch (Sp)
You can use your preserving and nutritious magic to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Preserving Aura (Su)
At 8th level, you can emit a 30-foot preserving aura for a number of rounds per day equal to your wizard level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. Additionally, any attempts to defile the protected area (even partially) automatically fails, and the spell is cast without defiling. These rounds do not need to be consecutive.
The preserver uses magic without harm to plants and animals. She is skilled in hiding her magic from viewers.
Hidden Art (Su)
You gain a +2 enhancement bonus on Bluff, Disguise, and Sleight of Hands skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, any spell you cast is silenced and stilled (as with Silent Spell and Still Spell metamagic feats), without using higher slot levels.
Calming Touch (Sp)
You can use your preserving and nutritious magic to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Preserving Aura (Su)
At 8th level, you can emit a 30-foot preserving aura for a number of rounds per day equal to your wizard level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. Additionally, any attempts to defile the protected area (even partially) automatically fails, and the spell is cast without defiling. These rounds do not need to be consecutive.
czwartek, 28 kwietnia 2011
Templariusze
Szybka zmiana: na Athasie templariusze smoczych bogów są dość specyficznymi kapłanami. Dlatego z listy ich umiejętności wypada Heal oraz Knowledge (history), zaś na ich miejsce wchodzi Intimidate oraz Knowledge (local).
Innymi słowy, lista ich umiejętności wygląda tak:
Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Dodatkowo, wszyscy templariusze otrzymują Exotic Weapon Proficiency: whip.
Innymi słowy, lista ich umiejętności wygląda tak:
Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Dodatkowo, wszyscy templariusze otrzymują Exotic Weapon Proficiency: whip.
niedziela, 17 kwietnia 2011
Athasian bard
Athasian bard
Athasian bards are entertainers, travelers, poison experts and sometimes even assassins. They are swift and stealthy and use trickery and guile to their own advangate.
Poison Use (Ex):
At 1st level, an Athasian bard is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.
This ability replaces bardic knowledge.
Sneakspell (Ex):
At 2nd level, an Athasian bard adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level.
This ability replaces versatile performance.
Sneak Attack (Ex):
At 5th level, an Athasian bard inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th.
This ability replaces lore master.
Athasian bards are entertainers, travelers, poison experts and sometimes even assassins. They are swift and stealthy and use trickery and guile to their own advangate.
Poison Use (Ex):
At 1st level, an Athasian bard is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.
This ability replaces bardic knowledge.
Sneakspell (Ex):
At 2nd level, an Athasian bard adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level.
This ability replaces versatile performance.
Master Poisoner (Ex):
At 3rd level, an Athasian bard can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The Athasian bard also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her bard level.
This ability replaces inspire competence.
Sneak Attack (Ex):
At 5th level, an Athasian bard inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th.
This ability replaces lore master.
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