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Маркономикон » Spelljammer: Туманность феникса » Исходники » Престижы
Престижы
Маркон_Феникс Дата: Среда, 08.12.2010, 11:40 | Сообщение # 1
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Master Scavenger

Many spacefarers scavenge from time to time to suppliment their needs, but few raise it to such an art as the master scavenger. They are experts at looting ships for helms and other valuables from disabled ships, and knowing how to turn common castoff items into usable equipment.

This class is most attractive to rangers and rogues. Few other classes possess the sharp eyes, independant nature, and patience required to gain it. Though many master scavengers work alone, trusting only in their own abilities; others lead groups of like-minded individuals.

Hit Die: d6
Requirements

To qualify to become a master scavenger, a character must fulfill all the following criteria.

Skills:Appraise 4 ranks, Craft (any) 4 ranks, Search 8 ranks, Spot 8 ranks.
The Master Scavenger

The Master Scavenger Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Thorough scavenger, sense magic
2nd +1 +3 +3 +0 Improvised tools
3rd +1 +3 +3 +1 Knack for repair, sharp eyes
4th +2 +4 +4 +1 Improvised weapons
5th +2 +4 +4 +1 Skill mastery, inflate value

Class Skills

The master scavenger's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex), and Survival (Wis) or Wildspace Survival (Wis).

Skill Points at Each Level: 6 + Int modifier.
Class Features

All of the following are class features of the master scavenger prestige class.

Weapon and Armor Proficiency: The master scavenger gains proficiency in all simple weapons, and in light armor.

Thorough Scavenger (Ex): Whenever the master scavenger takes 20 on a Search check, he may add his class level to the check result.

Sense Magic (Su): By handling an item, the master scavenger can detect any magical auras in effect on the item, just as if he had cast detect magic. The first round reveals the presence of any magical auras, the second the number of auras present and the strength of the strongest aura, and the third the strength of each aura. In place of a Spellcraft check, the master scavenger may make a Search check to determine the school of magic involved (the DC is the same).

Improvised Tools (Ex): The master scavenger can attempt Craft, Disable Device, and Open Lock skill checks with no specialized tools without suffering the normal -2 penalty.

Knack for Repair (Ex): Whenever the master scavenger repairs an item, he gains a +4 bonus to the Craft check required. See the Craft skill in the Player's Handbook for information on repairing items.

Sharp Eyes (Ex): The master scavenger gains a +2 bonus to Search and Spot checks.

Improvised Weapons (Ex): The master scavenger suffers only a -2 penalty (rather than the normal -4) when wielding an improvised weapon, a weapon that he is not proficient in, or when throwing a weapon not meant for throwing.

Skill Mastery (Ex): When making a Disable Device, Open Lock, Search, Spot, or Use Rope check, the master scavenger may take 10 even if stress and distraction would normally prevent him from doing so.

Inflate Value (Su): When selling an item, the master scavenger can make the item seem more valuable than it actually is. This requires a Bluff check (opposed by the buyer's Sense Motive check; grant the buyer a +10 circumstance bonus to the check); if successful, the master scavenger can sell the item for 25% more than its normal value. This is a mind-affecting ability.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 11:41 | Сообщение # 2
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Stellar Corsair

The stellar corsair is a roving warrior, bringing the mentality of the privateer to the spacelanes. She can be a semi-official agent of the law—traveling under letters of marque of a government or merchant house—or a freebooter serving her own greed.

Though fighters and rogues are naturally drawn to this class; paladin, bard, and even barbarian or monk stellar corsairs are not unheard of.

Hit Die: d8
Requirements

To qualify to become a stellar corsair, a character must fulfill all the following criteria.

Base Attack Bonus: +4

Skills: Balance 4 ranks, Climb 5 ranks, Knowledge (local) 4 ranks, Profession (spacehand) 2 ranks, Tumble 4 ranks, Use Rope 5 ranks.

Feats: Weapon Finesse

Stellar Corsair Features
The Stellar Corsair Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Scale the rigging
2nd +2 +0 +3 +0 Gather the crew (+2)
3rd +3 +1 +3 +1 Sneak attack +1d6
4th +4 +1 +4 +1 Fortune's smile
5th +5 +1 +4 +1 Uncanny dodge
6th +6 +2 +5 +2 Sneak attack +2d6
7th +7 +2 +5 +2 Inspire the crew, gather the crew (+4)
8th +8 +2 +6 +2 Improved uncanny dodge
9th +9 +3 +6 +3 Sneak attack +3d6
10th +10 +3 +7 +3 Scourge of the spacelanes

Class Skills

The stellar corsair's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (wildspace), Move Silently (Dex), Search (Int), Spot (Wis), Tumple (Dex), Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.
Class Features

All of the following are class features of the stellar corsair prestige class.

Weapon and Armor Proficiency: The stellar corsair gains proficiency with the dagger, longsword, rapier, sap, scimitar, and short sword; and with light armor.

Scale the Rigging (Ex): A stellar corsair can climb ropes and rope ladders at an accelerated rate without suffering a -5 penalty to Climb checks.

Gather the Crew (Ex): The stellar corsair gains a bonus to her Leadership score for the purpose of attracting followers (but not for attracting cohorts). This bonus is +2 at 2nd level and +4 at 7th level.

Sneak Attack (Ex): The stellar corsair gains the sneak attack ability (see the rogue section in the Player's Handbook) at 3rd level if she does not already have it. She gains a +1d6 damage with this attack initially, and this rises by +1d6 per three stellar corsair levels thereafter. If she already has the sneak attack ability from a previous class, the damage bonuses stack.

Fortune's Smile (Ex): Once per day, the stellar corsair may reroll any attack, saving throw, ability check, or skill check that she has just made. The stellar corsair must accept the second roll, regardless of whether or not it represents an improvement.

Uncanny Dodge (Ex): Starting at 5th level, the character gains the uncanny dodge ability (see the rogue section in the Player's Handbook) if she does not already have it.

Inspire the Crew (Su): The stellar corsair's stirring words can inspire courage in her allies, much like a bard's song. To be affected, an ally must hear the stellar corsair speak for one round. The effect lasts as long as the stellar corsair speaks and for 5 rounds after the stellar corsair stops speaking (or 5 rounds after the ally can no longer hear the stellar corsair). While speaking in this way, the stellar corsair can fight but not cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. The stellar corsair can inspire courage a number of times per day equal to her Charisma modifier (minimum once per day). This is a language-dependent, mind-affecting ability.

Improved Uncanny Dodge (Ex): At 8th level, the stellar corsair gains the improved uncanny dodge ability (see the rogue section in the Player's Handbook) if she does not already have it.

Scourge of the Spacelanes (Ex): By 10th level, the stellar corsair's reputation is so legendary that any enemies fighting her (or her crew, as long as her presence is known) suffer a -2 morale penalty to attacks, damage, and saves vs. fear. In addition, she gains a +4 circumstance bonus to Intimidate checks.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 11:42 | Сообщение # 3
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Storykeeper

The traditions of the storykeeper often arise among displaced cultures. Storykeepers maintain the legends and history of the culture, regardless of any obstacles their people might encounter over the centuries. They are often found at the center of their community.

Bards and clerics dedicated to the preservation of community make natural storykeepers. Wizards have the aptitude for the class, though they sometimes lack the flair of a performer. Few other classes have the combination of skill necessary for the role of storykeeper.

Hit Die: d6
Requirements

To qualify to become a storykeeper, a character must fulfill all the following criteria.

Skills: Diplomacy 2 ranks, Gather Information 2 ranks, Knowledge (history) 8 ranks, Knowledge (local) 4 ranks, Perform (ballad, epic, ode or storytelling) 5 ranks.

Feats: Skill Focus (Knowledge [history]).

TheStorykeeper
The Storykeeper Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Repository of knowledge +1 level of existing class
2nd +1 +0 +0 +3 Inspiring tales +1 level of existing class
3rd +1 +1 +1 +3 Soothing voice +1 level of existing class
4th +2 +1 +1 +4 Hypnotic voice +1 level of existing class
5th +2 +1 +1 +4 Zealous inspiration +1 level of existing class

Class Skills

The storykeeper's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (any) (Int), Perform (Cha), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.
Class Features

All of the following are class features of the storykeeper prestige class.

Weapon and Armor Proficiency: The storykeeper gains no proficiency in any weapons or armor.

Repository of Knowledge (Ex): The storykeeper may add his class level to any Knowledge checks made in reference to his own culture.

Inspiring Tales (Su): By relating an inspiring tale of his culture, the storykeeper can instill courage in those who share his race and/or culture. This functions identically to the bard's inspire courage ability. The storykeeper may use this ability once per day per class level.

Soothing Voice (Su): At third level the storykeeper's voice becomes soothing and restful. This can create any of the following three effects, at the storykeeper's choice. First, the storykeeper can make a Perform check (rather than a Heal check) to provide long-term care to an injured patient. Second, it calms agitated creatures (just as a calm emotions spell). Third, it can protect the storykeeper from attacking creatures (just as a sanctuary spell). Regardless of the effect, the DC to resist is 10 + class level + Cha modifier. Using soothing voice requires a standard action to begin, and the effect lasts as long as the storykeeper continues to speak (he can fight, but can't cast spells that require a verbal component or use items that require a spell completion or activate via magic word). The storykeeper may use soothing voice as often as desired, but he can't use more than one soothing effect at a time. This is a mind-affecting ability.

Hypnotic Voice (Su): By fourth level, the storykeeper's power of voice becomes so potent that it can hypnotize listeners. This can affect one creature per class level within a range of 30 feet. The storykeeper must speak for a full round, after which each creature to be affected must make a Will save (DC = 10 + class level + Cha modifier) or be hypnotized (as the hypnotism spell). Any creature not engaged in combat suffers a -4 penalty to the saving throw. The effect lasts as long as the storykeeper continues to speak (he can fight, but can't cast spells that require a verbal component or use items that require a spell completion or activate via magic word), plus two rounds. The storykeeper may use this power a number of times per day equal to his Charisma modifier (minimum once per day). This is a mind-affecting ability.

Zealous Inspiration (Su): At fifth level, the storykeeper can inspire near-zealous heroics in his allies. Once per week, the storykeeper can speak for a full hour. Anyone hearing the entire speach gains the effects of a heroes' feast (cured of all diseases; healed of 1d4+4 points of damage; immune to poison and magical fear and hopelessness for 12 hours; and gain a +1 morale bonus to attacks for 12 hours). This is a mind-affecting ability.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 11:44 | Сообщение # 4
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Wonderseeker

"All the riches of the spheres are my treasure vault."

Wonderseekers are a breed apart, a chaotic order whose members live to amuse themselves. They are dilettantes that dabble unpredictably in the affairs of others for personal satisfaction. The manner of their dabbling is likewise unpredictable, from providing information and help to backstabbing and artful torture. They can be friend in one encounter, and deadly foe in the next. They are skilled in the arts of trade and thievery. Their lust for wild adventure and an innate wanderlust means that wonderseekers are often adept explorers. Through their activities they amass a good deal of magic and power.

Wonderseekers are as chaotic in their wardrobe as they are in personal affairs. They favor frilly, fantastic garb with gaudy jewelry and body adornments. The use of elaborate, courtly manners matched with flowery speech is a trademark of the wonderseeker.

A wonderseeker eternally seeks entertainment. They are often bored, setting off on some new, wild adventures. Wonderseekers are creatures of self-pleasure and self-achievement. They achieve satisfaction through acts to bolster their own egos or increase their personal power. There is a good deal of mutual respect and honor between wonderseekers, often allying and aiding each other against hated rivals such as neogi, illithids, and other monsters.

Ego-clashes between rival wonderseekers is the stuff of legend, feuds known as "The Death of Seven"—a uniquely wonderseeker ritual. It involves one wonderseeker anonymously hiring seven assassins to slay another wonderseeker. Each assassin works alone and makes but a single attempt on the life of the victim and must leave a clue to his or her sponsor's identity. The sponsor devises and supplies these clues, often spending many months dreaming up the most clever and ingenious clues. A victim must be given at least one day reprieve between each assassination attempt. A wonderseeker who survives all seven attempts gains a ritual immunity to any further "Death of Seven" from the wonderseeker who initiated it. He or she must also have received clear clues about who initiated the "Death of Seven" and may initiate a "Death of Seven" of his own.

Wonderseekers are calm and uncaring in face of the gravest danger. Those that follow them or their advice often do so at their peril. The discovery of novelties and new experiences is their quest. Against those that would impose order on them or others, they are deadly foes.

Hit Die: d8
Requirements

To qualify to become a wonderseeker, a character must fulfill all the following criteria.

Base Attack Bonus: +6

Skills: Gather Information 4 ranks, Profession (spacehand) 6 ranks, Sense Motive 4 ranks.

Feats: Dodge, Improved Initiative, Lightning Reflex, Mobility.

Alignment: Any non-lawful.

Special: The potential wonderseeker must have met and befriended by another wonderseeker and been "blooded" in a battle aboard a spelljammer vessel in wildspace.

Wonderseeker Features
The Wonderseeker Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Wonderseeker power
2nd +1 +0 +3 +0 Strike first, strike last
3rd +2 +1 +3 +1 Uncanny dodge
4th +3 +1 +4 +1 Wonderseeker power
5th +3 +1 +4 +1 Improved dodge
6th +4 +2 +5 +2 Improved uncanny dodge
7th +5 +2 +5 +2 Wonderseeker power
8th +6 +2 +6 +2 Slippery mind
9th +6 +3 +6 +3 Defensive roll
10th +7 +3 +7 +3 Wonderseeker power

Class Skills

The wonderseeker's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Str), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the wonderseeker prestige class.

Weapon and Armor Proficiency: A wonderseeker gains no proficiency with any weapon or armor.

Wonderseeker Powers
Wonderseeker Powers Lvl+Cha Mod Spell
1 expeditious retreat
2-3 spider climb
4-5 levitate
6-7 invisibility
8-9 fly
10 dimension door
11 improved invisibility
12 telekinesis
13+ teleport

Wonderseeker Powers (Sp): A wonderseeker at 1st level gains the ability to cast a spell 3 times a day. The wonderseeker chooses one spell form the Wonderseeker Powers Table. His level as a wonderseeker plus Charisma modifier determines which spell he chooses, he may choose a lesser spell if he so wishes. Every three levels afterward (4th, 7th and 10th level) the wonderseeker adds an additional wonderseeker spell and increases the number of spells per day by one, thus by 10th level the wonderseeker has 6 spells slots from which he can cast any one of his four wonderseeker spells.

Strike First, Strike Last (Ex): A wonderseeker of at least 2nd level adds his Intelligence bonus to his initiative checks.

Uncanny Dodge (Ex): Starting at 3rd level, the wonderseeker gains the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a wonderseeker already has uncanny dodge from a different class (such as from barbarian or rogue), he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): At 6th level, the wonderseeker can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies others with sneak attack to use such attacks. The exception to this defense is that an attacker at least 4 levels higher than the character can flank him (and thus sneak attack him).

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 level required to flank the character.

Improved Dodge (Ex): At 5th level wonderseeker, the wonderseeker gets to apply his +1 bonus to all opponents he can perceive, this improves to a +2 bonus at 8th level.

Slippery Mind (Ex): This extraordinary ability represents the wonderseeker's ability to wriggle free from magical effects that would otherwise control or compel him. If a wonderseeker with a slippery mind is affected by an enchantment and fails his saving throw, 1 round latter he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw.

Defensive Roll (Ex): The wonderseeker can roll with a potentially lethal blow to take less damage from it. Once per day, when a wonderseeker would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the wonderseeker can attempt to roll with the damage. He makes a Reflex saving throw (DC = damage dealt) and if he is successful, he takes only half damage from the blow. He must be aware of the attack and be able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he cannot roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the wonderseeker's evasion ability does not apply to the defensive roll.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 11:45 | Сообщение # 5
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Courier
“A mind is a terrible thing to waste”

The courier is the messenger commonly used both in wildspace and groundling nations since the first need to send verbal messages safely from court to another court or general in the field. His clients trust him to be reliable and discrete and he in turn enjoys their support in his travel through the distance kingdoms and expanse of the crystal spheres. They are a very secure means of communication and a single courier can carry many messages, and are much cheaper then many magical means because wizards are expensive (sending spell costing 450gp minimum and restricted to 25 words) and their trustworthiness are often in question.
A courier must have proven he is trust worthy and has what it takes to survive to get messages safely to the designated beneficiary. As such rogues with their uncanny ability to move unseen or just lucky in avoid otherwise lethal battles are most likely to become couriers. Bards are also commonly found to be couriers as well and for that king that wants a message to reach a general in the deep woodlands of some foreign power will like having a ranger/courier as well. Other classes are less likely to pursue the career of a courier.
Hit Dice: d6.

Requirements
To qualify to become a courier, a character must fulfill the following criteria.
Base Attack Bonus: +4
Diplomacy: 8 ranks
Feats: Iron Will, Trustworthy
Special: Must know how to speak, read and write at least 3 languages.

Class Skills
The courier skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at each level: 6 + Int modifier.

Class Features
Weapon and Armor Proficiency: The courier gains neither new armor proficiencies nor weapon proficiencies when acquiring this prestige class. They retain their armor and weapon proficiencies they have from their other classes.
Messengers Mind (Ex): The courier has a well developed memory in which he may carry many messages. This memory allows the courier to repeat verbatim anything he has heard, if he knows the language spoken at the time. If he does not know the language, he can attempt to reproduce the sounds he heard, but he must make a successful Intelligence check (DC 10) in order to get the message right. This check should be made secretly by the DM; the courier always thinks he has reproduced the sounds correctly.
A courier traveling from one populated world or kingdom to another can announce his destination and offer to carry messages. The courier can carry a number of messages equal to 4 + Intelligence modifier per level of courier class, although not all the messages need have the same destination. Each time the courier enters a port or city, he can advertise for and receive 3d6 messages to deliver, at a prepaid fee of 5 to 50 gp per message (fee varies by the length and complexity of the message, the distance it must travel, and the reputation of the courier).
Once the courier arrives at destination he set about to finding the beneficiaries of the messages he carries. To do this he must make a Knowledge (local) check, typically DC 10 for most people but some people are harder to find then others (skills such as gather information and feat investigator can make this check easier), this check can be as hard as DC 30. The DC check determines how long it takes the courier to find the beneficiary, DC 10 takes about 1 hour, DC 15 two hours, DC 20 four hours, DC 25 8 hours, and DC 30 16 hours. The courier in order to protect his reputation will do so within a week of arrival and certainly before he leaves the city or port. Couriers may also receive gratuities from message recipients for successfully delivering welcome news, but he should be prepared to defend himself against the displaced anger of the recipient should the news be bad.
Flawless Translator (Ex): Couriers are natural translators. If the courier knows the language spoken, he is able to translate it to any other language he knows, such translations preserve as much of the actual intent (not just the literal meaning) of the original message as possible. They gain this ability at 2nd level.
Bonus Languages: Courier's constant strive to learn new languages to expand the number of clients they can serve. A courier can choose any new language at 3rd level and another every two levels their after.
Special Abilities: On attaining 4th level, and every two levels thereafter (6th, 8th and 10th), a courier gains a special ability of his choice from among the following options.
Fast Movement (Ex): Sometime speed is of the essence of getting a message to a beneficiary. As such a courier's land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the courier's speed because of any load carried or armor worn. For Example, a human courier has a speed of 40 feet rather then 30 feet, when wearing light or no armor. When wearing medium load, his speed drops to 30 feet. A halfling courier has a speed of 30 rather than 20 feet, in light or no armor. When wearing medium armor or carrying medium load, his speed is 20 feet.
Mind Vault (Ex): The courier's memory and thoughts are very difficult to access either by psionic telepathic powers or mind-affecting divinations or enchantments (i.e. detect thought spell). The courier is immune to such spells and effects that would invade his thoughts or memory.
Slippery Mind (Ex): This ability represents the courier's ability to wriggle free from magical effects that would otherwise control or compel him. If a courier with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round latter at the same DC. He only gets this one extra chance to succeed on his saving throw.
Feat: A courier may gain a bonus feat in place of a special ability.

The Courier
Base Fort Reflex Will
Level Attack Bonus Save Save Save Special
1st +0 +0 +2 +2 Messengers Mind
2nd +1 +0 +3 +3 Flawless Translator
3rd +2 +1 +3 +3 Bonus Language
4th +3 +1 +4 +4 Special Ability
5th +3 +1 +4 +4 Bonus Language
6th +4 +2 +5 +5 Special Ability
7th +5 +2 +5 +5 Bonus Language
8th +6 +2 +6 +6 Special Ability
9th +6 +3 +6 +6 Bonus Language
10th +7 +3 +7 +7 Special Ability

Epic Courier
The epic courier is renowned for his ability to get messages to a beneficiary and kings and commoners alike trust him without question. They continue much as they did before becoming epic except their pay is 10 to 100 gp per message.
Other Options: A few epic couriers will create a guide of couriers and his reputation helps these new couriers get a higher price for messages cause of his awesome reputation. Most of these gain feats such as leadership, epic leadership and legendary commander.
Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier
Bonus Languages: A Courier's continues to expand the number of new languages even after achieving epic level. The epic courier can choose any new language at 11th level and another every two levels thereafter.
Epic Bonus Feat: The epic courier gains a bonus feat (selected from the list of epic courier feat) every two levels after 10th.
Epic Courier Bonus Feat List: Blinding Speed, Energy Resistance, Epic Endurance, Epic Reputation, Epic Speed, Legendary Climber, Legendary Leaper, Legendary Rider, Polyglot.
Special Abilities: The courier does not gain additional courier special abilities after 10th level, but can choose a courier special ability from Player's Handbook (faster movement, slippery mind) instead of a bonus feat.

The Epic Courier
Level Special
11th Bonus Language
12th Epic Bonus Feat
13th Bonus Language
14th Epic Bonus Feat
15th Bonus Language
16th Epic Bonus Feat
17th Bonus Language
18th Epic Bonus Feat
19th Bonus Language
20th Epic Bonus Feat


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 11:47 | Сообщение # 6
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Imposter
“I just want to look my best.”

Imposters are spellcasters who use magic to disguise themselves as other people. The motives behind this are many, and include spying and infiltration, cons and scams and sometimes even entertainment or self-amusement. Whatever the reasons, those who have reason to believe they may have become involved with an imposter become justifiably paranoid, for a skilled imposter has the potential to masquerade as almost anyone.
Wizards and sorcerers are the most common people to take up this class, but because it requires skills not normally pursued, they are often multi-classed wizard/rogues, sorcerer/rogues or sorcerer/bards, the latter being very common. Humans are the most likely to follow this career path, though gnomes seem to have a knack for it as well.
Hit Dice: d4.

Requirements
To qualify to become an imposter, a character must fulfill the following criteria.
Alignment: Any non-lawful
Bluff: 5 ranks
Diplomacy: 5 ranks
Disguise: 5 ranks*
Innuendo: 5 ranks
Sense Motive: 5 ranks
Spellcraft: 7 ranks
Feats: Skill Focus — Disguise
Spells: Ability to cast alter self and change self.

Class Skills
The imposter's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Chr), Disguise* (Cha), Forgery (Int), Knowledge (Int), Listen (Wis), Profession (Wis), Read Lips (Int, exclusive skill), Scry (Int, exclusive skill), Speak Language, and Spellcraft (Int)

Skill Points at each level: 4 + Int modifier.

Class Features
Weapon and Armor Proficiency: Imposters do not gain proficiencies with armor, weapons, or shields.
Spells per Day: An imposter continues training in magic. Thus, when a new imposter level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of imposter to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before she became an imposter, she must decide to which class she adds each level of imposter for purposes of determining spells per day when she adds the new level.
Extend “Self” Spells: An imposter gains the ability to double the duration of any illusion or transmutation spell with a descriptor of “self” in the name of the spell (alter self and polymorph self are the most common spells that fit this description). An extended “self” spell uses a spell slot of the spell's normal level; this may be modified by other metamagic feats. This ability stacks with the feat Extend Spell, which would make all spells augmented by this ability to last three times longer.
Stock Persona (Ex): At 2nd, 5th and 8th level the imposter gains a stock persona. This persona includes a specific appearance, personality, and approach to life. The persona need not be of the same race or gender as the imposter, but it must be within 1 to 3 inches of the imposter's actual height. Moreover, this persona cannot be a real person; it must be the creation of the imposter.
If the imposter's stock persona is discovered, she could “retire” that persona and develop a new one, she must spend one month rigorously practice subtle vocal intonations and body language before she feels practiced enough to use it in full view of the public.
Sculpt Self (Ex): An impostor can permanently sculpt her body while under the effect of transmutation spell such as alter self. When sculpting self she has the following limits: cannot grow new appendages, gain new organs, lose old ones, or otherwise alter its basic body structure. She also maintains her mass (she cannot lose or gain any mass from this application of an alter self spell). She is free, however, to rearrange it to a considerable extent, including change of hair and skin color. By doing so, she can be 1 to 3 inches taller of shorter than her original height; the imposter's mass will need to be redistributed accordingly.
Beyond these limitations, the impostor can alter her appearance as she chooses. An imposter uses this ability in tandem with one of the aforementioned “self” spells, and the sculpting process is considered instantaneous (even if the magic of the “self” spell is still in operation). The impostor's new features become her natural features and they do not revert to their previous condition by use of dispel magic, anti-magic, or the death of the imposter.
Deceive Prying (Ex): This ability protects the imposter from magical and psionic examination (not attack). The thoughts of the recipient are overlaid by a set of beliefs and surface thoughts that are supplied by the stock persona, in response to what the being sees happening.
Mend the Broken Body (Ex): Each time that an imposter casts a transmutation spell with designator “self” in the spell's name (alter self and polymorph self are the most common spells that fit this description), she can heal 1 hit point per level of impostor. This healing occurs at the instant of changing forms and is in addition to any healing afforded by the cast “self” spell.
Shift Aura (Ex): The imposter is able control and shifts her aura so it appears to be any other alignments for the purpose detect spells and true sight spell. This ability grants the imposter the ability to break geas/quest spells at will that is place upon them and to avoid disturbance in her aura caused by lying (i.e., discern lie spell will not detect a lie of an impostor).
Evade Scrying (Ex): At 9th level ability to shift persona and aura is so extraordinary those that seek to scry upon any one persona have his DC increased by +10.
A Thousand Faces (Su): At 10th level, an imposter gains the supernatural ability to change her appearance at will, as if using the spell alter self. A thousand faces cannot be combined with Mend the Broken Body to allow massive amounts of healing.

The Imposter
Class Base Fort Reflex Will
Level Attack Bonus Save Save Save Special Spells per Day
1st +0 +0 +0 +2 Extend Self Spells +1 level of existing class
2nd +1 +0 +0 +3 Stock Persona +1 level of existing class
3rd +1 +1 +1 +3 Sculpt Self +1 level of existing class
4th +2 +1 +1 +4 Deceive Prying +1 level of existing class
5th +2 +1 +1 +4 Stock Persona +1 level of existing class
6th +3 +2 +2 +5 Mend the Broken Body +1 level of existing class
7th +3 +2 +2 +5 Shift Aura +1 level of existing class
8th +4 +2 +2 +6 Stock Persona +1 level of existing class
9th +4 +3 +3 +6 Evade Scrying +1 level of existing class
10th +5 +3 +3 +7 A Thousand Faces +1 level of existing class

*When using alter self, an impostor receives an additional +10 circumstance bonus to Disguise checks. Those impostors that have access to detect thought spell be it magic item or spell may receive a +4 circumstance bonus to Bluff and Disguise checks, at the DMs discretion.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 11:48 | Сообщение # 7
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Master Marine
“Captain, this may be your ship, but these are my men.”

The marines are found wherever a land or ship needs to be defended or taken in an assault action. Often a marine that is a natural leader will arise from such company of marines. This natural leader among marines is the Master Marine!
The Master Marine prestige class is drawn predominately from the fighter and ranger classes. Paladins can be master marines in units that serve a just kingdom or ethical merchant guild. A few multiclassed fighter/rogues or fighter/clerics can also be found taking the master marine prestige class; clerics that pursue this class often have the domain of war. Rarely does one find either a sorcerer or wizard master marine.
Hit Dice: d10.

Requirements
To qualify to become a master marine, a character must fulfill the following criteria.
Alignment: Any lawful
Base Attack Bonus: +6
Intimidate: 4 ranks
Profession (spacehand): 5 ranks
Feats: Endurance, Die Hard, Iron Will, Leadership, Toughness

Class Skills
The master marine's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Balance (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), Use Rope (Dex).

Skill Points at each level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: The marine is proficient with all simple, martial and firearm weapons, all types of armor and shields.
Leadership: Add this value to the character's Leadership score (see the Leadership feat, page 106 of the Dungeon Master's Guide). Nearly all master marines have a group of marines (warriors typically) under their command.
Rallying Cry (Su): The master marine can utter a powerful shout (typically “Death before Dishonor, Charge!”) that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by 5 feet until the master marines next turn. Traditionally, the rallying cry is used when the marines are about to board another ship or when renewing a fight against another enemy. This mind affecting ability may be used up to three times a day.
Nerves of Steel (Ex): This ability allows the master marine a second saving throw against a failed save verses a fear spell or effect.
Too Stubborn to Die (Ex): At 3rd level the master marine automatically stabilizes his wounds when his hit points drop below 0, and unlike most people that pass on at when they reaches –10 hit points, he refuses to die until he reaches –15 hit points.
True Grit (Ex): At 4th level a master marine can muster great determination and release his hidden reserve of energy to rejuvenate himself and, for a brief time, increase his strength and speed. This hidden reserve of energy can be drawn up on as a free action once per day and heals the master marine 6 hit points of damage, and for that given round he gains +10 feet morale bonus to movement and a +4 morale bonus to his strength score. Every three levels after 4th level the master marine gains one addtional use of true grit per day. No matter how many times a day a master marine can call upon his true grit ability, he can only do so once per round.
Bonus Feat: At 5th level and every three levels thereafter, a master marine may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.
Damage Reduction: Starting at 6th level, the master marine gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the master marine takes each time he is dealt damage. At 9th level, this damage reduction rises to 2. Damage reduction can reduce damage to 0 but not below 0.

The Master Marine
Base Fort Reflex Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Rallying Cry, Leadership +1
2nd +2 +3 +0 +3 Nerves of Steel
3rd +3 +3 +1 +3 Too Stubbon to Die
4th +4 +4 +1 +4 True Grit 1/day, Leadership +2
5th +5 +4 +1 +4 Bonus Feat
6th +6 +5 +2 +5 Damage Reduction 1/—
7th +7 +5 +2 +5 True Grit 2/day, Leadership +3
8th +8 +6 +2 +6 Bonus Feat
9th +9 +6 +3 +6 Damage Reduction 2/—
10th +10 +7 +3 +7 True Grit 3/day, Leadership +4

Epic Master Marine
The few, the proud, the master of men and mayhem, the epic master marine is known to marines in no fewer then 10 crystal spheres. His men know they are serving the best with no exceptions. Epic master marines serve only the most powerful nations or have built up an organization that is unparalleled in the know spheres for producing the finest marines. They have Epic leadership and Legendary Commander for epic feats.
Other Options: Some few epic master marines choose not to lead armies, but instead command very small group of marines. These epic marines take feats that allow them to help protect their men under their command, such as: Widen Aura of Courage (if paladin), and non-epic feats such as Defensive Throw, Greater Kiai Shout, Kiai Shout, Phalanx Fighting.
Hit Die: d10
Skill Points at Each Additional Level: 2 + Int modifier
Damage Reduction: The master marines's damage reduction increases by 1 point for every 3 levels above 9th level.
True Grit (Ex): The number of uses per day that the master marine's true grit ability may be used is increased at 13th level, four times per day and an additional use every three levels thereafter.
Leadership: The master marine's natural leadership continues to increase +1 per three levels above 10th level.
Epic Bonus Feats: The epic master marine gains a bonus feat (selected from the list of epic master marine) every three levels after 8th.
Epic Master Marine Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the master marine may treat any feat designated as a fighter bonus feat, but not listed here, as being on his or her bonus feat list.

The Epic Master Marine
Level Special
11th Epic Bonus Feat
12th Damage Reduction 3/—
13th True Grit 4/day, Leadership +5
14th Epic Bonus Feat
15th Damage Reduction 4/—
16th True Grit 5/day, Leadership +6
17th Epic Bonus Feat
18th Damage Reduction 5/—
19th True Grit 6/day, Leadership +7
20th Epic Bonus Feat


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 13:09 | Сообщение # 8
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Airship Pilot
“ What do you mean? She's the fastest ship in the realms! This baby can outrun a gold dragon. ”
—Han Duo, human Airship Pilot

Become king of the skies. With your airship at your command, you stride through the heavens.
[edit] Becoming an Airship Pilot

Those who acquire an airship may dedicate themselves to piloting their craft and improving it. The aircraft is another tool in their inventory which allows them to succeed.
Entry Requirements Base Attack Bonus: +3.
Skills: Knowledge (Engineering) 8 ranks, Profession (Pilot) 6 ranks, Use Rope 4 ranks.
Special: Must possess an airship worth at least 10,000 gp. The means of acquisition are irrelevant. You may also require levels in certain classes depending on your Captain style chosen.
Table: The Airship Pilot

Hit Die: d8

Level Base
Attack Bonus Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +0 Captain Style, Piloting Skill, Upgrade Special Class Advancement
2nd +1 +0 +0 +0 Shipbound, Upgrade
3rd +2 +1 +1 +1 Upgrade Special Class Advancement
4th +3 +1 +1 +1 Home Turf, Upgrade
5th +3 +1 +1 +1 Awaken Airship, Upgrade Special Class Advancement

Class Skills (6 + Int modifier per level)
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (the planes) (Int), Profession (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
[edit] Class Features

All of the following are class features of the Airship Pilot.

Captain Style: When you first take levels in airship pilot, you choose a captain style. The choice you make determines the aspect of your saving throws, and special class advancement. Once you select a style you cannot change it.

Inspirational Style: You obtain a good Reflex and Will save progression. At each special class advancement (1st, 3rd, and 5th) you gain an effective level in determining the number of bardic musics per day and types of bard songs you know. If you do not possess any levels in bard or another class which grants bardic music, this provides no benefit.

Military Style: You obtain a good Fortitude save progression and full BAB. At each special class advancement (1st, 3rd, and 5th) you gain an effective level in fighter for the purpose of meeting feat pre-requisites. Unlike most styles, you do not require fighter levels to benefit from this.

Sky Pirate Style: You obtain a good Reflex save progression. At each special class advancement (1st, 3rd, and 5th) you gain +1d6 sneak attack, If you do not possess any levels in rogue or another class which grants sneak attack or similar, this provides no benefit.

Spellwrought Style: You obtain a good Will save progression. At each special class advancement (1st, 3rd, and 5th) you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Airship Pilot, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. If you do not have a spellcasting class, this provides no benefits.

Piloting Skill: An airship pilot may add his class level as a competence bonus to all Profession (Pilot) and Knowledge (Engineering) checks.

Upgrade: At 1st level and every level beyond, the airship pilot receives an upgrade to his ship of choice. Upgrades are applied to the ship free of charge. If the ship is ever lost or destroyed, the airship pilot may apply his upgrades to a new ship after 1 week of use. Upgrades have no material value, and often fall into disrepair after 1 month of the ship being out of an airship pilot's hands.

Afterburner (Su): The airship's speed increases by 10 ft. You may select this benefit several times.

Control Flaps (Su): The airship's maneuverability rises by 1 step. You may select this benefit several times, to a maximum of perfect.

Greater Awakening (Su): The airship is smarter and more talented than others of its kind. The benefits from Awaken Airship gain to two 18s and one 10, telepathy out to 120 ft. away, and 120 ft. darkvision, blindsense, and hearing. This can only be taken at 5th level.

Hardening (Su): The airship becomes more difficult to damage. The airship's hardness increases by 5. This ability may be selected up to 2 times, to a maximum of +10 hardness.

Home Defense (Su): The bonus provided by Home Turf rises to +2. This ability can only be taken once at 4th level or beyond.

Planar Sailor (Su): The airship no longer is in any danger from a selected plane's effects, such as the fires of the Elemental Plane of Fire. This does not protect the airship from a fireball spell or an open flame, only from the effects generated by the plane itself. So long as its occupants remain inside and not on open deck, its passengers are likewise protected. You may select this ability multiple times, each time it applies to a different plane. Alternatively, you may apply it to a specific dangerous environment, such as outer space (although depending on your method of transport such as wind power, you may not be able to navigate outer space once you reach there).

Radar (Su): A map is displayed within the control room of the ship, detailing the basic surroundings out to 1 mile. The map does not pick up details smaller than a tree and does not detect creatures, only terrain. This ability may only be taken once.

Shielding (Su): The ship generates a field which slows and disrupts incoming projectiles. While the shields are up, the ship itself and all crew aboard gain a +2 deflection bonus, and +2 temporary hp against ranged attacks originating from outside the ship. Every round the temporary hp regenerates to absorb damage again. These bonuses stack with any current deflection bonus or temporary hp the crew has. This bonus does not apply to attacks made from the ship or melee attacks as the shield is a bubble which surrounds the craft. In addition, any ranged attacks made by the crew to targets outside of the ship run into and deplete their own shields, so use of the shields is a purely defensive measure. This ability may be taken multiple times, increasing the bonus to a maximum of +10 deflection and +10 temporary hp. Raising or lowering the shields is a standard action for either the airship pilot, or the ship itself if sentient.

Self-Repair (Su): A damaged ship will begin to repair any damage done to it. The airship repairs 1 hp an hour to its entire frame. This may be selected several times, each time the repair done rises by +1.

Weapons System (Su): The airship generates a magical field which empowers any siege weapons current on board. All siege weapons gain a +1 enchantment bonus, which does not stack with any current enchantment bonus they may possess. This ability may only be taken once.

Shipbound (Ex): An airship pilot is used to the waves and motions of his craft. At 2nd level and beyond, an airship pilot can take 10 on Balance, Climb, Concentration, Jump, and Tumble checks while on board their ship, even under stress. This benefit is only available on their own ship, not any ship.

Home Turf (Ex): An airship pilot is right at home on his ship and fights to defend it. At 4th level and beyond, and airship pilot receives a +1 morale bonus on attack, damage, and saving throws while aboard their ship. This benefit is only available on their own ship, not any ship.

Awaken Airship (Su): The bond between airship pilot and ship causes his airship to manifest its own spirit. At 5th level, an airship pilot's chosen airship gains sentience as if it were an intelligent magical weapon. It gains two mental ability scores at 16 and one at 10, speech, 60 ft. darkvision and hearing, and its own ego score and alignment. The ship technically no longer requires a crew to operate, as the sails, engines, or flaps can be animated. Siege weapons cannot be fired or reloaded by the craft. The ship has a mind of its own but its alignment and beliefs are generally in line with its captain. The captain has an empathetic connection with his ship up to 1 mile.

If the airship pilot's craft already is host to an intelligent spirit (such as is the case with some Eberron airships), the airship pilot may use either the mental ability scores granted by the class or its current spirit. The alignment and personality ship may mean he no longer needs to make any opposed charisma checks to pilot such ships.
[edit] Campaign Information
[edit] Playing a Airship Pilot

Combat: An airship pilot does not define their role in the party. Indeed they remain a wizard, a bard, a rogue, or whatever they may have been to enter. However, they may choose to take the airship into combat before ground operations begin, and in that respect they have an edge over the competition.

Advancement: Advancement varies on class, as all classes can potentially qualify to be an airship pilot.

Resources: Airships are not cheap, and airship crafters often are organized, creating fleets under a single banner.
[edit] Airship Pilots in the World
“ They're in range, prepare to fire! ”
—J. Der, Peregrine Airship Pilot

Airship Pilots provide transport to and fro upon great flying ships, for transport, for war, for exploration, and more.

NPC Reactions: Depending on the setting, the airship pilot may be crackpot tinker flying some wild device, the owner of a rare and exotic ship, or a respected member of civilized society. Few can dismiss the awe of seeing a behemoth floating in the skies overhead.
[edit] Airship Pilot Lore

Characters with ranks in Knowledge Local can research airship pilots to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Knowledge Local DC Result
10 Airship Pilots own and pilot airships. They are known to making several modifications to them.
15 An airship pilot is strong defending his own ship, gaining several benefits aboard.
20 They say airship pilot's ships are alive themselves, and the two minds working together is devesating.
30 Those who reach this level of success can obtain information in specific airship pilots, their airship they fly, and last known location or deeds.
[edit] Airship Pilots in the Game

Airship Pilots provide transportation with their great airships, perfect for world-spanning PCs on their adventurers.

Adaptation: Don't have airships, but do have sailing ships? This class can be tweaked to be an alternative Dread Pirate (Complete Adventurer) style class.

Sample Encounter: The PCs need to get to the flying city of Paletuna, but dragons threaten the skies. Protect the airship on its voyage, or die as you crash and burn miles to the ground.

EL whatever: 10


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Вторник, 01.02.2011, 12:16 | Сообщение # 9
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The Caustic

“ This burning... I have known nothing but this burning for so long, I want you to know it too. ”
—Damian Caspian, Human Caustic

The warlocks power stem from pacts that their ancestors made in forgotten times. Warlocks nowadays don't even think of the source of their powerful archaic energies and dark invocations. What happens, however, when these ancient infernal powers decide that they want to end this pact? What are the effects of a of a seizure of power, a power bound to the very blood of the warlock? What happens when these rituals and promises of power are called off? The blood changes. The very blood that the warlock uses to harness their eldritch power corrodes and undergoes a caustic change. It becomes vitriolic, an acid, corroding the very veins of the warlock. This would kill a normal man, but the warlock's granted powers have provided its body with the ability to heal. The body burns, the body wrenches, the body shrieks, but no part of it dissolves. The powers that the elder evils are trying to take back or the very powers keeping the warlocks body from dieing, at least for a while, at least until the warlock has given into the pain. These warlocks are called The Caustic, for they will die of the acid, but until they do, they will find a way to use it.

Becoming a Caustic

Characters don't pursue this class. No one pursues banishment by the beings that grant them there powers. This class just happens, to warlocks.
Entry Requirements Alignment: Any Non-Good.
Spellcasting: Must know 6 Invocations.
Special: Acid Resistance 5 .
Special: Fiendish Resilience.

Table: The Caustic

Hit Die: d8

Level Base
Attack Bonus Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Caustic Blood, Infernal Acid +1 level of existing invoking class
2nd +1 +3 +0 +3 Acidic Embellishment, Acidic Expulsion +1 level of existing invoking class
3rd +2 +3 +1 +3 Burning Body +1 level of existing invoking class
4th +3 +4 +1 +4 Thinning Skin, Dissolving Grasp +1 level of existing invoking class
5th +3 +4 +1 +4 Burning Soul, Superacid +1 level of existing invoking class
6th +4 +5 +2 +5 Vitriolic Eruption +1 level of existing invoking class
7th +5 +5 +2 +5 Burning Betrayal, Fortitudinous Presence +1 level of existing invoking class

Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features

All of the following are class features of the caustic.

Spellcasting: At every level, you gain new invocations per day, increase eldritch blast damage and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invoking class before becoming a caustic, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Caustic Blood (Ex): When a warlock changes into a caustic, his blood begins to become more and more corrosive like acid, until it is nothing but. At 1st level, whenever the caustic is struck by piercing or slashing weapon, that weapon takes acid damage equal to his caustic level, as the acid from his blood dissolves the metal. If the damage is dealt from a natural weapon, the acid damage is instead dealt to the attacker.

Infernal Acid (Ex): The caustic's blood is a special type of acid that most creatures who are resistant to acid are still harmed by. The caustic may treat all Acid Resistance as his caustic level x 2 fever than it actually is. His Acid Resistance also increases by 2 every level. The caustic begins to attempt to take advantage of its torture, using the acid against his enemies. He gains the Vitriolic Blast invocation as a bonus invocation at first level as well.

Acidic Embellishment (Sp): At 2nd level, a caustic begins to learn how to use the acid in his body to supplement his power. Whenever the caustic performs a Vitriolic Blast, he may add half of his charisma modifier dice to the damage roll, also, the acid damage now lingers for a number of rounds equal to his class level/3 instead of class level/5. A caustic may not use this with his Acidic Expulsion ability.

Acidic Expulsion (Sp): At 2nd level, a caustic can throw out some of the acid in its body at enemies, relieveing it, if just for a moment, of its burning pain. whenever the caustic performs a Vitriolic Blast, he may heal a number of hit points equal to his charisma modifier. A caustic may not use this with his Acidic Embellishment ability.

Burning Body (Ex): At 3rd level, the acid coursing through the caustics veins does irreparable damage to his body, though the infernal powers within keep the caustic relatively alive. The caustic loses 2 points of constitution. The caustic gains Darkvision out to 60 feet. He also gains Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

Thinning Skin (Ex): At 4th level, the acid has partially dissolved through the caustic's skin, making it thinner and more prone to bleeding. The caustics Caustic Blood ability now extends to bludgeoning weapons as well. Whenever the caustic is struck, the attacker takes acid damage equal to half the damage her weapon takes, as blood spray upon the attacker.

Dissolving Grasp (Su): The caustic has learned how to withhold some of his bodies healing properties to let some acid pool up in the palm of his hand. At-will, anything that the caustic can clench a fist around, he may destroy as a full-round action, including magic rings and amulets. Anything that is to big to be clenched into a fist takes 1d6 acid damage per caustic level. A caustic may try to damage an enemies weapon or armor by making a successful disarm attempt or touch attack, respectively.

Burning Soul (Ex): At 5th level, the burning of the acid has permanently damaged the caustics mind, though the infernal power still keeps the heart beating. He know longer feels the pain, he no longer feels anything really, but the burning is ever stained across the caustic's memory. The Caustic loses 2 points of constitution. He, however, becomes Not subject to critical hits, nonlethal damage, ability drain, or energy drain and becomes immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Superacid (Ex): At 5th level, the caustic's acid becomes so corrosive it can dissolve even the sturdiest of material. Any acid damage dealt by the caustic bypasses all Acid Resistance. His acid become so potent, that it can dissolve barriers made of force as if they were made of magically treated unworked stone.

Vitriolic Eruption (Sp): At 6th level, the caustic may combine his Acidic Embellishment and Acidic Expulsion when using a vitriolic blast.

Fortitudinous Presence (Ex): At 7th level, the caustics body become so irreparably damaged, that he can no longer rely on its sturdiness to keep him alive, he must instead rely on his presence and for of influence to keep him a domineering force. The caustic uses his charisma modifier for anything that would normally use his constitution modifier, such as extra hit points, bonus to fortitude save, etc. etc.

Burning Betrayal (Ex): At 7th level, the caustics body dies, finally taken by the acid. The infernal power however, keeps the caustic aware and alive inside of it. The Caustic becomes undead, and gains the undead subtype. The caustic drops all his hit dice and replaces them with d12s.

Campaign Information

Playing a Caustic

Combat: The caustic plays the same roll in combat as his warlock counterpart. He does however, gain improved abilities in the realm of acid. The ability to dissolve weapons and armor renders a lot martial character vulnerable to you. The ability to dissolve force effects is rare and is sure to have it uses. If something needs to be melted, or blasted, or generally all messed up, the caustic is there to do it.

Advancement: Unfortunately, the lack in other warlock prestige classes make advancement limited for a caustic. However, the transcension to undeath opens up a plethora of feat and prestige class options that would not have been available to warlocks otherwise.

Resources: Caustics are generally shunned by other warlocks, which is saying something since warlocks are shunned themselves. Other caustics may empathize and help each other, but the caustic may be saddened to find that only his adventuring party is willing to help him out.

Caustics in the World
“ I have been banished by powers far greater than you, what makes you think I care what you think? ”

Caustics are rare in the world, but where they appear they are usually hunted and shunned. The slow transition to undead makes caustics an abomination to most people. One is most likely to find caustics where they would find warlocks, only much rarer. The more vile caustics have found in graveyards as Liches, amassing undead armies and wreaking havoc. The neutral caustics are just trying to get by, and can be found where warlock would be in any adventuring party.

NPC Reactions: NPCs retract in disgust and fear at the sight of caustics, the degradation of there body and pale undead appearance leads to many terrible stories. Mostly, NPCs will react the same way they would to warlocks, with skepticism and fear, but to a more extreme degree.

Caustic Lore

Characters with ranks in Knowledge (arcana) can research caustics to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Knowledge (arcana) DC Result
11 Caustics are warlocks with acid in their blood.
16 Just striking a caustic can cause ones weapon to disintegrate.
21 The caustics acid slowly kills its body but it stays alive as an undead.
26 The caustic was a warlocks who source of power has turned on him and began to punish his body and soul.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 02.02.2011, 11:39 | Сообщение # 10
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Примерные переводы названий:
Мастер мусорщик(марадер)
Звездный(главный) корсар
Storykeeper - Историк?
Чудоискатель
Курьер
Самозванец
Старший матрос (Ефрейтор)
Пилот воздушного корабля
Каустик


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
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