Samurai sheepdog book of many things vol 116

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Samurai sheepdog book of many things vol 116

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Warg Convergence (Major) Noble Path Progression Purchase/ Reward Cost (in gp) — Level/ Hit Dice Trait (moderate 1/2 level, minor 1/4 level) Sense Motive Alertness Intelligence +1 1,250 gp Warg affinity +2 2,000 gp Marionette possession 1/day 2,850 gp Forewarned +1 4,000 gp Deathwatch 1/day 5,875 gp Augury 1/day 8,250 gp 750 gp Wisdom +2 11,500 gp 10 Marionette possession 2/day 15,500 gp 11 Warg affinity +4 20,500 gp 12 Forewarned +2 27,000 gp 13 +2 on saving throws 35,000 gp 14 Divination 1/day 46,250 gp 15 Charisma +2 60,000 gp 16 Future Sight 1/day 78,750 gp 17 Warg affinity +6 102,500 gp 18 Forewarned +4 132,500 gp 19 Moment of prescience 1/day 171,250 gp 20 Magic jar 3/day 220,000 gp Noble Paths A noble path is a measure of a character’s growing renown, made manifest through a convergence that they develop naturally Unlike other convergences, a noble path must be earned through public or corroborated acts of heroism, charity, or selflessness (this can be achieved during downtime or while adventuring) The gold value listed at each level of a noble path is the amount required to reach that next benefit (An 18th-level noble human would have paid 16,725 gp total for his path, for example) Pursuing a Noble Path To begin pursuing a noble path, one must make a small sacrifice in the form of the Noble Path feat This feat grants the character a class skill or other small boon defined by their race’s associated convergence and the ability to begin earning renown (represented as the value of the convergence in gold) Noble Path Prerequisite: Must have made some personal sacrifice or performed a selfless act of heroism Benefit: Choose a noble path related to your faction or race You gain the 1st level benefit of that path’s convergence and can progress your renown as you gain levels Special: Appropriate traits or a proper backstory can be used to meet the prerequisite for this feat Noble paths can begin at different levels and progress at different rates than most convergences A character who pursues or progresses a noble path at a level higher than their current status can only progress it once per month during downtime or once per level while adventuring, until it meets their current level Most characters can bank renown with such acts, tracking it in place of gold they would earn so that it progresses automatically upon gaining the next appropriate level For example, if Sir Hollings of Worth begins pursuing a human noble path at 5th level, he must take the Noble Path feat which grants him one class skill of his choice and access to the associated moderate convergence Later, he discovers a chest of jewels that was stolen from a nearby town Returning them, he earns 750 gp worth of renown that allows him to progress his path to its 3rd level benefit If later he also has to fight off a band of hobgoblins and gains a level, he could potentially earn up to 1,250 additional gp worth of renown, which would put him at his 6th level convergence benefit Arbiter Noble Path An arbiter’s noble path is represented by a moderate convergence gained as early as 1st level and which can be improved upon at 3rd level and every levels thereafter Fast Movement (Ex): Your base speed becomes 30 feet Natural Armor (Ex): You gain a +1 natural armor bonus to AC Heightened Charisma (Ex): You no longer take a penalty to your Charisma score Racial Spellcasting (Sp): You can use levitate as a spell-like ability up to times per day The caster level of the spell is equal to your character level Silent Hunter (Ex): You reduce the penalty for using Stealth while moving by and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait) Detect Expertise (Ex): You gain Detect Expertise as a bonus feat, which lets you learn what bloodlines, domains, hexes, schools, or mysteries (if any) a creature possesses after spending rounds observing it with detect chaos The creature gets a Will save (DC 10 + half your level + your Wisdom modifier) to negate this If it succeeds, it is immune to your detect expertise for 24 hours Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Constitution or Wisdom Arbiter Noble Path (Moderate) Level/ Hit Dice Trait Fast movement Renown Value (in gp) — +1 to natural armor 750 gp Heightened Charisma 1,250 gp Racial spellcasting 2,000 gp 12 Silent hunter 2,850 gp 15 Detect Expertise 4,000 gp 18 Inherent ability +2 5,875 gp 115

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