Samurai sheepdog book of many things vol 117

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Samurai sheepdog book of many things vol 117

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Catfolk Noble Path A catfolk’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 Darkvision (Ex): You gain darkvision out to 60 feet, or improve your darkvision by +60 feet, to a maximum of 120 feet Lucky (Ex): You gain a +1 bonus on all saving throws Heightened Wisdom (Ex): You no longer take a penalty to your Wisdom score Racial Spellcasting (Sp): You can use charm monster as a spelllike ability up to times per day The caster level of the spell is equal to your character level Nimble Faller (Ex): You land on your feet even when you take lethal damage from a fall Furthermore, you gain a +1 bonus to your CMD against trip maneuvers Terrifying Roar (Su): You gain the following supernatural ability: Once per hour as a standard action, you can emit a thunderous roar Any non-catfolk creature must make a successful Will saving throw (DC 10 + half your character level + your Charisma modifier) or become shaken for 1d4 rounds A target that successfully saves cannot be affected by your terrifying roar for 24 hours Creatures that are already shaken become frightened for 1d4 rounds instead This is a sonic, mind-affecting effect Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Dexterity or Charisma Dalet Noble Path A dalet’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 Dangerous Tentacles (Ex): You gain natural, primary slam attacks that are made with your tentacles They deal 1d4 bludgeoning damage when you are Small size, and 1d6 when you are Medium At 9th level, they deal 1d6 (Small) or 1d8 (Medium) damage instead Healthy (Ex): You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases Heightened Charisma (Ex): You no longer take a penalty to your Charisma score Steady Pace (Ex): Your base speed increases to 30ft Your speed is still never modified by armor or encumbrance Skin Alteration (Su): You gain immunity to petrification and can use Stealth to hide, even while being observed Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Constitution or Intelligence Dalet Noble Path (Moderate) 116 Level/ Hit Dice Trait Dangerous tentacles (1d4) Renown Value (in gp) — Healthy 750 gp Heightened Charisma 1,250 gp Dangerous tentacles (1d6) 2,000 gp 12 Steady pace 2,850 gp 15 Skin alteration 4,000 gp 18 Inherent ability +2 5,875 gp Catfolk Noble Path (Moderate) Level/ Hit Dice Trait Darkvision Renown Value (in gp) — Lucky 750 gp Heightened Wisdom 1,250 gp Racial spellcasting 2,000 gp 12 Nimble faller 2,850 gp 15 Terrifying roar 4,000 gp 18 Inherent ability +2 5,875 gp Dwarf Noble Path A dwarf’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 Thrift (Ex): You gain a 5% discount when supplying the material cost to an item you craft This discount increases to 10% at 9th level Healthy (Ex): You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases Heightened Charisma (Ex): You no longer take a penalty to your Charisma score Steady Pace (Ex): Your base speed increases to 30ft Your speed is still never modified by armor or encumbrance Stonekin (Su): You gain your choice of immunity to petrification or +1 to the caster level of any spells with the earth descriptor you cast You also gains the following spell-like abilities: constant— nondetection; 1/day—magic stone, stone shape, stone tell The caster level for these abilities is equal to your character level Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Constitution or Wisdom Dwarf Noble Path (Moderate) Level/ Hit Dice Trait Thrift (5%) Renown Value (in gp) — Healthy 750 gp Heightened Charisma 1,250 gp Thrift (10%) 2,000 gp 12 Steady pace 2,850 gp 15 Stonekin 4,000 gp 18 Inherent ability +2 5,875 gp Dwarrow Noble Path A dwarrow’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 Appraiser (Ex): You gain Appraise as a class skill and a +1 racial bonus on all Appraise checks This bous stacks with the greed racial trait At 9th level, you gain Signature Skill (appraise) as a bonus feat Healthy (Ex): You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases Crystalline Form (Ex): You gain reflective, crystalline skin that grants you a +2 racial bonus to AC against rays Once per day, you can deflect a single ray attack targeted at you as if you were using the Deflect Arrows feat

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