Samurai sheepdog book of many things vol 119

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Samurai sheepdog book of many things vol 119

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Elfling Noble Path (Moderate) Level/ Hit Dice Trait Elfling Skill Renown Value (in gp) — Spell resistance 750 gp Heightened Wisdom 1,250 gp Lucky 2,000 gp 12 Elfling Skill 2,850 gp 15 Sociable 4,000 gp 18 Inherent ability +2 5,875 gp Elfling Noble Path An elfling’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 Elfling Skill (Ex): Choose up to two Knowledge skills You gain those skills as class skills At 12th level, you gain Signature Skill (knowledge) in one of those skills as a bonus feat Spell Resistance (Ex): You gain spell resistance equal to 11 + your character level Heightened Wisdom (Ex): You no longer take a penalty to your Wisdom score Lucky (Ex): You receive a +1 racial bonus on all saving throws This stacks with halfling luck Sociable (Ex): When you attempt to change a creature’s attitude with a Diplomacy check and fail by or more, you can try to influence the creature a second time even if 24 hours have not passed Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Strength or Charisma Energivore Noble Path (Moderate) Level/ Hit Dice Trait Curiosity Renown Value (in gp) — Spell resistance 750 gp Heightened Intelligence 1,250 gp Curiosity 2,000 gp 12 Electricity resistance 2,850 gp 15 Dance of Ruin 4,000 gp 18 Inherent ability +2 5,875 gp Energivore Noble Path An energivore’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 Curiosity (Ex): Knowledge (history) and Knowledge (local) become class skills for you If you choose a class that has either of these Knowledge skills as class skills, you gain a +2 racial bonus on those skills instead At 9th level, you gain a +4 bonus on Diplomacy checks to gather information Spell Resistance (Ex): You gain spell resistance equal to 11 + your character level Heightened Intelligence (Ex): You no longer take a penalty to your Intelligence score Electricity Resistance (Su): You gain resist electricity 5, or 118 increase your resistance by +5 Dance of Ruin (Su): You gain Dance of Ruin as a bonus feat, even if you don’t meet the other prerequisites Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Constitution or Wisdom Fiari Noble Path A fiari’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 Sneak (Ex): Sleight of Hand and Stealth become class skills for you If you choose a class that has either of those skills as class skills, you gain a +2 racial bonus on those skills instead Surprise Attack (Ex): Attacks you make against flat-footed targets during a surprise round deal +1d6 damage This increases to +2d6 at 15th level This damage is precision damage Heightened Constitution (Ex): You no longer take a penalty to your Constitution score Racial Spellcasting (Sp): Choose a 2nd-level or lower illusion spell You can use this spell as a spell-like ability up to times per day The caster level of the spell is equal to your character level Fire Resistance (Su): You gain resist fire 5, or increase your resistance by +5 Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Wisdom or Charisma Fiari Noble Path (Moderate) Level/ Hit Dice Trait Sneak Renown Value (in gp) — Surprise attack +1d6 750 gp Heightened Constitution 1,250 gp Racial cpellcasting 2,000 gp 12 Fire resistance 2,850 gp 15 Surprise attack +2d6 4,000 gp 18 Inherent ability +2 5,875 gp Gnome Noble Path A gnome’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 Fey Damage Resistance (Ex): You gain Damage Reduction 5/ cold iron Heightened Strength (Ex): You no longer take a penalty to your Strength score Racial Spellcasting (Sp): Choose a 2nd-level or lower illusion spell You can use this spell as a spell-like ability up to times per day The caster level of the spell is equal to your character level Master Tinker (Ex): You gain a +1 bonus on Disable Device and Knowledge (engineering) checks You are also treated as proficient with any weapon you have personally crafted Catch Off-Guard (Ex): You gain Catch Off-Guard as a bonus feat Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Constitution or Charisma

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