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Samurai sheepdog book of many things vol 124

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Resistance (Su): Your nerude resistance applies to each of the listed types of damage At 12th level, your resistance to two of those increases to 10 Heightened Wisdom (Ex): You no longer take a penalty to your Wisdom score Cat Nap (Sp): You can cast heal as a spell-like ability once per day, targeting only yourself, even if you are suffering from an effect that it can remove When you do, you also fall asleep for up to minute per level, as the sleep spell The caster level of these spells is equal to your character level Improved Natural Attack (Ex): You gain Improved Natural Attack (slam) as a bonus feat Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Strength or Dexterity Nerude Noble Path (Moderate) Level/ Hit Dice Trait Roll Renown Value (in gp) — Resistance 750 gp Heightened Wisdom 1,250 gp Cat nap 2,000 gp 12 Resistance 2,850 gp 15 Improved natural attack 4,000 gp 18 Inherent ability +2 5,875 gp Otterling Noble Path An otterling’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 Escapist (Ex): Disable Device and Escape Artist 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 This bonus stacks with slippery hide At 9th level, you gain Signature Skill in one of those skills as a bonus feat Vision (Ex): You gain low-light vision At 12th level, you gain darkvision out to 60 feet Heightened Wisdom (Ex): You no longer take a penalty to your Wisdom score Freedom of Movement (Su): You have the ability to ignore impediments to your mobility For a number of rounds per day equal to your character level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement This effect occurs automatically as soon as it applies These rounds not need to be consecutive This effect does not stack with the cleric liberation domain, but does allow you to add your levels in other classes when determining the duration of your ability Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Dexterity or Intelligence Otterling Noble Path (Moderate) Level/ Hit Dice Trait Escapist Renown Value (in gp) — Low-light vision 750 gp Heightened Wisdom 1,250 gp Escapist 2,000 gp 12 Darkvision 2,850 gp 15 Freedom of movement 4,000 gp 18 Inherent ability +2 5,875 gp Runekin Noble Path (Moderate) Level/ Hit Dice Trait +1 to natural armor Renown Value (in gp) — Cobbled explosive 750 gp Heightened Charisma 1,250 gp Resistance 2,000 gp 12 Steady Pace 2,850 gp 15 Cobbled explosive 4,000 gp 18 Inherent ability +2 5,875 gp Runekin 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 Natural Armor (Ex): You gain a +1 natural armor bonus, or increase your natural armor by +1 Cobbled Explosive (Ex): Once per day, you can create and throw a bomb as an alchemist of half your character level At 15th level, you can this twice per day Heightened Dexterity (Ex): You no longer take a penalty to your Dexterity score Resistance (Su): Choose acid, electricity, or fire You gain resistance to the chosen energy, or increase your resistance by +5 Steady Pace (Ex): Your base speed increases to 30ft Your speed is still never modified by armor or encumbrance Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Constitution or Wisdom 123

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