Samurai sheepdog book of many things vol 131

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Samurai sheepdog book of many things vol 131

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Protector Advancement Character Level 10 11 12 13 14 15 16 17 18 19 20 Feats Shield Focus – Shield Brace – Antagonize – Powerful Throwing – Two-Handed Thrower – Quick Draw – Combat Reflexes – Stand Still – Power Attack – Intimidating Prowess – Ability Increase* – – – Strength – – – Strength – – – Strength – – – Strength – – – Strength Suggested Equipment glaive-guisarme, heavy steel shield trade for masterwork weapon and shield add +1 to shield, cloak of resistance +1 add +1 to weapon ring of protection +1 +1 cold iron short sword add throwing to weapon increase armor/shield and cloak to +2, amulet of natural armor +1 add returning to weapon, buffering cap increase shield and cloak to +3, increase ring to +2 increase weapon and amulet to +2 increase shield and cloak to +4, increase ring to +3 increase weapon and amulet to +3, belt of giant strength +2 trade for belt of physical might +4, add flaming to short sword increase weapon, amulet, and ring to +4, ioun stone (dusty rose prism) increase shield, cloak, amulet, and ring to +5, boots of escape increase weapon to +5, increase belt to +6 ring of regeneration, bracers of sworn vengeance add speed to weapon, headband of alluring charisma +6 swordmaster's blindfold, gauntlets of the weaponmaster Protector 130 A protector is there to take the heavy hits for her allies She draws an enemy’s attention, making it more likely to attack her over others She maintains this focus with a combination of successful attacks to show she’s a threat Antagonize: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier You cannot make this check against a creature that does not understand you or has an Intelligence score of or lower Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn The benefits you gain for this check depend on the skill you use This is a mind-affecting effect Diplomacy: For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that not target you or that have you within their area of effect Intimidate: On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell The effect ends if the creature is prevented from attacking you or attempting to so would harm it The effect ends as soon as the creature attacks you Once you have targeted a creature with this ability, you cannot target it again for day Powerful Throwing: You can use your Strength modifier for both your attack and damage rolls with thrown weapons Shield Brace: You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon Total Cost 62 gp 512 gp 2,512 gp 4,512 gp 6,512 gp 11,132 gp 17,132 gp 25,132 gp 37,132 gp 53,132 gp 73,132 gp 97,132 gp 129,132 gp 171,132 gp 226,132 gp 294,132 gp 370,132 gp 485,282 gp 623,282 gp 813,282 gp group while also using a light, heavy, or tower shield with which you are proficient The shield’s armor check penalty (if any) applies to attacks made with the weapon Two-Handed Thrower: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus Using two hands to throw any weapon requires only a standard action for you If you also have the Quick Draw feat, you can throw twohanded weapons at your full normal rate of attacks Buffering Cap Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage The cap has no effect if the wearer is immune to nonlethal damage Bracers of Sworn Vengeance Once per day, as an immediate action when the wearer takes hit point damage, the wearer gains a +1 competence bonus on weapon attack rolls made against her attacker, and deals an additional 2d6 points of damage on successful weapon attack rolls against it For the duration of the effect, the wearer takes a –2 penalty on attack rolls against any target other than her sworn enemy These bonuses and penalties last for 24 hours or until the sworn enemy is slain or destroyed by the wearer, whichever comes first If the wearer fails to slay the target of her oath, these bracers cannot be used again until days have passed Swordmaster’s Blindfold When the wearer places the blindfold over her eyes, she becomes blinded, but gains blindsight within the reach of her melee weapon, or feet if the wearer is not wielding a melee weapon Furthermore, the wearer rolls weapon damage from critical hits twice and takes the higher result

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