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Samurai sheepdog book of many things vol 180

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General Techniques Air Steps: You can spend ki points to cast air walk as a sorcerer of your paleblade assassin level You must be at least 7th level and have light steps to choose this technique Ninja Trick: You gain a single ninja trick of your choice (except to pick a rogue talent) If that trick modifies sneak attack, you can apply it only to your pale blade attacks Rogue Talent: You gain a single rogue talent of your choice If that talent modifies a rogue’s sneak attack, you can apply it only to your pale blade attacks You can treat these attacks as if you have sneak attack dice as a rogue of your level for the purpose of forgoing them (such as with the armor piercer talent) Social Talent: You gain a social talent of your choice that you can use while in a youthful identity persona You can choose this technique more than once, but each time you do, you must gain an additional vigilante talent before choosing it again Vigilante Talent: You gain a vigilante talent of your choice that you can use while in your youthful identity You can choose this technique more than once, but each time you do, you must gain an additional social talent before choosing it again Death Techniques Death Attack: You can attempt to kill another creature outright while using the manifestation of death to so, the creature must be a guilty creature, a studied target, or one against which you have remained unseen for at least rounds You must study the creature for at least rounds (this can be done while remaining unseen), then make an attack against the creature while it is flat-footed You can choose to either paralyze or kill the target Once you have completed the rounds of study, you must make the death attack within the next rounds The death attack fails if the target detects you or recognizes you as an enemy If you hit and the target fails a Fortitude save against the kill effect, it dies If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus round per paleblade assassin level If the victim’s saving throw succeeds, the attack still deals appropriate extra damage (such as from sneak attack or the aspect of shadow) If a death attack is attempted and fails (the victim makes its save) or if you not launch the attack within rounds of completing the study, new rounds of study are required before you can attempt another death attack You must be at least 7th level to choose this technique Improved Study Target: When you hit a flat-footed creature with an attack, you can study it as an immediate action True Death: Anyone slain your death attack becomes more difficult to bring back from the dead Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + half your paleblade assassin level or the spell fails and the material component is wasted Casting remove curse the round before attempting to bring the creature back from the dead negates this chance The DC of the remove curse is 10 + half your paleblade assassin level You must be at least 7th level and have death attack to choose this technique Deception Techniques Chameleon Identity: You can take different forms with your youthful identity while in a divine aspect or manifestation while using the aspect of deception You can use this ability while in another aspect, but doing so costs minutes of your divine aspect for every minute increment spent in an alternate form Judgment Techniques Inquisitor’s Domain: You gain a domain or inquisition of your choice, as the inquisitor class feature You can only benefit from this while using the aspect of judgment Luck Techniques Uncanny Dodge: You gain uncanny dodge as a rogue of your level Pale Blade Weapon Techniques Assassin Combat Training: When wielding your pale blade, you use your full paleblade assassin level to determine your base attack bonus Dancing Blade: Your pale blade gains the dancing weapon property, and you can create a second, identical weapon without that property to wield while the first is loose You must be at least 15th level to choose this technique Enhanced Pale Blade: Your pale blade counts as a +1 magic weapon This bonus increases by +1 at 7th level, and every levels thereafter, to a maximum of +5 at 19th level Ghost Touch Blade: Your pale blade gains the ghost touch weapon property Greater Pale Blade: Regardless of your size, your pale blade deals damage as a large weapon and adds twice your Strength or Dexterity modifier You must be at least 7th level to choose this technique Poison Use: You are trained in the use of poison and cannot accidentally poison yourself when applying poison to your pale blade Rage Techniques Fake Out: You can feint while using the aspect of deception and manifestation of rage You must be at least 9th level to choose this technique Roused Skill: You can use and benefit from skills you choose with the Signature Skill feat while using the manifestation of rage Shadow Techniques Lesser Sneak Attack: While using the manifestation of shadow, you gain sneak attack +1d6 for every paleblade assassin levels you possess When you deal sneak attack damage, you also add your Charisma modifier as part of that damage This does not stack with the extra damage you deal to creatures against which you are unseen Trapfinding: While using the aspect of shadow, you gain trapfinding, as the rogue class feature Favored Class Bonuses Any: The assassin can maintain her divine aspect for +2 rounds Every 10 rounds gained in this way is a single increment Halfling: Gain 1/6 of a new paleblade technique Kitsune: Add +1 foot to the assassin’s base speed when using light steps or air step Tsura: Add +1/4 point to the assassin’s ki pool Xendauni*: Rage for +1/6 of a round while using the manifestation of rage 179

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