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_notes_/Classes/Bard.txt
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_notes_/Classes/Bard.txt
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The bard is a member of a bizarre class of entertainers and storytellers prized by the aristocratic city dwellers. Freemen all, the bards tour through cities in groups or individually, then travel on, making a living with their wits and talents. It is also widely accepted that many bards lead double lives as notorious blackmailers, thieves, spies and even assassins. Bards are first and foremost entertainers. Each has some skill as a singer, actor, poet, musicain and juggler.
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Among the nobility of the cities, bards are tools. They are commonly hired by one house of nobles and sent to another as a gift. The bards are sent to entertain, and usually perform some other subtle taks (such as robbery, assassination, espionage, etc) as well. It is considered rude to turn down the gift of a bard or bard company. However, when presented with a troop of bards from one's worst enemy, sometimes they are turned away. To get around this, the hiring party sometimes disguises their approach by using a third party to send the bards - it can turn into a very complicated collage of intrigue and deceit.
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Standard Abilities:
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- Hit Die: d6.
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- Proficiencies: Proficient with simple weapons, bard’s friend, crossbow (any), whip and widow’s knife. Also proficient with light armor and shields.
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- Skill Points (*6 at 1st level): 4 + Int Modifier.
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Class Abilities:
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Level
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1: Bardic Knowledge: Bonus to identifying items.
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Bardic Music: Bards are able to sing a song that can bolster their allies.
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Smuggler: Bards recieve a +1 insight bonus to Bluff & Pick Pocket checks for every two bard levels.
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2: Poison Use: Bards can poison weapons at no risk to themselves.
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Streetsmart: Bards gain a +2 competence bonus to Sense Motive & Intimidate checks.
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4: Trade Secret: Choose from; Accurate, Agile, Alchemy Dealer, Poisonbane, Poison Dealer, Poison Resistance, Skilled and Smokestick Application.
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5: Mental Resistance: +2 morale bonus vs. telepathy, enchantments & charms.
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6: Quick Thinking I: The bard's reactions improve, they receive Blooded as a bonus feat.
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8: Trade Secret
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10: Slippery Mind: Bards failing their Will save versus mind-affecting spells get an automatic reroll.
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11: Quick Thinking II: The bard's reactions further improve, they receive Thug as a bonus feat.
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12: Trade Secret
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15: Defensive Roll: Avoid death with a Reflex save, once per day.
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16: Quick Thinking III: The bard's reactions further improve, they receive Improved Initiative as a bonus feat.
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Trade Secret
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17: Awareness: Bard can't be caught flat-footed, gains Uncanny Dodge I
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18: Mind Blank: Bard gains immunity to mind spells.
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20: Trade Secret
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Epic Athasian bards are the terror of those with powerful and wealthy enemies. Poisonous and skilled, they are deadly, either speaking either silent, becoming the perfect spy or assassin.
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Rogue Illusionists: All bards & rogues gain the ability to cast spells from the illusionist school when they attain 21st level. They are essentially wizards, specifically preservers, with the usual restrictions for spell books and memorization. They are not specialist mages, so they do not gain the specialist advantages.
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All spellcasting rules that apply to wizards also apply to rogues. They use components, memorize new spells out of their own spell books, and so on. Rogue illusionists are preservers. They do not cause defiling damage when they cast their spells.
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Hit Die: d6
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Skill Points at Each Additional Level: 6+ Int Modifier
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Bonus Feats: The epic bard gains a bonus feat every three levels after 20th
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Epic Bard Bonus Feats List:
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Curse Song, Epic Skill Focus, Epic Will, Great Charisma, Great Dexterity, Improved Combat Casting, Lasting Inspiration, Epic Spell Focus, Trade Secrets.
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_notes_/Classes/Rogue.txt
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_notes_/Classes/Rogue.txt
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Athas is a world of intrigue and treachery, of shady deals and secretive organizations. It's a rogue's paradise. Beyond the cities, among the wasteland tribes and villages, thieves live by their wits. Within the secure walls of the city states, many typically roguish occupations have become institutions unto themselves. Rogues have become pawns of the wealthy, deployed in deadly games of deceit between noble families.
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Athasian rogues run the gamut of society. They range from guttersnipes who prey upon the merchants and freemen of the cities to vagabonds who steal what they can from passing caravans or merchant trains. At their best, thieves can be in the employ of the nobility, plying their trade by contract in the name of a royal household or noble do-gooders who seek to steal only from the corrupt and wealthy.
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Stanard Abilities:
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- Hit Die: d6.
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- Proficiencies: Proficient with rogue weapons and light armor. Rogues are not proficient with shields.
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- Skill Points (*4 at 1st level): 8 + Int Modifier.
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Class Abilities:
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Level
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1: Sneak Attack +1d6
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2: Evasion
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3: Sneak Attack +2d6, Uncanny Dodge I
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5: Sneak Attack +3d6
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6: Uncanny Dodge II
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7: Sneak Attack +4d6
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9: Sneak Attack +5d6
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10: Special Ability
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11: Sneak Attack +6d6, Uncanny Dodge III
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13: Sneak Attack +7d6, Special Ability
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14: Uncanny Dodge IV
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15: Sneak Attack +8d6
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16: Special Ability
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17: Sneak Attack +9d6, Uncanny Dodge V
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19: Sneak Attack +10d6, Special Ability
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20: Uncanny Dodge V
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Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th and 19th), the rogue can choose one of these feats. This is replaced by epic bonus feat progression once the character becomes epic rogue: Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Mastery, Slippery Mind.
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You are the ultimate thief with legendary skills and many a tale of a derring-do.
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Rogue Illusionists: All bards & rogues gain the ability to cast spells from the illusionist school when they attain 21st level. They are essentially wizards, specifically preservers, with the usual restrictions for spell books and memorization. They are not specialist mages, so they do not gain the specialist advantages.
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All spellcasting rules that apply to wizards also apply to rogues. They use components, memorize new spells out of their own spell books, and so on. Rogue illusionists are preservers. They do not cause defiling damage when they cast their spells.
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Hit Die: d6
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Skill Points at Each Additional Level: 8+ Int Modifier
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Bonus Feats: The epic rogue gains a bonus feat every four levels after 20th
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Special:
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Sneak Attack: this continues to improve by 1d6 at each odd-numbered level the epic rogue gains.
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Epic Rogue Bonus Feats List:
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Blinding Speed, Crippling Strike, Defensive Roll, Epic Skill Focus, Epic Dodge, Epic Reputation, Improved Evasion, Improved Sneak Attack, Opportunist, Self-Concealment, Skill Mastery, Slippery Mind, Superior Initiative.
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