Freeport Adventures, episodes IV-VI | ходы игроков | Сеттинговые плюшки

 
DungeonMaster ZatriX
06.12.2013 11:52
  =  
Новые расы:

New race: Azhar

The azhar (singular azhari) are a race of native outsiders that ply the waters around Freeport. Traders, explorers, and pirates, they are among the finest sailors in the World of Freeport. They claim descent from the efreet of the fabled City of Brass, though if true, it is a distant kinship. Despite their fiery heritage, they are a race of great seamen, famed for their sailing prowess. Azhari merchants (and no few pirates) are fast becoming a common sight in the World of Freeport. To the unfamiliar, an azhari looks like any other human, albeit with swarthy skin and bronze hair. All azhar have the same gleaming red eyes reminiscent of the flames of their descent. Although it’s often hard to tell from a distance, an azhari has an iris—often of a slightly darker color—and a pupil that is invisible without close
inspection.

Azhari Racial Traits
• –2 Wisdom. Azhar are impulsive and reckless.
• Medium. As Medium creatures, azhar have no special benefits or penalties due to size.
• Azhari base land speed is 30 feet.
•Azhar gain a +2 racial bonus to all saving throws against spells and spell-like effects with the fire descriptor.
• Darkvision: Azhar can see in the dark out to 60 feet. Darkvision is black and white only, but is otherwise like normal sight. Azhar can function just fine in no light at all.
• Might of the Efreet: The azhar carry the blood of the efreet in their veins. All azhar have a reserve of power from which they can draw in times of need. As an immediate action, an azhari can call upon his gift to gain a +4 inherent bonus to his Strength score for a number of rounds equal to his Charisma bonus (minimum 1 round). An azhari must wait 1 hour between each use of this ability.
• Gifted Sailors: Azhar gain a +2 bonus to Balance, Climb, and Profession (sailor) checks.
• Vulnerability to cold. Azhar take half again as much (+50%) damage as normal from spells and effects with the cold descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.
• Native Outsider: As outsiders, Azhar can’t be targeted by spells or effects that specifically affect humanoids like charm person or hold person. However, as native outsiders, they may be raised, reincarnated, or resurrected as normal creatures.
• Automatic Language: Azharan and Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, and Ignan.
• Favored Class: Corsair. A multiclass Azhari’s corsair class does not count when determining whether he takes an experience point penalty for multiclassing.

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DungeonMaster ZatriX
06.12.2013 11:53
  =  
Новые классы:

New class: Corsair



Class Features
All of the following are class features of the corsair class.

Weapon and Armor Proficiency
You are proficient with all simple and martial weapons, light armor, and the buckler.

Bonus Feat
At 1st level, you select a bonus feat from the following list. You must meet all the prerequisites for that feat. At 5th level, and every five levels thereafter, you select another bonus feat from the list for that level or any earlier levels at which you gain a bonus feat.

1st-Level Bonus Feat: Acrobatic, Athletic, or Agile.
5th-Level Bonus Feat: Combat Expertise, Improved Unarmed Strike, or Weapon Finesse.
10th-Level Bonus Feat: Improved Feint, Spring Attack, or Two-Weapon Fighting.
15th-Level Bonus Feat: Greater Two-Weapon Fighting, Improved Disarm, or Whirlwind Attack.
20th-Level Bonus Feat: Any fighter bonus feat.


Dirty Fighting
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time your target would
be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when you flank your target. This extra damage is 1d4 at 1st level, and it increases by +1d4 at 5th level and
again every five levels thereafter. Should you score a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks can count as dirty fighting only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can use dirty fighting to deal nonlethal damage instead of lethal damage. Unlike the rogue’s sneak attack, you can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll. You can use dirty fighting against only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to dirty fighting. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use dirty fighting while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.

Corsair's Luck (Ex)
You have an uncanny ability to escape danger unscathed. Starting at 2nd level, you can use corsair’s luck to add one-half your class level (maximum +10) as an insight bonus to any attack roll, ability or skill check, or saving throw. You need not declare the use of this ability prior to the roll, however, you must declare use before the GM announces the success or failure of the roll.

Sea Legs (Ex)
At 3rd level, you gain Sea Legs as a bonus feat. You need not meet the prerequisites to gain this feat.

Canny Defense (Ex)
Starting at 4th level, you can add your Charisma bonus (if any) as a dodge bonus to your Armor Class. You retain this bonus even if caught flat-footed. You lose this bonus, however, if you wear medium
or heavy armor or carry a heavy load.

Rope Monkey (Ex)
At 6th level, you gain Rope Monkey as a bonus feat. You need not meet the prerequisites to gain this feat.

Uncanny Dodge (Ex)
Also at 6th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.

Improvised Weapon Fighting (Ex)
You can use just about anything as a weapon. Beginning at 8th level, you take only a –2 penalty on attack rolls when fighting with an improvised weapon or a weapon with which you are not proficient. In addition, when fighting with a weapon inappropriately sized for you, you take only a –1 cumulative penalty per size difference.

Fast on your Feet (Ex)
At 9th level, you can maneuver more easily. In place of taking a 5-foot step, you can immediately exchange positions with an adjacent ally.

Improved Uncanny Dodge (Ex)
Upon attaining 11th level, you can no longer be flanked, denying opponents from dealing sneak attack damage (or similar extra damage effects) to you when flanking, unless the attacker has at least four more levels than you do. If you already have improved uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank you.

Defensive Roll (Ex)
Starting at 14th level, you can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll—if denied your Dexterity bonus to AC, you can’t use this ability.

Greater Improvised Weapon Fighting (Ex)
You can use just about anything as a weapon. At 16th level, you never take a penalty to attack rolls made with an improvised weapon, nor do take a penalty when fighting with a weapon one size larger than you. You do, however, take a –1 penalty to attack rolls when using weapons more than one size larger or smaller, such as a Medium corsair fighting with a Tiny greatsword or Huge dagger. Finally, when fighting with a weapon with which you are not proficient, you take only a –1 penalty to attack rolls.

Uncanny Tumbler (Ex)
At 18th level, you gain a +5 bonus on Tumble checks. When making a Tumble check, your movement is not penalized, so each square of movement you Tumble through costs only 1 square of movement
for you. In addition, as an immediate action, you can substitute a Tumble check for a Reflex save and if you succeed, you may move up to one-half your speed. You must wait 5 rounds between each
substitution use of this ability.

Uncanny Balance (Ex)
At 19th level, you may always take 10 on a Balance check even if rushed or threatened. When making Balance checks, roll twice and take the better result. You never lose your Dexterity bonus to AC while being attacked when balancing, and you take no penalty for accelerated movement while balancing. Finally, when opposing a trip or bull rush attack, you may substitute a Balance check for your Strength or Dexterity check to oppose a bull rush or trip attack made against you.



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New class: Assassin



Class Features

All of the following are class features of the assassin.

Weapon and Armor Proficiency
You are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. You are proficient with light armor, but not with shields.

Ambush (Ex)
You are particular skilled at striking targets unawares. Whenever you attack a flat-footed opponent, you may add your Intelligence bonus (if any) to your attack and damage rolls. Constructs, elementals, oozes, plants, undead, and creatures immune to critical hits are immune to this extra damage.

Contract (Ex)
As an assassin, you earn income by accepting commissions to kill a particular creature or creatures. Whenever you successfully complete a mission for which you were contracted, you earn an amount of
money equal to your opponent’s Challenge Rating minus your class level × 100 gp (minimum 100 gp or the max gold of the community). However, you must enter into a contract to gain this gold; simply
butchering commoners will not earn you extra income. To get a contract, you must name a price and then make a special Gather Information check adding your reputation (see following) to the roll. This check requires 2d10 days plus the community’s size modifier. The DC depends on the size and alignment of the community, as shown on the following table.




Freeport is considered a neutral small city, while Libertyville counts as a chaotic neutral village.

Even on a successful check, a target worth the price you set may not be available. The GM is the final arbiter of the possible marks, and it may take several days before you can track down the target. Once you get a contract and eliminate the mark, you must wait 1d20 days minus the community’s size modifier before you may seek out another.

Poison Save (Ex)
Your extensive work with poisons and toxins has lent you some natural resilience to their effects. At 1st level, you gain a +1 competence bonus on Fortitude saves against poison. This bonus increases by one at 4th level and every three levels thereafter.

Backstab
You can strike a vital spot when you catch an opponent when he is unable to defend himself effectively. Your attacks deal extra damage whenever your opponent is denied his Dexterity bonus to AC (but
not when you flank your opponent). This extra damage is 1d6 at 2nd level, and it increases by +1d6 every three levels thereafter. Should you score a critical hit with backstab, this extra damage is not multiplied. Ranged attacks can count as backstabs only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can use backstab to deal nonlethal damage instead of lethal damage. Constructs, elementals, oozes, plants, undead, and creatures immune to critical hits are immune to this extra damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use backstab against a creature with concealment or when striking the limbs of a creature whose vitals are beyond reach. Extra damage from backstab stacks with similar types of extra damage including sneak attack damage.

Poison Use (Ex)
At 3rd level, you complete your training in a variety of poisons and you are never at risk of accidentally poisoning yourself when applying poison to a weapon.

Tools of the Trade (Ex)
On attaining 3rd level, and at every four levels thereafter, you gain a special ability of your choice from among the following options. You may only gain each one once.

• Bonus Languages: You gain fluency in a number of languages equal to your Intelligence bonus (minimum 1 language). These languages are in addition to the extra languages you gain for having a high Intelligence score.
• Deep Cover: If you spend at least one day preparing a disguise, you gain a +10 competence bonus on Disguise checks.
• Empower Poison: When crafting a poison, you may increase the poison’s Craft DC by 10 to increase all variable numeric effects by one-half so that the poison deals half again as much initial and secondary damage as it normally would. This tool of the trade does not affect non-variable effects such as blindness, death, and paralysis.
• Extend Poison: When crafting a poison, you may increase the poison’s Craft DC by 5 to delay the onset of the poison’s initial effects by up to one hour after the target’s initial exposure. You decide the delay at the time of the poison’s crafting. This tool of the trade has no effect on the poison’s secondary damage, which occurs one minute later as usual.
• Maximize Poison: When crafting a poison, you may increase the poison’s Craft DC by 20 to modify all of the poison’s variable numeric effects so that the poison deals the maximum possible value. This tool of the trade does not affect non-variable effects such as blindness, death, and paralysis.
• Poison Focus: Choose one type of poison from any of the following—contact, ingested, inhaled, or injury. When using a poison of this type, you increase the save DC to resist its initial effects by +1.
• Preternatural Instincts: You may add your Intelligence bonus (if any) as a competence bonus on all initiative checks.
• Quick Change: You may now make a Disguise check in 1d3 × 10 rounds by taking a –5 penalty to the check or in 1 round by taking a –20 penalty to the check.
• Quicken Poison: When crafting a poison, you may increase the poison’s Craft DC by 25 to force a target exposed to the poison to suffer both the initial and secondary effects at the same time. The target is still entitled to a separate saving throw to resist both effects.
• Skill Savant: Select one of the assassin class skills. You gain a +5 competence bonus on all checks made using that skill.
• Talented Poisoner: When manufacturing drugs or poison, for every +5 you add to the Craft (poison) check DC, you may increase the save DC to resist the poison by 2.
• Weapon Focus: You gain Weapon Focus as a bonus feat.

Shadowspawn (Ex)
You are adept at striking from the shadows, emerging unseen to deliver a deadly blow and then melting back into the darkness. Starting at 4th level, you increase the benefits of concealment derived from low or no illumination by 10%, so that your opponents’ miss chance when attacking you while in an area of shadowy illumination is 30% and when in areas of no illumination, the miss chance is 60%.

Death Attack (Ex)
When you reach 5th level, you have learned how and where to strike an opponent to kill or paralyze her with a single attack. To use this ability, you must study your victim for 3 rounds and then make a backstab with a melee weapon. If the attack deals damage, the backstab has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 your class level + your Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per two class levels. If the victim’s saving throw succeeds, the attack is just a normal backstab. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.

Reputation (Ex)
Your reputation as a ruthless killer lends you a great deal of street credibility and helps you land the lucrative jobs. At 5th level, you gain a +1 bonus on Gather Information checks to find “work.” In фddition, you may add this bonus as a competence bonus on all Intimidate checks. Every five levels thereafter, this bonus increases by +2 (+3 at 10th, +5 at 15th, and +7 at 20th level).

Uncanny Dodge (Ex)
Starting at 6th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead.

Ruthless (Ex)
At 7th level, you no longer provoke attacks of opportunity when making coup de grace attacks. You are quick and business-like when snuffing the life from a foe. In addition, as a 1 round action, you can kill your opponent brutally. This functions exactly like a normal coup de grace attack, but you provoke attacks of opportunity as normal and the DC to resist this attack increases by 5.

Greater Poison Use (Ex)
By 9th level, you have learned to apply poison more quickly to your weapons. You may apply contact or injury poisons to a weapon as a move action. Alternatively, you may apply these poisons as a swift action, but the save DC to resist these toxins decreases by 5.

Stalker (Ex)
Also at 9th level, when hiding and moving more than half but less than full speed, you take no penalty to your Hide checks. When running (but not when attacking or charging), the penalty to your Hide checks drops to –10.

Improved Ambush (Ex)
Starting at 10th level, you may add your Intelligence bonus (if any) to your attack and damage rolls whenever you flank an opponent as well as when you are attacking a flat-footed opponent. In addition, when making a death attack, you may sacrifice 1d6 points of backstab damage to increase the save DC to resist the attack by 2.

Uncanny Sniper (Ex)
Whenever you have successfully hidden from an opponent that’s at least 10 feet away, you can make one ranged attack and then immediately make a Hide check to conceal your position. You take a –10 penalty to this check instead of the normal –20.

Improved Uncanny Dodge (Ex)
At 12th level, you can no longer be flanked. This defense denies a rogue the ability to use sneak attack (or similar extra damage effects) against you when he flanks you, unless he has at least four more rogue levels than you have assassin levels. If you already have uncanny dodge (see above) from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank you.

Hide in Plain Sight (Ex)
Beginning at 13th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you may hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.

Poison Use Mastery (Ex)
At 15th level, you may apply poison to a weapon as a swift action without reducing the poison’s save DC. In addition, if you spend a standard action to apply poison to a weapon, the weapon retains its
virulence for two successful hits or two touches.

Crippling Strike (Ex)
Starting at 16th level, you can backstab opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your backstabs also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Blindsense (Ex)
Upon attaining 18th level, your senses have become so acute that you can now notice things you cannot see. You usually do not need to make Spot or Listen checks to pinpoint the location of a creature within range of your blindsense ability, provided you have line of effect to that creature. Any opponent you cannot see still has total concealment against you, and you still have the normal miss chance when attacking foes that have concealment. Visibility still affects your movement. You are still denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see.

Shadow Strike (Ex)
Finally, at 19th level, whenever you successfully kill, disable, or reduce an opponent’s hit points below 0, you may make a Hide check as a swift action and move up to 10 feet in any direction. To use this
ability, you must be within 10 feet of a shadow. As with hide in plain sight, you cannot hide in your own shadow.


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New Class: Monster Hunter



Class Features
All of the following are class features of the monster hunter class.

Weapon and Armor Proficiency
You are proficient with all simple and martial weapons, light and medium armors, and shields (but not tower shields).

Monster Lore

Having studied a number of subjects and creatures, you have become well-versed in the special attacks, defenses, and vulnerabilities of the foes you hunt. You may make a special monster lore check with a bonus equal to your monster hunter level + your Intelligence modifier to see whether you know any relevant information about a particular monster. The DC of the check is 10 + the monster’s base HD (not including any class levels). So, to learn one fact about a kobold warrior, you need only to beat a DC 10, while you need to succeed on a DC 30 roll to learn an important fact about a balor. A successful check indicates you know some useful bit of knowledge about the monster. For every 5 points by which you beat the DC, you recall another fact. Like the Knowledge skill, you may not take 10 or take 20 on this check.

If you have 5 or more ranks in a Knowledge skill that specifically deals with a particular type of monster, you gain a +2 bonus to monster lore checks relating to those creatures. For example, if you have 5 ranks in Knowledge (the planes), you would gain a +2 bonus to monster lore checks regarding elementals and outsiders. For information on the Knowledge skill and the monsters related to particular categories, see the Knowledge and Monsters sidebar.

Track

At 1st level, you gain Track as a bonus feat.

Monster Specialist

Your training gives you a variety of techniques with which you can overcome just about any kind of monster. However, you develop specific talents that lend themselves to defeating monsters of a particular type. As you advance, you can further specialize, increasing your skills against a monster type, or diversify, developing tools to help defeat several different types of foes. Starting at 2nd level, select a specialization from any of the following: aberration hunter, animal hunter, construct hunter, dragon hunter, elemental hunter, fey hunter, humanoid hunter, magical beast hunter, monstrous humanoid hunter, ooze hunter, outsider hunter, plant hunter, undead hunter, or vermin hunter. You gain the apprentice
ability of the specialization. Every other level thereafter, you may select a new specialization or improve an existing one, gaining the journeyman ability or master ability. You retain all benefits of lower levels of specialization. Gaining mastery in a specialty confers additional benefits to all abilities as presented in each description.

Внимание: Если кто-то захочет играть классом Monster Hunter, то просьба обращаться в личку за списком плюшек по монсроспециализации, ибо их там слишком много а печатать мне лень. Выглядит это приблизительно так для каждого типа монстров:

Construct Hunter
“The machine is but a tool. But when given life, or a semblance
of life, it is a danger to all.”

Agility (Apprentice) (Ex): You gain a +2 dodge bonus to AC against attacks of opportunities caused when you move out of or within a construct’s threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose your
dodge bonus. Like all dodge bonuses, this ability stacks with the Mobility feat.
Mastery: Your dodge bonus increases to +4.

Tough (Journeyman) (Ex): You need never make a save against massive damage from attacks made by a construct. In addition, gain a +2 insight bonus to saves against a construct’s special attacks.
Mastery: Your insight bonus to saving throws against a construct’s special attacks increases to +4.

Rend Dweomer (Master) (Su): You may make a special touch attack to scramble the magical energy that grants a construct the semblance of life. On a successful attack, you deal 1d6 points of damage per class level (maximum 10d6). You must wait 5 rounds between each use of this ability.


Monster Sense (Ex)

At 3rd level, you gain a +1 bonus per different specialized foe to Listen, Search, Spot, and Survival checks. Thus, a monster hunter with two specialized foes (i.e. humans and vermin) gains a +2 bonus to these checks, while a monster hunter with five gains a +5 bonus.

Danger Sense (Ex)

At 5th level, you gain a +1 bonus to initiative checks per specialized foe. Thus, a monster hunter with three different specialized foes (dragons, orcs, and undead for example) gains a +3 bonus to initiative checks.

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New class: Survivor




Class Features
All of the following are class features of the survivor class.

Weapon and Armor Proficiency
You are proficient with all simple weapons. You are not proficient with any kind of armor or shields, and when wearing armor, using a shield, or carrying a medium or heavy load, you lose your AC bonus, as well as your initiative bonus.

AC Bonus (Ex)
You have a keen ability to anticipate and avoid your opponent’s attacks. When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC. In addition, you gain a +1 bonus to AC at 5th level. This bonus increases by 1 for every five survivor levels
thereafter (+2 at 10th, +3 at 15th, and +4 at 20th). These bonuses to AC apply even against touch attacks or when you are caught flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any kind of armor, when using a shield, or when carrying a medium or heavy load.

Initiative Bonus (Ex)
Having endured all manner of hardships, you have developed a preternatural instinct for anticipating danger. You may add your Wisdom bonus on initiative checks. In addition, you gain a +1 bonus on initiative checks at 4th level. This bonus increases by 1 for every four survivor levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th).

Unarmed Strike
At 1st level, you gain Improved Unarmed Strike as a bonus feat. Your attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. There is no such thing as an off-hand attack for you when striking unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes. Usually your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage while grappling. Your unarmed strike is treated both as a manufactured weapon and as a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. You also deal more damage with your unarmed strikes than a normal
person would, as shown on Table 2–5: The Survivor. The unarmed damage on Table 2–5 is only if you are Medium. If Small, you deal less damage, and if Large, you deal more; see Table 2–6: Small or Large Survivor Unarmed Damage.

Bonus Feat
At 1st level, you may select either Agile or Athletic as a bonus feat. At 4th level, you may select either Blind-Fight or Combat Reflexes as a bonus feat. At 8th level, you may select either Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat. At 12th level, you may select either Diehard or Power Attack as a bonus feat. At 16th level, you may select either Improved Bull Rush or Improved Overrun as a bonus feat. And at 20th level, you may select either Knock Down (see Chapter Three: Supplemental Rules) or Spring Attack as a bonus feat. You need not have any of the prerequisites normally required for these
feats to select them. If you already have all the listed feats for the level, you may select any other bonus feat offered at a lower level.

Shattering Strike (Ex)
Starting at 2nd level, you can take a full-round action to make a single powerful unarmed strike. The attack ignores 1 point of damage reduction or object hardness per two class levels (1 point at 2nd, 2 at 4th, 3 at 6th, and so on).

Evasion (Ex)
Beginning at 3rd level, whenever you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You can only use evasion if you are wearing light armor or no armor. You do not get the benefit of evasion when you are helpless.

Burst (Ex)
Starting at 5th level, you may push yourself to move faster than normal. As a swift action, you may gain a +20-foot enhancement bonus to your land speed for 1 round. On the following round, this bonus drops to +10 feet, and on the third round, it drops to +5 feet. You must wait one minute in between each use of burst.

Indomitable (Ex)
At 5th level, whenever you fail a saving throw, you may immediately make a second saving throw at a –5 circumstance penalty to resist the effects. Once you use this ability, you must wait 5 rounds before using it again.

Ignore Condition (Ex)
At 6th level, you gain immunity to a specific condition. Choose one from any of the following: checked, confused, dazed, dazzled, fascinated, fatigued, sickened, or stunned. If you use Green Ronin’s Advanced Gamemaster’s Guide, add the following conditions to this
list: besotted, bewildered, enamored, groggy, and stupefied. Other conditions, drawn from other sources, may be available at the GM’s discretion. At 11th and 16th level, you gain immunity to an additional condition.

Damage Reduction (Ex)
Beginning at 7th level, you gain Damage Reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. At 9th level, and every two survivor levels thereafter (11th, 13th, 15th, 17th, and 19th level), this damage
reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Sickening Strike (Ex)
Upon reaching 8th level, you can take a full-round action to make a single unarmed strike to sicken your opponent. If you hit, the target must succeed on a Fortitude save (DC 10 + one-half your class level + your Strength bonus) or become sickened for 1 round. A sickened character takes a –2 penalty to attack and weapon damage rolls, skill checks, saving throws, and ability checks. Targets immune to critical hits are immune to sickening strike.

Improved Evasion (Ex)
At 10th level, your evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion.

Staggering Strike (Ex)
Beginning at 14th level, you may take a full-round action to make a single unarmed strike to stagger your opponent. If you hit, for 1 round the target may only take a single move action or standard action. This condition affects the target even though the staggered
condition ordinarily occurs only when a target’s nonlethal damage exactly equals its current hit point total. Targets immune to critical hits are immune to staggering strike.

Deny Massive Damage (Ex)
At 18th level, whenever you take 50 or more points of damage from a single attack, you need not make a Fortitude save to avoid death. Damage that reduces you to –10 hit points or more still kills you.

Devastating Strike (Ex)
Finally, at 20th level, you may take a full-round action to make a single unarmed strike to invoke fear in your opponent. If you hit, the target must succeed on a Fortitude save (DC 10 + one-half your class level + your Strength bonus) or cower for 1 round. A cowering
character is frozen in fear and can take no actions. As well, it takes a –2 penalty to Armor Class and it loses its Dexterity bonus (if any). Targets immune to fear are immune to fearsome strike. This is a mind-affecting fear effect.
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DungeonMaster ZatriX
06.12.2013 11:53
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Дополнительные скиллы:

Bluff (Cha)
In addition to the normal uses for the Bluff skill, characters can make Bluff checks when gambling.

Gamble

Whenever you would engage in a game of chance, you may make a Bluff check to determine how well you do. A Bluff check in this way can take anywhere from a few minutes to as long as an hour, depending on the game played. To join or start a game, you must first pay a stake (the stake cannot exceed the community’s gold piece limit). If you’re joining a game, the GM sets the amount. Otherwise, you set the amount if you’re starting the game. The stake can range from a few pennies to many thousands of lords, but the higher the stake, the better your opposition. When all the participants are ready and have matched the stated stake, everyone in the game makes a Bluff check. The character with the highest check result wins the stake. In the case of multiple NPCs
with equal or nearly equal skill, the GM may roll once and add a +2 circumstance bonus to the NPCs’ check result. In case of a tie, make additional checks until there is a clear winner.

Cheating: You can cheat while gambling to improve your chances. To do so, before the opposed Bluff check, you must make a Sleight of Hand check opposed by your opponents’ Spot check or checks (as with the opposed Bluff check, the GM may roll once for multiple NPCs, using the character with the highest Spot check modifier and granting that character a +2 circumstance bonus). If the Sleight of Hand check succeeds, you gain a +2 circumstance bonus on your opposed Bluff check. If the Sleight of Hand check fails, you gain no benefit and if you fail by 5 or more, one or more fellow gamblers notice your botched attempt and react as appropriate.

Synergy: If you have 5 or more ranks in Sense Motive, you gain a +2 bonus on Spot checks to notice if a character is cheating. If you have 5 or more ranks in Sleight of Hand, you gain a +2 bonus on
Bluff checks made to gamble.

Knowledge (Forbidden) (Int; Trained Only; Special)

You are familiar with That Which Should Not Be Known, having encountered the awful through various writings, meetings with madness-inducing abominations, and a general exploration of the forbidden in all its unspeakable forms. Since these revelations defy logic or commonly accepted fact, your acquisition of forbidden knowledge depends solely only how much exposure you have to these dark secrets you have experienced.

Check: Answering a question about the horrible gods and secrets that lurk at the edges of reality has a DC of 10 (for really easy questions), 15 (for elementary questions), or 20 to 30 (for difficult or really tough questions). Unlike other fields of study, there are almost no really easy questions associated with this dark knowledge. As with other Knowledge skills, you can use this skill to identify
monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s Challenge Rating. A successful check allows you to remember a bit of useful information
about that monster. For every 5 points by which your check exceeds the DC, the GM can give another piece of useful information. Such information is usually features common to all monsters of that type, with higher check results revealing more of the monster’s capabilities. Monsters, for the purpose of these checks, include aberrations, oozes, undead, and any creature with the extraplanar subtype.
Knowledge (forbidden) checks are also used to perform incantations (see Chapter Five: Spells and Magic).

Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.

Try Again: Usually no. If you are trying to identify a creature whose type is covered by another Knowledge skill, such as outsiders and Knowledge (the planes), you must choose which skill to use when
making this check.

Synergy: If you have 5 or more ranks in Knowledge (dungeoneering) checks, you gain a +2 synergy bonus on Knowledge (forbidden) checks to identify aberrations. If you have 5 or more ranks in
Knowledge (religion), you gain a +2 synergy bonus on Knowledge (forbidden) checks to identify undead. Finally, if you have 5 or more ranks in Knowledge (the planes), you gain a +2 synergy bonus
on Knowledge (forbidden) checks to identify creatures with the extraplanar subtype.

Special: You do not place ranks in this skill. Instead, you gain free ranks through exploring forbidden concepts, places, reading forbidden manuscripts, and so on. Regardless of how much material
you devour, your Knowledge (forbidden) ranks cannot exceed your character level + 3.

Untrained: Unlike other Knowledge skills, you cannot make untrained Knowledge (forbidden) checks since there are no really easy questions when it comes to this discipline of knowledge.
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DungeonMaster ZatriX
06.12.2013 11:53
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Новые фиты

Краткая таблица. Если какой-то интересен, спрашивайте полное описание у мастера.





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DungeonMaster ZatriX
06.12.2013 11:54
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New Weapons: Firearms

Rules For Firearms
Although these weapons are fast becoming popular, they are still expensive and uncommon at best, thus using these weapons without penalty requires the Firearms Proficiency. Even with this feat, reloading these weapons is particularly slow. Powder must be poured down the barrel and the lead shot rammed home. It takes 3 rounds to reload a firearm, and the reloading provokes attacks of opportunity (the Firearms Drill feat reduces the reload time to just 1 round).
Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on an attack roll made using a firearm, roll another d20 and consult Table 4–2: Firearms Misfire.
If you have iterative attacks, you can only use them if you have several firearms ready to fire and in hand. In fact, unless you have the Quick Draw feat and a loaded pistol or pistols at the ready, you may still
only make one attack per round. This limitation also applies if you have the Rapid Shot feat.
Firearms can be magically enchanted like other ranged weapons, but the ammunition cannot. Firearms follow the standard rules for magical item creation and cost. However, they cannot be enchanted with the special abilities Speed or Brilliant Energy.

Wet Powder
One of the greatest limitations of firearms is the vulnerability of black powder to moisture. Not only does this make firearms useless underwater, but they might also misfire or refuse to work even if they
are merely splashed by seawater or dampened by rain and humidity. Keeping one’s powder dry is not always easy.
In response to this limitation, Johann Krupp, an alchemist living in Freeport, developed a “wet powder” that is resistant to moisture. Wet powder is a blend of conventional black powder with fine magnesium filings. It will burn when damp, and even underwater, but does not have the explosive force of conventional black powder in ideal conditions.
Wet powder behaves similarly to conventional powder with the following exceptions:
• Out of the water, the weapon’s damage is reduced by 2 (minimum 1 point of damage), and the weapon’s range increment is halved (round down to the nearest 5-foot increment).
• In the water, the weapon’s damage is reduced by 4 (minimum 1 point of damage) and the weapon’s range increment is one- quarter its normal distance (round down to the nearest 5-foot increment).
Ammunition that includes wet powder costs three times the normal amount.

Clubbing Firearms
The long reload time of firearms make them less than useful after the first round of combat, especially in close quarters. However, pirates, being such resourceful types, have learned to “club” a discharged firearm—grasping it by the barrel and using the wooden stock as a bludgeoning weapon for melee combat. Clubbed pistols deal 1d4 points of damage, while clubbed muskets and similar weapons deal 1d6 points of damage. You cannot use a swivel gun in this way. All clubbed firearms threaten a critical on a natural 20 and deal ×2 damage on a confirmed critical hit. Any attack roll that results in a natural 1 using a firearm in this way indicates the weapon is ruined and cannot be fired until repaired, requiring a DC 20 Craft (firearms) check and raw materials equal to one-half
the firearm’s list price.



Dragon FP: This is the biggest type of pistol found in Freeport. It’s named for its huge, smoky discharge that’s reminiscent of a dragon’s breath.
Gorgon GG: The Gorgon is a musket developed shortly after the Privateer FP.
Harpy GG: This short-barreled weapon uses a simple charge to lob a crude grenade out to some distance. Not exceptionally accurate, it explodes in a 5-foot radius at the point of impact, dealing damage to the creature struck and half this damage to all adjacent targets (secondary targets are entitled to a DC 15 Reflex save to halve this damage).
Medusa GG: The Medusa has a shorter barrel than does the Gorgon due to its close-support role. Unlike other firearms, it is loaded with a bag of small lead pellets. This sprays out a hail of lead
in front of the firer, but has abysmal accuracy. A Medusa’s shot fills a 30-foot cone, dealing damage to all targets in the area (DC 15 Reflex half).
Privateer FP: A classic firearm, it is one of the more reliable firearms found in Freeport, granting a +1 bonus on the misfire table.
Stinger FP: A small discrete weapon, the Stinger FP is lightweight and easily concealed, granting a +2 bonus to Sleight of Hand checks to conceal the weapon on your person.
Titan GG Swivel Gun: A Titan is too big for a person to wield and so it must be mounted. Like the Medusa, a Titan fires a spray of lead pellets (or, in a pinch, nails or rocks). Ideal for boarding
actions, a Titan GG can sweep a deck clear in seconds. Anyone caught in the area of effect takes damage (Reflex DC 18 half). A swivel gun is normally crewed by two men. It takes one man 3 rounds to reload this weapon, or two men working together 2 rounds.

Firearms feats:

Firearms Proficiency
You are skilled in the use of firearms.
Prerequisite: Base attack bonus +1
Benefit: You may make attack rolls with firearms normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: A fighter may select Firearms Proficiency as one of his fighter bonus feats.

Firearms Drill
Spending long hours drilling with firearms makes reloading a snap.
Prerequisite: Dex 15, Firearms Proficiency
Benefit: You can reload a firearm in 1 round.
Normal: It takes 3 rounds to reload a firearm.

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