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Samurai sheepdog book of many things vol 115

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Deafening Blow (Combat, Threat)
Your glancing blow slides off your enemy’s weapon or hide
with a cacophonous ringing.
Prerequisite: Glancing Blow.
Benefit: When you fail to confirm a critical hit, your target is
deafened until the end of your next turn.
Dizzying Blow (Combat, Threat)
Your glancing blow is enough to throw your target off balance.
Prerequisite: Glancing Blow.
Benefit: When you fail to confirm a critical hit, your target is
confused until the end of your next turn.
Flesh Wound (Combat, Threat)
Your glancing blow still draws blood.
Prerequisite: Glancing Blow.
Benefit: When you fail to confirm a critical hit, your target
takes 2 bleed damage.
Glancing Blow (Combat)
Your strike rolls off of well placed armor or a shield while still
jarring your opponent.
Benefit: When you fail to confirm a critical hit, your target still
takes half the minimum damage you deal with the attack as extra
damage.
Normal: You gain no additional benefit when you fail to confirm
a critical hit (a natural 20 is still an automatic hit).
Graze the Eyes (Combat, Threat)
Your glancing blow cuts across the enemy’s vision.
Prerequisite: Glancing Blow.
Benefit: When you fail to confirm a critical hit, the target is
blinded until the end of your next turn.
Improved Glancing Blow (Combat)
Even your glancing blows are to be feared.


Prerequisites: Critical Focus and base attack +9 or Glancing
Blow and base attack bonus +6.
Benefit: When you fail to confirm a critical hit, you
can reroll the confirmation once per day at base attack
+6, twice per day at +11, and up to three times per day
at +16.

Convergence

When they began to manifest in reality, the shattered worlds
brought with them new spikes of magic that waxed and
waned in power, drawing creatures to them in search a new
source of convergence. Many who tapped into these
whirlpools of arcane and divine energy found they
could craft some of their known convergences
more readily. The ingenuitive amongst them
discovered untapped convergences more
closely tied to the worlds from which they
came.

Gaining Convergence

114

In addition to the methods introduced in
volume 1, convergence can be gained as an
alternative benefit to some magical locations
(see Chapter 6). Convergence gained in
this way can be an ongoing or temporary
benefit, either through activating the

magical location or destroying it.
As a reminder, creatures with a type
or subtype matching a convergence can drop
convergence dust as a reward in place of gold.

Convergence Traits
The following trait is usually only available to creatures who
activate it through the proper magical location.

Warg Convergence
Creatures with a warg convergence can exhibit minor,
moderate, or major traits, as shown in Table: Warg Convergence.
Warg traits include restless sleep, eyes lacking pupils, and a
peculiar familiarity with creatures of animal intelligence.
Sense Motive: You gain Sense Motive as a class skill.
Alertness (Ex): You gain Alertness as a bonus feat.
Ability Score Bonus (Su): You gain a +1 enhancement bonus
to Intelligence. At convergence level 9, you also gain a +2
enhancement bonus to Wisdom. At convergence level 15, you
also gain a +2 enhancement bonus to Charisma.
Warg Affinity (Ex): You gain a +2 enhancement bonus on
Climb, Fly, Handle Animal, and Sense Motive checks. This
bonus increases to +4 with convergence level 11 and +6 with
convergence level 17.
Marionette Possession (Su): You can cast marionette
possession 1/day. Your character level is your caster level, and
your spellcasting ability is Wisdom. You can only target willing
creatures with an Intelligence score of 1 or 2. You can use this
ability 2/day at 10th level, and 3/day at 20th level. In addition,
at 20th level, you can force this ability on any unwilling creature,

which functions as magic jar except you require no gem or crystal
focus to do so. Creatures with a 3 or higher Intelligence must
make an additional Will save or suffer the effects of a feeblemind
spell.
Prophecy Domain: You gain the prophecy cleric domain,
learning abilities from that domain as noted here.
Forwarned (Su): You gain a +1 bonus to Perception checks and
a +1 dodge bonus to AC. Theses bonuses increase to +2 at 12th
level and +4 at 18th level.
Domain Spells (Sp): You gain deathwatch that you can cast 1/
day as a spell-like ability. You gain additional domain spells at 8th,
14th, and 19th level.
Future Sight (Su): Once per day you
can declare that an action you have just
taken did not happen. You may then
take a different action. You can do
this after the results of your action
are known. The mixing of future and
present is disorienting. You are
shaken for 1d4 rounds after you
use this ability. This does not
stack with other fear effects,
but nothing can remove this
condition.



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