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Samurai sheepdog book of many things vol 116

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Warg Convergence (Major)

Noble Path Progression

Purchase/
Reward Cost (in
gp)


Level/
Hit Dice
1

Trait (moderate 1/2 level,
minor 1/4 level)
Sense Motive

2

Alertness

3

Intelligence +1

1,250 gp

4

Warg affinity +2


2,000 gp

5

Marionette possession 1/day

2,850 gp

6

Forewarned +1

4,000 gp

7

Deathwatch 1/day

5,875 gp

8

Augury 1/day

8,250 gp

750 gp

9


Wisdom +2

11,500 gp

10

Marionette possession 2/day

15,500 gp

11

Warg affinity +4

20,500 gp

12

Forewarned +2

27,000 gp

13

+2 on saving throws

35,000 gp

14


Divination 1/day

46,250 gp

15

Charisma +2

60,000 gp

16

Future Sight 1/day

78,750 gp

17

Warg affinity +6

102,500 gp

18

Forewarned +4

132,500 gp

19


Moment of prescience 1/day

171,250 gp

20

Magic jar 3/day

220,000 gp

Noble Paths

A noble path is a measure of a character’s growing renown,
made manifest through a convergence that they develop
naturally. Unlike other convergences, a noble path must be
earned through public or corroborated acts of heroism, charity,
or selflessness (this can be achieved during downtime or while
adventuring). The gold value listed at each level of a noble path
is the amount required to reach that next benefit (An 18th-level
noble human would have paid 16,725 gp total for his path, for
example).

Pursuing a Noble Path
To begin pursuing a noble path, one must make a small
sacrifice in the form of the Noble Path feat. This feat grants the
character a class skill or other small boon defined by their race’s
associated convergence and the ability to begin earning renown
(represented as the value of the convergence in gold).

Noble Path

Prerequisite: Must have made some personal sacrifice or
performed a selfless act of heroism.
Benefit: Choose a noble path related to your faction or race.
You gain the 1st level benefit of that path’s convergence and can
progress your renown as you gain levels.
Special: Appropriate traits or a proper backstory can be used
to meet the prerequisite for this feat.

Noble paths can begin at different levels and progress at
different rates than most convergences. A character who pursues
or progresses a noble path at a level higher than their current
status can only progress it once per month during downtime or
once per level while adventuring, until it meets their current level.
Most characters can bank renown with such acts, tracking it in
place of gold they would earn so that it progresses automatically
upon gaining the next appropriate level.
For example, if Sir Hollings of Worth begins pursuing a human
noble path at 5th level, he must take the Noble Path feat
which grants him one class skill of his choice and access to the
associated moderate convergence. Later, he discovers a chest of
jewels that was stolen from a nearby town. Returning them, he
earns 750 gp worth of renown that allows him to progress his
path to its 3rd level benefit. If later he also has to fight off a band
of hobgoblins and gains a level, he could potentially earn up to
1,250 additional gp worth of renown, which would put him at his
6th level convergence benefit.

Arbiter Noble Path
An arbiter’s noble path is represented by a moderate
convergence gained as early as 1st level and which can be

improved upon at 3rd level and every 3 levels thereafter.
Fast Movement (Ex): Your base speed becomes 30 feet.
Natural Armor (Ex): You gain a +1 natural armor bonus to AC.
Heightened Charisma (Ex): You no longer take a penalty to
your Charisma score.
Racial Spellcasting (Sp): You can use levitate as a spell-like
ability up to 3 times per day. The caster level of the spell is equal
to your character level.
Silent Hunter (Ex): You reduce the penalty for using Stealth
while moving by 5 and can make Stealth checks while running at
a –20 penalty (this number includes the penalty reduction from
this trait).
Detect Expertise (Ex): You gain Detect Expertise as a bonus feat,
which lets you learn what bloodlines, domains, hexes, schools, or
mysteries (if any) a creature possesses after spending 3 rounds
observing it with detect chaos. The creature gets a Will save (DC
10 + half your level + your Wisdom modifier) to negate this. If it
succeeds, it is immune to your detect expertise for 24 hours.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Constitution or Wisdom.

Arbiter Noble Path (Moderate)
Level/
Hit Dice
1

Trait
Fast movement

Renown Value

(in gp)


3

+1 to natural armor

750 gp

6

Heightened Charisma

1,250 gp

9

Racial spellcasting

2,000 gp

12

Silent hunter

2,850 gp

15

Detect Expertise


4,000 gp

18

Inherent ability +2

5,875 gp

115



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