Tải bản đầy đủ (.pdf) (1 trang)

Samurai sheepdog book of many things vol 121

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (321.41 KB, 1 trang )

Plane Shift (Sp): Once per day, you can cast plane shift,
targeting only yourself, and only to travel between the Shadow
Plane or the Material Plane. The caster level of the spell is equal
to your character level.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Dexterity or Charisma.

Halfling Noble Path (Moderate)
Level/
Hit Dice
1

Trait
Lucky

Renown Value
(in gp)


3

Swift as shadows

750 gp

6

Heightened Strength

1,250 gp


9

Shadow walk

2,000 gp

12

Sociable

2,850 gp

15

Plane shift

4,000 gp

18

Inherent ability +2

5,875 gp

Half-Dwarf Noble Path
A half-dwarf’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.
Human Skill (Ex): You gain 1 class skill of your choice. At 9th
level, you gain 2 additional class skills and a +2 racial bonus to

one class skill of your choice.
Crystalline Form (Ex): You gain reflective, crystalline skin that
grants you a +2 racial bonus to AC against rays. Once per day, you
can deflect a single ray attack targeted at you as if you were using
the Deflect Arrows feat.
Heightened Charisma (Ex): Increase your Charisma score by
+1.
Racial Spellcasting (Sp): Choose a 2nd-level or lower earth
spell. You can use this spell as a spell-like ability up to 3 times per
day. The caster level of the spell is equal to your character level.
Human Training (Ex): You gain your choice of weapon training,
as the fighter class feature, or a metamagic feat that increases
the spell level by 2 or less. Once per day, you can apply your
metamagic feat to a prepared or cast spell without increasing its
spell level.
Inherent Ability: You gain a +2 inherent bonus to one ability
score of your choice.

Half-Dwarf Noble Path (Moderate)

120

Level/
Hit Dice
1

Trait
Human skill

Renown Value

(in gp)


3

Crystalline Form

750 gp

6

Heightened Charisma

1,250 gp

9

Human skill

2,000 gp

12

Racial spellcasting

2,850 gp

15

Human training


4,000 gp

18

Inherent ability +2

5,875 gp

Half-Elf Noble Path
A half-elf’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.
Human Skill (Ex): You gain 1 class skill of your choice.
Spell Resistance (Ex): You gain spell resistance equal to 11 +
your character level.
Heightened Constitution (Ex): Increase your Constitution
score by +1.
Elven Magic (Ex): You receive a +2 racial bonus on caster
level checks made to overcome spell resistance. In addition,
you receive a +2 racial bonus on Spellcraft skill checks made to
identify the properties of magic items.
Envoy (Sp): You gain the following spell-like abilities (the caster
level is equal to the user’s character level):
1/day—comprehend languages, detect magic, detect poison,
read magic.
Human Training (Ex): You gain your choice of weapon training,
as the fighter class feature, or a metamagic feat that increases
the spell level by 2 or less. Once per day, you can apply your
metamagic feat to a prepared or cast spell without increasing its

spell level.
Inherent Ability: You gain a +2 inherent bonus to one ability
score of your choice.

Half-Elf Noble Path (Moderate)
Level/
Hit Dice
1

Trait
Human skill

Renown Value
(in gp)


3

Spell resistance

750 gp

6

Heightened Constitution

1,250 gp

9


Elven Magic

2,000 gp

12

Envoy

2,850 gp

15

Human training

4,000 gp

18

Inherent ability +2

5,875 gp

Half-Orc Noble Path
A half-orc’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.
Human Skill (Ex): You gain 1 class skill of your choice. At 12th
level, you gain 2 additional class skills and a +2 racial bonus to
one class skill of your choice.
Unflinching Valor (Ex): You gain a +2 racial bonus on saving

throws against fear effects, and a +1 racial bonus to CMD to avoid
being grappled.
Heightened Charisma (Ex): Increase your Charisma score by
+1.
Ferocity (Ex): You can remain conscious and continue fighting
even if your hit point totals fall below 0. You are still staggered at
0 hit points or lower and lose 1 hit point each round as normal.
Battle-Hardened (Ex): You gain a +1 bonus to CMD. This stacks
with the bonus granted by unflinching valor.
Inherent Ability: You gain a +2 inherent bonus to one ability
score of your choice.



×