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Samurai sheepdog book of many things vol 124

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Resistance (Su): Your nerude resistance applies to each of the
listed types of damage. At 12th level, your resistance to two of
those increases to 10.
Heightened Wisdom (Ex): You no longer take a penalty to your
Wisdom score.
Cat Nap (Sp): You can cast heal as a spell-like ability once per
day, targeting only yourself, even if you are suffering from an
effect that it can remove. When you do, you also fall asleep for
up to 1 minute per level, as the sleep spell. The caster level of
these spells is equal to your character level.
Improved Natural Attack (Ex): You gain Improved Natural
Attack (slam) as a bonus feat.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Strength or Dexterity.

Nerude Noble Path (Moderate)
Level/
Hit Dice
1

Trait
Roll

Renown Value
(in gp)


3

Resistance


750 gp

6

Heightened Wisdom

1,250 gp

9

Cat nap

2,000 gp

12

Resistance

2,850 gp

15

Improved natural attack

4,000 gp

18

Inherent ability +2


5,875 gp

Otterling Noble Path
An otterling’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.
Escapist (Ex): Disable Device and Escape Artist
become class skills for you. If you choose a class that has
either of those skills as class skills, you gain a +2 racial
bonus on those skills instead. This bonus stacks with
slippery hide. At 9th level, you gain Signature Skill in one
of those skills as a bonus feat.
Vision (Ex): You gain low-light vision. At 12th level,
you gain darkvision out to 60 feet.
Heightened Wisdom (Ex): You no longer take a
penalty to your Wisdom score.
Freedom of Movement (Su): You have the ability
to ignore impediments to your mobility. For a number
of rounds per day equal to your character level, you
can move normally regardless of magical effects that
impede movement, as if you were affected by freedom
of movement. This effect occurs automatically as soon as
it applies. These rounds do not need to be consecutive.
This effect does not stack with the cleric liberation
domain, but does allow you to add your levels in other
classes when determining the duration of your ability.
Inherent Ability (Ex): You gain a +2 inherent bonus to
your choice of Dexterity or Intelligence.


Otterling Noble Path (Moderate)
Level/
Hit Dice
1

Trait
Escapist

Renown Value
(in gp)


3

Low-light vision

750 gp

6

Heightened Wisdom

1,250 gp

9

Escapist

2,000 gp


12

Darkvision

2,850 gp

15

Freedom of movement

4,000 gp

18

Inherent ability +2

5,875 gp

Runekin Noble Path (Moderate)
Level/
Hit Dice
1

Trait
+1 to natural armor

Renown Value
(in gp)



3

Cobbled explosive

750 gp

6

Heightened Charisma

1,250 gp

9

Resistance

2,000 gp

12

Steady Pace

2,850 gp

15

Cobbled explosive

4,000 gp


18

Inherent ability +2

5,875 gp

Runekin Noble Path
A 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.
Natural Armor (Ex): You gain a +1 natural armor
bonus, or increase your natural armor by +1.
Cobbled Explosive (Ex): Once per day, you can
create and throw a bomb as an alchemist of half
your character level. At 15th level, you can do
this twice per day.
Heightened Dexterity (Ex): You no longer
take a penalty to your Dexterity score.
Resistance (Su): Choose acid, electricity,
or fire. You gain resistance 5 to the chosen
energy, or increase your resistance by +5.
Steady Pace (Ex): Your base speed increases
to 30ft. Your speed is still never modified by
armor or encumbrance.
Inherent Ability (Ex): You gain a +2 inherent
bonus to your choice of Constitution or Wisdom.

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