Minstrel: Difference between revisions
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Revision as of 07:50, 6 August 2008
Biography
Class
Class: My class is a custom build made with the “Construction kit” and breakdowns from existing classes.
Weapon and Armor Proficiency: proficient with light armor, but not with shields.
Skills (2+int) class skills (and the key ability for each skill) are Balance (Dex), Disable Device (Int), Listen (Wis), Search (Int), Spot (Wis), Tumble (Dex).
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack 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 sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Invocations: A dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept can use any invocation she knows at will. A dragonfire adept’s invocations are like spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dragonfire adept can use a invocation defensively by making a successful consentration check. AN invocation can be disrupted, just as a spell can be ruined during casting. If a dragonfire adept is hit by an attack while ivoking, she is entitled to a Concentration check to successfully use the invocation, just as a spell caster would be. Her invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A dragonfire adept’s caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. If an invocation allows a saving throw, its DC is 10+ the equivalent spell level + the dragonfre adept’s Cha modifier. Sins spell-like abilities are not spells, a dragonfire adept cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the ability Focus feat (MM303), as well as from feats that emulate metamagic effects for spell-like abilities. The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level dragonfire adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a dragonfire adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. Se Draconic Invocations, below, for a list of available invocations. Unloike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above. Finally, just like warlocks (see Complete Arcane), dragonfire adepts can qualifie for some prestige classes usually intended for spellcastes. For details, see the Dragonfire Adepts and Prestige Classes sidebar on page 24.
Build
LvL 1. Claws of the beast(feat), Demonic sneak attack(feat), Weapon Finnese (feat), See the Unseen(ivocation)
LvL 2. Two-Weapon Fighting(feat)
LvL 3. Cloak of the Obyrith(feat), Aquatic Adaption(ivocation)
LvL 4. Weapon focus Unarmed(feat)
LvL 5.
LvL 6. Deamon skin(feat), Improved Two-Weapon Fighting(feat), Walk Unseen(ivocation)
LvL 7.
LvL 8. Two-weapon pounce(feat), Draconic flight(ivocation)
LvL 9. Staggering strike(feat)
LvL 10. Dodge(feat)
LvL 11. Draconic Touchness(ivocation)
LvL 12. Greater Two-Weapon Fighting(feat), ? (feat)
LvL 13. Devour Magic (ivocation)
LvL 14. ? (feat)
LvL 15. ? (feat)
LvL 16. Energie immumity (ivocation)
LvL 17.
LvL 18. ? (feat), ? (feat)
LvL 19. greater Draconic flight (ivocation)
LvL 20. ? (feat)
Feat’s
Abyssal Heritor
Claws of the beast
[Abyssal Heritor]
Your hands are twisted like claws. This deformity allows you to deal more damage then usual with your unarmed strikes and sneak attacks. Benefit: Your natural weapons or unarmed strikes gain a +1 Profane bonus on damage rolls. This bonus increases by 1 for for every two Abyssal heritor feats you possess. Special: Your talons make subtle manipulation of objects more difficult, imposing a -2 penalty on Slight of Hand checks.
Demonic sneak attack
[Abyssal Heritor]
You know exactly how to twist the blade to get the most out of your sneak attacks. Prerequisite: Sneak attack class feature Benefit: When you make a successful sneak attack, you can reroll a number of sneak attack damage dice equal to the number of Abyssal heritor feats you possess. You must take the results of the rerolled dice. Special: You trade feints for finesse and find it difficult to hide your malicious intentions; consequently, you take a -2 penalty on Bluff checks
Cloak of the Obyrith
[ Abyssal Heritor]
The chaos of the abyss suffuses your being, as it does the ancient obyriths. Prerequisite: Chaotic alignement. Benefit: You gain damage reduction 1/ lawful. The amount of damage reduction increases by 1 for each additional abyssal heritor feat you possess. Special: You are careless when it comes to your own fundamental well-being and take a -2 penalty on survival checks.
Demonic Skin
[Abyssal Heritor]
Your skin has rough, scaly patches that enhance your natural armor. Benefit: Your natural armor bonus improves by 1. This improvement increases by 1 for every two abyssal heritor feats you possess. If you do not have natural armour, assume your natural armor bonus is +0. Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks
Fighter feats
TWO-WEAPON FIGHTING
[Fighter]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.) Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor. A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
IMPROVED TWO-WEAPON FIGHTING
[Fighter]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6. Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Normal: Without this feat, you can only get a single extra attack with an off-hand weapon. Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats. A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
WEAPON FOCUS
[Fighter]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
WEAPON FINESSE
[Fighter]
Prerequisite: Base attack bonus +1. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.
TWO-WEAPON POUNCE
[Fighter]
Prerequisite: Dex 15, Two-weapon Fighting, base attack bonus +6. Benefit: When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you loze the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies. Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Normally: when you make a charge you can make a single attack at the end of your movement.
Skill Trick
movement
Nimble Stand
[movement]
You can rely on your acrobatic talent to stand up from prone safely.
Prerequisite: Tumble 8 ranks.
Benefit: You can stand up from prone without provoking attacks of opportunity.
Invocations
Least
Aquatic Adaptation
Least; 2nd
When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. You breath weapon functions normally underwater regardless for its effect. The invocation’s effect lasts 24 hours.
See the unseen
Least; 2nd
You grand yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PH 275). You also gain dark vision out to 60 feet for 24 hours.
See Invisibility: “You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.”
Lesser
Walk Unseen
Lesser; 2nd
You gain the ability to fade from view. You can use invisibility (self only) as the spell (PH245), except that the duration is 24 hours.
Invisibility: “The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.”
Draconic Flight
Lesser; 3rd
When you use this invocation, you sprout spectral wings resembling those of a dragon. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from forced march.
Equipment:
Anklet of Translocation
Body slot: Feet Activation: Swift (command) Number: 2 / day Cost: 1400gp
An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect.
You can’t use the anklet to move into a space occupied by another creature, nor can u teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you.
Wyrmfang Amulet
Slot: Throat Price: 1350gp activation: none (Permanent)
All attacks you make with natural weapons or unarmed strikes while wearing this amulet overcome damage reduction as through they were magic weapons. (The attacks don’t get an enhancement bonus, just the ability to overcome some creatures damage reduction)
Amber Amulet of Vermin (giant bee)
Body slot: Throat Activation: Standard (command) Number: 1 / day Cost: 500gp
This item summons a giant vermin that appears and obeys your commands for 1 minute (as if summoned by summon nature’s ally). At the end of this duration, the creature vanishes.
Eight varieties of the amber amulet of vermin exist (see table for the details of each version). An amber amulet of vermin works once per day.
GIANT BEE
Medium Vermin
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Sting +2 melee (1d4 plus poison)
Full Attack: Sting +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Collapsible Pole:
(dungeonscape) Cost: 20gp
This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet or 10 feet. You can use the pole to jam doors. Pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full round action.
Lard:
(dungeonscape) Cost: 2gp
Simple cooking lard can be a great aid to dungeoneers. You can spread it on the floor to make a slippery area similar to that created by a grease spell (PH 237). Applying lard in this manner takes 1 minute, but the coated area remains slippery for 1 hour. You can also take 1 minute to coat yourself in lard, which grants you a +5 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or pin. The bonus lasts for 10 minutes.
Listening Cone:
(dungeonscape) Cost: 8sp
This iron cone can be placed against a surface, such as a door, to aid in listen checks made through the surface. The DC for listening though a door when using a cone increases by 2 (rather then 5), and the DC for listening though stone walls increases by 5 (rather then 15). Listening cones have no effect if not used against a surface.
Alchemist’s Fire:
(SDR) Cost: 20gp
You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Antitoxin (vial) :
(SDR) Cost: 50gp
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Masterwork Thief tools:
(SDR) Cost: 100gp
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
Full cloth, winter:
(Arms and Equipment Guide) Cost: 4gp
This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold.
Winter fullcloth is considerd part if the weather outfit described in the players handbook. If worn by itself, it grants a +1 circumstance bonus on fortitude saving throuws against exposure to cold weather (see Cold Dangers in Chapter 3 of the DMG)
Acid (flask):
(SDR) Cost: 10gp
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Rubber ball:
(dungeonscape) Cost: 3gp
A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, travelling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less then 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object , it reverses direction and continues rolling.
Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball doesn’t return. For example, if you hear a splash, you know that a liquid object lies ahead.
Goggles of minute seeing:
(SDR) Body slot: Eyes Activation: X Number: X Cost: 1250gp
The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.
Healing belt
(Magic item compendium) Body slot: Waist Activation: standard (command) Number: 3 charges Cost: 750gp
While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: heals 3d8 points of damage.
3 charges: heals 4d8 points of damage.
Thieving helmet :
(Arms and Equipment Guide) Cost: 10gp
This specially designed helmet has metal funnels around the ears, which grant a +1 circumstance bonus on Listen checks.