Merchant
Merchants are rarely found outside of settlements, unless they caravan goods from region to region over land or sea. It is this type who find adventure as caravan leaders, wandering collectors, arms dealers, and merchant marines.
Merchants gain attack bonus at the rate of one for every two levels, starting at 1. Fort, Ref, and Will saves are gained at the rate of one every three levels starting at 0.
Hit Die: d6.
The merchant’s class skills are Appraise, Bluff, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Knowledge (Local), Knowledge (Geography), Knowledge (History), Listen, Profession, Ride, Spot, Survival, Use Magic Device, Use Rope.
Skill Points at 1st Level: (3 + Int modifier) x 4.
Skill Points at Each Additional Level: 3 + Int modifier.
Class Features
Depending on the specific merchant specialization,the following class features apply.
Weapon and Armor Proficiency: Merchants are skilled with all simple weapons. Those who have spent time in merchant marines or as caravan leaders gain the use of martial weapons. Merchants are not proficient with armor nor with shields, unless they have spent time in those same settings.
Starting Gear
4d6 x 10 gp worth of equipment.
Posted in Uncategorized and tagged npc class by Stephen Hilderbrand with no comments yet.
The Elemental Subplane of Mist
The Elemental Subplane of Mist is a subplane where the Elemental Planes of Air and Water intersect. A Great Mist hangs suspended at the very center of the plane, its misty tendrils passing out in all directions all the way to the edge of the plane. It is said that great beings travel the misty tunnels of vapor. Outside the Great Mist, the plane has a calm breeze, which suspends creatures and objects, moving them in a clockwise manner around the exterior of the Great Mist.
The Elemental Subplane of Mist is home to mist elementals, the deep mist dragon, and the gods of obfuscation and warnings. At the edges of the plane are coastal waters which lead nowhere in particular, yet provide the moisture for the Great Mist.
This subplane has the following traits:
* Light winds which keep creatures and objects suspended above a non-extant ground (outside the Great Mist).
* Heavy, moist air (inside the Great Mist).
* Air-dominant, with room for water creatures to thrive.
* Enhanced magic (for the Air and Water domains).
* Impeded magic (for the Earth and Fire domains).
Posted in Uncategorized and tagged air domain, Location, plane, subplane, water domain by Stephen Hilderbrand with no comments yet.
Mist Elemental
These creatures resulting from the ancient mixing of the elements of air and water hail from the Elemental Subplane of Mist, where they are born of the very ethereal mist itself.
Mist Elemental
Mist Elemental, Small | Mist Elemental, Medium | Mist Elemental, Large | |
---|---|---|---|
Size/Type: | Small Elemental (Mist, Extraplanar) | Medium Elemental (Mist, Extraplanar) | Large Elemental (Mist, Extraplanar) |
Hit Dice: | 2d8+1 (10 hp) | 4d8+12 (30 hp) | 8d8+32 (68 hp) |
Initiative: | +7 | +9 | +11 |
Speed: | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) |
Armor Class: | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 | 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 | 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13 |
Base Attack / Grapple: | +1/-3 | +3/+4 | +6/+12 |
Attack: | Slam +5 melee (1d4) | Slam +8 melee (1d6+1) | Slam +12 melee (2d6+2) |
Full Attack: | Slam +5 melee (1d4) | Slam +8 melee (1d6+1) | 2 slams +12 melee (2d6+2) |
Space / Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. |
Special Attacks: | Mist mastery, whirlwind | Mist mastery, whirlwind | Mist mastery, whirlwind |
Special Qualities: | Darkvision 60 ft., elemental traits | Darkvision 60 ft., elemental traits | Damage reduction 5/-, darkvision 60 ft., elemental traits |
Saves: | Fort +1, Ref +6, Will +0 | Fort +4, Ref +9, Will +1 | Fort +6, Ref +13, Will +2 |
Abilities: | Str 10, Dex 17, Con 12, Int 4, Wis 11, Cha 11 | Str 12, Dex 21, Con 16, Int 4, Wis 11, Cha 11 | Str 14, Dex 25, Con 18, Int 6, Wis 11, Cha 11 |
Skills: | Listen +2, Spot +3 | Listen +3, Spot +4 | Listen +5, Spot +6 |
Feats: | Flyby Attack, Improved InitiativeB, Weapon Finesse B | Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB | Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB |
Environment: | Elemental Plane of Mist | Elemental Plane of Mist | Elemental Plane of Mist |
Organization: | Solitary | Solitary | Solitary |
Challenge Rating: | 1 | 3 | 5 |
Treasure: | None | None | None |
Alignment: | Usually neutral | Usually neutral | Usually neutral |
Advancmt.: | 3 HD (Small) | 5-7 HD (Medium) | 9-15 HD (Large) |
Level Adjustment: | — | — | — |
Mist Elemental, Huge | Mist Elemental, Greater | Mist Elemental, Elder | |
---|---|---|---|
Size/Type: | Huge Elemental (Mist, Extraplanar) | Huge Elemental (Mist, Extraplanar) | Huge Elemental (Mist, Extraplanar) |
Hit Dice: | 16d8+80 (152 hp) | 21d8+105 (199 hp) | 24d8+120 (228 hp) |
Initiative: | +13 | +14 | +15 |
Speed: | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) |
Armor Class: | 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 | 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 | 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16 |
Base Attack / Grapple: | +12/+24 | +15/+28 | +18/+32 |
Attack: | Slam +19 melee (2d8+4) | Slam +23 melee (2d8+5) | Slam +27 melee (2d8+6) |
Full Attack: | 2 slams +19 melee (2d8+4) | 2 slams +23 melee (2d8+5) | 2 slams +27 melee (2d8+6) |
Space / Reach: | 15 ft./15 ft. | 15 ft./15 ft. | 15 ft./15 ft. |
Special Attacks: | Mist mastery, whirlwind | Mist mastery, whirlwind | Mist mastery, whirlwind |
Special Qualities: | Damage reduction 5/-, darkvision 60 ft., elemental traits | Damage reduction 10/-, darkvision 60 ft., elemental traits | Damage reduction 10/-, darkvision 60 ft., elemental traits |
Saves: | Fort +10, Ref +19, Will +5 | Fort +12, Ref +22, Will +9 | Fort +13, Ref +25, Will +10 |
Abilities: | Str 18, Dex 29, Con 20, Int 6, Wis 11, Cha 11 | Str 20, Dex 31, Con 20, Int 8, Wis 11, Cha 11 | Str 22, Dex 33, Con 20, Int 10, Wis 11, Cha 11 |
Skills: | Listen +11, Spot +12 | Listen +14, Spot +14 | Listen +29, Spot +29 |
Feats: | Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB | Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB | Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB |
Environment: | Elemental Plane of Mist | Elemental Plane of Mist | Elemental Plane of Mist |
Organization: | Solitary | Solitary | Solitary |
Challenge Rating: | 7 | 9 | 11 |
Treasure: | None | None | None |
Alignment: | Usually neutral | Usually neutral | Usually neutral |
Advancmnt.: | 17-20 HD (Huge) | 22-23 HD (Huge) | 25-48 HD (Huge) |
Level Adjustment: | — | — | — |
Mist elementals speak Auran and Aquan, communicating frely with both air and water elementals, though they are usually not welcomed by either, seen as a half-breed by both parent species.
Mist Elemental Sizes
Elemental | Height | Weight | Mistwind Save DC | Damage | Height |
---|---|---|---|---|---|
Small | 4 ft. | 2 lb. | 11 | 1d4 | 5×5 ft. |
Medium | 8 ft. | 4 lb. | 13 | 1d6 | 10×10 ft. |
Large | 16 ft. | 8 lb. | 16 | 1d8 | 15x15ft. |
Huge | 32 ft. | 16 lb. | 22 | 1d10 | 20×20 ft. |
Greater | 36 ft. | 20 lb. | 25 | 1d12 | 25×25 ft. |
Elder | 40 ft. | 24 lb. | 28 | 1d20 | 30×30 ft. |
Combat
Their rapid speed makes mist elementals useful on vast battlefields or in extended aerial combat. They have also been used to create areas of fog of war on the battlefield, which is where the term originated.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a mist elemental.
Mistwind (Su): The elemental can transform itself into a mistwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental shifts between being incorporeal as the mist and corporeal and moves at its normal speed.
The mistwind is amorphous yet contained in a up to 30’x30’x30′ cube, depending on the elemental’s size. The elemental controls the exact size, but it must be at least 5 feet wide, high, and deep.
The elemental’s movement while in mistwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the mistwind if it touches or enters the mistwind, or if the elemental moves into or through the creature’s space.
Non-elemental creatures might take damage when caught in the mistwind. An affected creature must succeed on a Reflex save when it comes into contact with the mistwind or take the indicated damage. It must also succeed on a Will save or be blinded while within the mistwind, automatically taking the indicated damage each round. A creature that wishes to leave the mistwind is allowed a Reflex save each round to escape the mistwind. The creature remains blinded and takes damage but can leave if the save is successful. Once the creature leaves the mistwind ir regains its vision. The DC for saves against the mistwind’s perceptive effects varies with the elemental’s size (see the table). The save DC is Wisdom based.
Creatures caught in the mistwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and if blinded cannot cast spells which require them to see their targets. If they are not blinded they have a 50% chance of not seeing their targets. Creatures caught in the mistwind take a -2 penalty to Dexterity and a -4 penalty on attack rolls. The elemental can have only as many creatures trapped inside the mistwind at one time as will fit inside the mistwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the mistwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the mistwind’s base touches the ground, the ground is also obfuscated. This cloud is centered on the elemental and has a diameter equal to the mistwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in mistwind form cannot make slam attacks and does not threaten the area around it.
Posted in Creature and tagged elemental, mist by Stephen Hilderbrand with no comments yet.
Darien
Darien CR 1
male human rogue 1
CG Size medium humanoid
Init: +2 Senses: Listen +3, Spot +3
Languages: common
AC: 15 (+2 armor, +3 dex) touch 13, flatfooted 12
HP: 6 (HD 1d6)
Saves: Fort: +0 Ref: +5 Will: -1
Speed: 30 ft.
Attack: short sword +1 (1d6 / 19-20 x2)
Full Attack: short sword +1 (1d6 / 19-20 x2)
Attack Options: sneak attack, combat expertise
Space / Reach: 5 ft. / 5 ft.
Base Attack: +0 Grapple: +1
SA: sneak attack, trapfinding
Feats: a touch of magic (sorcerer), combat expertise
Abilities: Str 13 Dex 15 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts- appraise 4+2 = 6, balance 4+3 = 7, bluff 4+1 = 5, climb 4+1 = 5, disable device 4+3 = 7, jump 2+1 = +3, listen 4-1 = 3, open lock 4+3 = 7, search 4+2 = 6, sense motive 4-1 = 3, spot 4-1 = 3, tumble 2+3 = 5
Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand
Possessions: leather armor, short sword, dagger, shortbow, 10 arrows
Darien CR 6
male human rogue 2, fighter 4
CG Size medium humanoid
Init: +3 Senses: Listen +3, Spot +3
Languages: common
AC: 20 (+5 armor, +3 dex, +2 shield) touch 13, flatfooted 17
HP: 28 (HD 2d6 + 4d10)
Saves: Fort: +5 Ref: +9 Will: +1
Speed: 30 ft.
Attack: long sword +8 (1d8 + 2 and 1d6 fire / 19-20 x2) or longbow +8 (1d8)
Attack Options: sneak attack, combat expertise, spring attack, whirlwind attack
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6
SQ: evasion
SA: sneak attack, trapfinding
Feats: dodge, combat expertise, mobility, spring attack, weapon focus (longsword), weapon specialization (longsword), a touch of magic (sorcerer)
Abilities: Str 13 Dex 16 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts, 12 fighter, 10 rogue – Appraise 4+2 = 6, Balance 4+3 = 7, Bluff 8+1 = 9, Climb 9+1 = 10, Diplomacy 6+1 = 7, Disable Device 4+3 = 7, Jump 7+1 = +8, Listen 4-1 = 3, Open Lock 4+3 = 7, Ride 3+2 = 5, Search 4+2 = 6, Sense Motive 4-1 = 3, Spot 4-1 = 3, Swim 3+1 = 4, Tumble 2+3 = 5
Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand
Possessions: +1 mithril chain shirt (2,100 gp), large steel shield enameled with skull and star device, +1 flaming long sword (command word “ixen”) (8,315 gp), dagger, longbow, 20 arrows, dark green cloak of resistance +1 (1,000 gp), dark traveling clothes, backpack, bedroll, 1,585 gold coins
Posted in Character and tagged fighter by Adam A. Thompson with no comments yet.
Lands and peoples of northeast Soralia
Soralia is a continent you can use as part of your campaign world. I created this land while running several campaigns in it over the last seven or so years, and now that I feel like it’s fairly well flushed out, I’d like to share it with everyone on Claw Claw Bite.
Climate: the northern kingdoms are warmer than their latitude is generally, due to a major warm current that flows counter-clockwise north into the Soral Sea, past the northeastern shores of the Princdoms of Ogham, and then west along the northern shore of the Soral Sea. This warm current results in heavy mists and fogs along the coasts of the so-called Pirate Kingdoms that stretch from the eastern edge of the peninsula to the halfling lands in the wide river basin that dominates the central portion of this region.
The Dwarvish lands are high and cold, set in the sprawling Dunheng Mountain chain that shields the eastern lands from the cold north western winds. The gnomish lands are a temperate and fertile land of hills and rivers which flow down from the dwarvish lands. The lands east of there with their small human kingdoms are warmer still in the southern reaches where the warm current runs strong. In the norther reaches they become more temperate as the lands rises slightly towards the arctic barrier mountains. These lands are drier and less fertile than the gnomish lands to the east.
Lands and Peoples: As one travels from west to east from the Fridon kingdoms along the north shore of the Soral Sea, one encounters first elvish, then dwarvish, then gnomeish, then halfling lands, followed by a stretch of heavily wooded wilderness, and several small human kingdoms.
Elvish Lands: Many clans of wood elves make their homes in the Linglew Woods. The elves are generally inhospitable to outsiders, and the humans of Fridon and the dwarves of Dunheng avoid their trackless forests.
Dwarven Kingdoms: two large and several small sovereign dwarven kingdoms claim the Dunheng Mountains and the surrounding land as theirs. Fairly isolate and xenophobic, these dwarven kingdoms have long-running feuds that occasionally break out into brief wars. Smaller kingdoms will be on one side or another as events change over the years.
These dwarves have some commerce with the underdark, primarily with deep dwarves and undergnomes. Other commerce is with occasional elvish or Fridon traders from the west and gnomes to the east, and through them, the warm human Pirate Kingdoms. Many young dwarves from these lands hire themselves out as small companies of mercenaries to the gnomes, halflings, and humans to the east.
Gnomish Lands: These lands are primarily gnomeish citiy-states ruled by family clan councils. The population includes a smattering of halflings, dwarves, humans and the occasional elf. Their economies are primarily agrarian. For defense, the ruling councils use mercenary troops sparingly and wisely to defend against human raiders from the east. As their lands are not rich in precious metals, they tend to be at peace with the dwarven kingdoms of the Dunheng Mountains to their west. They conduct extensive trade with the dwarves to the west and the halflings to the east, and the region has good roads.
The gnomes that live here tend to be practical, stoic folk, well used to defending themselves from the human bandits that spill out of the Pirate Kingdoms to the east. To their north in the tail of the arctic barrier mountains tribes of Ice Kobolds and the Naahaogo mountain goat people occupy the last habitable stretch of land before the tundras and arctic wastes. Mixed among them in the rolling foothills west of the river basin are several small halfling, elven and human communities of hill people.
Pirate Kingdoms: The lands of Findor, more popularly known as the Pirate Kingdoms, are small and factious kingdoms that stretch out across the end of the northern Soralic peninsula. On the whole, they tend to be somewhat poor and rather chaotic. Due to the lack of law in this region, they are a haven for pirates for which they are known, mainly out of the city of Grimsport.
One kingdom is ruled by Erikur Rinaldus, the famous “Mad King” of Pitosala, a small state in the Pirate Kingdoms. Cursed with a split personality, his fits and shrewdness are famous. His main personality is an aristocratic, regal and charismatic, and his next dominant personality is a mighty wizard, shrewd, cruel and scheming, with a third personality which seems to be a babbling mix of voices.
The humans here tend to view dwarves with a bit of distrust, as their main contact with them is as mercenaries. Ruins of the long-dead Sea Dwarves dot the land.
Ice Kobolds: These Kobolds have a blue-white color to their scales and a natural resistance to the cold (cold subtype: cold immunity). They worship the white dragons that live on the arctic shelf and throughout the barrier mountains. There is enmity between them and the beast-men that share these mountains, but they do not tend to make war on each other. They come into frequent conflict with the hated gnomes and to a lesser extent with the dwarves that live in the Dunheng Mountains to the southwest of them.
Their king is a mighty sorcerer-warrior who has magically transformed himself into a half-dragon. Also of note among them is a powerful sorcerer who builds fantastic constructs for use as war machines against the gnomes in the caverns, some in the aspect of the dragons they worship. He often must work with other magic-users to complete these constructs, but has the support of the king and good access to the resources he needs.
Beast Men (Na’ah-aogo): Known as beast-men by their human neighbors, but calling themselves the Naahaogo, these creatures dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms. They are organized into small family units and are primarily nomadic gatherers.
They have the aspect of men with the head and hind legs of a goat, with a thick pelt of fur across their entire bodies, giving them good resistance to cold weather. They receive a +4 racial bonus to jump, climb and balance checks and are well suited to the mountain terrain in which they live. They receive a +1 racial adjustment to dex and con and a -2 adjustment to intelligence and -1 to charisma. Their favored class is ranger, but scouts, druids and barbarians are common among them. Their society tends to be neutral and slightly chaotic as do individuals. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.
Rumors and Information
The following can be determined with the corresponding Knowledge (local) or Bardic Knowledge check…. (use the comments section to add rumors for this region)
Posted in Region and tagged Soralia by Adam A. Thompson with no comments yet.
Issue 11 Released
As our readers well know, Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with cool details and intriguing features.
We’ve just finished issue 11 of Claw / Claw / Bite, and are releasing it for sale on RPGnow.com. Follow the link below to receive half off the cover price. That’s right, for our blog readers, this issue is only $1.50.
Get Issue 11 of Claw Claw Bite here at %50 off, a special offer for our blog readers!
Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* New variant rules for casting with mana instead of preparing spells
* Four new creatures, including a new True Dragon: the jungle hunting Onyx Dragon
* Two new campaign locations — the town of Alabaster and the wilderness of Goduanil
* A new feature: Seeds, Legens and Hooks
* Two new magic items
* Two new spells
* Twelve NPCs, including the cadre of heroes at 5th level
* A mini-adventure in which the party is split up, captured, and must escape from a prison in hell.
Get Issue 11 of Claw Claw Bite here at %50 off, a special offer for our blog readers!
Posted in Uncategorized and tagged CCB issue by Adam A. Thompson with no comments yet.
Divine Liberation
I’d like to dedicate today’s post to E. Gary Gygax, who has just passed away. Gary’s adventures surrounding Tharizdun were a major inspiration for this idea, and so it seems appropriate to dedicate it to him. Of course, this small thing is nothing compared to the joy and inspiration I have received because of him and his work. I write this in the spirit of sending thanks and help to those who are no longer in this world.
This campaign plot line turns a common thread around.
Generally, an imprisoned deity is the bad guy that the PC heroes are trying to keep locked up. In this reversal of the story, a benevolent deity that the PCs worship or care about has been imprisoned.
This could be a long story arcing over a campaign, or a shorter story for higher level characters.
If used for a long campaign, the imprisoned deity may have been trapped long ago, and now some prophecy or omen has involved the PCs with it’s release.
If a short story, the deity may have just been recently tricked or put upon by another, malevolent or jealous deity, and the PCs must help the god overcome it’s tribulations. The part they play may be a minor, but pivotal part in a larger effort.
Posted in Uncategorized and tagged campaign plotline by Adam A. Thompson with no comments yet.
Die Harder
Prerequisite Endurance, Diehard, Iron Will, Toughness
Benefit
When reduced to -9 hit points, you remain stable. At this point, you begin to use your strength score as though they were additional hit points. Each point of damage you take reduces your strength score by 1 (this counts as ability damage). Once your strength score reaches 0 you immediately die.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach 0 strength, you immediately die.
Normal
A character with diehard usually dies once reaching -10 hp.
Posted in Uncategorized and tagged feat by Adam A. Thompson with no comments yet.
Anton Fink
Anton Fink is a skilled thief from the Phyloctæte who has learned to wield arcane power to assist him in his trade. He has used this power to seduce many a woman who is easily impressed with parlor tricks.
Unfortunately for him, this sex-driven rogue has had his soul trapped by an imp that he once befriended under the illusion that he was one of these parlor women. Now he must find a way to break the spell imposed by the imp. He is desperate to break free of this spiritual bond, and is willing to help or betray anyone else in the process.
Anton Fink (CR 8)
Chaotic Neutral Medium-size Male Human
Rogue 6 Rogue Caster 2
Initiative: +3
Vision: Normal
AC: 19 (flatfooted 19, touch 15)
Hit Dice: (8d6)+16
Hit Points: 54
Saves: Fortitude: +6, Reflex: +10, Will: +4
Speed: Walk 30 ft.
Attacks: +1 Shortbow +8 (1d6+2) or +1 Short Sword +6 (1d6+
Face / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6
Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Abilities: STR 13 (+1), DEX 17 (+3), CON 14 (+2), INT 16 (+3), WIS 11 (+0), CHA 11 (+0)
Skills: Appraise 5; Balance 5; Bluff 7; Climb 3; Concentration 7; Craft (Untrained) 3; Decipher Script 6; Diplomacy 3; Disable Device 5; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 2; Heal 0; Hide 11; Intimidate 4; Jump 7; Listen 3; Move Silently 17; Open Lock 11; Ride 3; Search 8; Sense Motive 4; Sleight of Hand 14; Spellcraft 8; Spot 8; Survival 0; Swim 1; Tumble 9; Use Magic Device 8;
Possessions: Arrow; Cloak of Resistance +1; Arrow +1; Bag of Holding (Type 1); Boots of Elvenkind; Quiver; Ring of Protection +2; Shortbow +1; Studded Leather +1; Sword +1 (Short); Wand of Magic Missile (3rd level caster);
Spells:
Spells per Day: (5/4/4/0/0/0 DC:13+spell level)
Rogue Caster – Known:
Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace
Level 2: Invisibility, Sleight of Hand, Spider Climb
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by Stephen Hilderbrand with no comments yet.
Rogue Caster
This prestige class brings together rogue and caster in two ways. First, the caster abilities are not the same as a sorcerer’s, since the spellcasting relies upon dexterity rather than intelligence. Second, the caster is actually a rogue class. The spells are all geared toward enhancing rogue abilities in one form or another, for instance improved forgery, perfect appraisal, sleight of hand, walk on rope, etc. There are no direct damage spells in the rogue caster’s arsenal.
Rogue casters have learned to hone their natural abilities for magic into spells that help them in their day — ahem, night — jobs. Only rogues may become rogue casters. NPC rogue casters usually lead lead solitary lives roaming the streets and backalleys. Some organize others into small-time criminal outfits, and the most successful run thieves’ guilds. Some of these outfits and guilds even have legitimate fronts.
Hit Die: d6.
Requirements
To qualify to become a rogue caster, a character must fulfill the following criteria.
Alignment: Any non-lawful
Skills: Use magical device +5, Spellcraft +4
Special: A character must have pulled off a moderate-sized heist using a magical device in order to discover the powers of the rogue caster.
Class Skills
Rogue Casters are intended to hone their Spellcraft and Knowledge: Arcana skills. These can then be exchanged on a case-by-case basis at a 2-for-1 cost using the Arcane Skill Bonus skill.
Class Features
Rogue Casters gain the ability to cast Rogue Caster Spells at the rate of one spell level per level of rogue caster, and can elect to use their dexterity bonuses the way sorcerers use intelligence. They gain access to all the spells up to their rogue caster level. In addition, the following skills are are available: Concentration, Knowledge: Arcana, Knowledge: Planes, Spellcraft, and Use Magic Device. They do not gain the ability to use magical devices as sorcerers; instead they still must make use magic device rolls as a rogue would.
Arcane Skill Bonus: At level three, the rogue caster can use half of their spellcraft and knowledge: arcana skills (rounded down) to boost a rogue skill in exchange for a 0th-level spell. These are equivalent to having the ability to cast 0th-level spells to boost these abilities, and they take a standard action and a verbal component to activate.
Rogue Caster Spells
Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace
Level 2: Invisibility, Sleight of Hand, Spider Climb
Level 3: Perfect Forgery, Perfect Appraisal, Perfect Balance
level 4: Dimension Door, Greater Invisibility
Level 5: Undetectability
Posted in Uncategorized and tagged prestige class by Stephen Hilderbrand with no comments yet.