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Character Flavor AbilitiesEventually, a characer learns a little trick that sets them apart from others of their profession. It may be extra skill at boxing, always having a couple of lockpicks hiden on their person, or even a small spell they can cast at will. At level 11 you may choose a single ability from whichever list best matches your original class. MageDisplay Power (Su): The Mage can cause himself to grow more powerful and impressive at will, gaining a +4 circumstance bonus to Intimidate checks. Innate Spell (Su): The Mage can choose one 0- or 1st-level arcane spell to cast as a standard action. Name of Power (Su): The Mage becomes aware when anyone speaks his name (referring specifically to him). He knows when it happens, and learns the name and current location of the speaker, as well as what was said. Invoker Discipline: At this point the invoker's regimented lifestyle allows them a +3 to willsaves. Book of the Soul: The invoker may choose 2 spells of each level he can cast to inscribe into his very being, allowing him to study them even when he has no physical spelbook present. He may not change these spells once they are chosen. Enigmatic Speech: Your constant metaphors and arcane references baffle and confuse those you speak to, granting a +2 bonus to bluff - "You must let us pass. The moon of fire burns brightly and no three legged cows can cross the river of blood!" Warped Nature: Your dabbling in forbidden lore has warped your very being. This allows you to cast stronger spells (equivalent to spell power 1), but gives you a 2 penalty to all social skill rolls due to your tainted essence. ( note that characters with a warped nature are generally hated and reviled and thus are not eligable for pk protection. you ahve been warned...) Fighter/Barb/Ranger Brutish: The warrior is a bully-thug and has trained in using their large size and physical prowess to intimidate others, making the intimidate skill a class skill. Ironskin: Your rugged lifestyle has toughened your body, granting you DR 1/- (this stacks with all natural DR, such as that which a barbarian gains). Courage: Staring death in the face has strengthened your will, granting a +4 bonus to saving throws vs. fear effects. Animal Affinity: The character gains affinity with one animal type, functionally gaining max handle animal/animal empathy when interacting with that single animal type. Boxer: You're skilled in unarmed fighting and gain a +3 competency bonus to your attack rolls and AC when fighting unarmed against a similarly equipped humanoid. Feat of Strength: You've trained to perform great feats of strength, such as caber tossing. As such, once a day you may add an extra 6 strength to a single action. The downside of this is that for the next 10 minutes your muscles are so tired that your strength is a functional 10 lower than normal. Cleric/Paladin Mark of Deity: Your Cleric/Paladin is somehow visibly marked by their deity granting a +2 bonus to diplomacy vs. allies of their faith and a +2 intimidation bonus vs. enemies. Infidel Hunter: The cleric/paladin focuses on battling infidels so much that when fighting against *true* enemies of their church they are extra vigilant and gain a 4 circumstance bonus to all initiative rolls against them. Disdain Need (Su): The cleric/paladin no longer needs to eat or drink. He gets all his nourishment from their faith. Rogue Unbindable: The rogue is nearly impossible to fetter or lock up, gaining a +5 bonus to all escape artist and open locks checks that are made to escape cells, manacles, etc. Additionally, this check may be made as a free action once per round. This even grants the rogue a 2 bonus to her saving throws vs. any spell that tries to physically restrain her such as web, animate rope, entangle, etc. Paranoia: The rogue is unusually paranoid, always on the lookout for traps and ambushes and thus always is allowed a spot or search check (albeit at a 5 penalty) to detect a trap or ambush. Well Prepared: Even without really thinking about it you always hide a couple of basic thieves' tools on yourself. Consider yourself to always have poor quality tools available to use, unless you have been searched by a rogue of equal or higher level. Bard Magic Touch (Su): The bard can sense if an object touched has a magical aura (but he gains no further information). Honey Tongue: You get a +2 bonus to rolls related to seduction. Famous Performance: Some poem, book, song, piece of art, or performance of yours is world famous. Most cultured people have heard of it and thus are considered 1 reaction class more favorable in most cases. Well Connected: As a result of your contacts you may ask the DMs for some basic IC information concerning the seasonal megaplotline once every month Druid Firewalk: Gains fire resistance +5 Breathe Water (Su): The Druid can breathe water as easily as air. Sacred Grove: You are so tied to your sacred grove that you cast spells with a functional +2 spellpower when you are inside it. Wildform: The druid has an affinity for a single wildshape form and may become that form without expending any daily wildshape uses. Help support Kethmar it's less painful than you'd think. |