to by ma potesilo!
Background nie je prilis podstatny, ide mi o archetypy / povolania ktore su vseobecne pouzitelne...
socialny status nema priamy vplyv na mechaniku hry. pocitam ze tieto veci sa riesia roleplayom... viem si ale predstavit ze by Knight dostaval nejake bonusy k Diplomacy alebo ze by mal nejaky vplyv na sedliakov alebo nieco podobne...
takto vyzera Templar:
Templar
Templars are members of military orders within particular churches.
Requirements
Race Human
Base attack bonus 6+
Armor Proficiency (heavy), Mounted Combat, Weapon Focus (god’s favorite weapon)
Knowledge (religion) 4, Diplomacy 4
Lev BAB F R W Special Def HP
1 +1 +2 +0 +2 Bonus feat +1 +1
2 +2 +3 +0 +3 For the Cause +1 +2 +2
3 +3 +3 +1 +3 Rallying voice +3 +3
4 +4 +4 +1 +4 Bonus feat +4 +4
5 +5 +4 +1 +4 Strong Mind +5 +5
6 +6/+1 +5 +2 +5 For the Cause +2 +6 +6
7 +7/+2 +5 +2 +5 Bonus feat +7 +7
8 +8/+3 +6 +2 +6 +8 +8
9 +9/+4 +6 +3 +6 For the Cause +3 +9 +9
10 +10/+5 +7 +3 +7 Bonus feat +10 +10
HP:
good
Defense:
good
Class skills:
Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (religion), Ride, Survival and Swim.
Skill points:
2+Int
Weapon groups:
Basic+3
Armor proficiency:
All
Bonus Feats: Templar gets a bonus combat-oriented feat. He must still meet all prerequisites for a bonus feat.
For the Cause: Whenever is templar fighting for the religious cause or to defend his church, he gains morale bonus to attack and damage.
Rallying Voice: A templar can calm those who are cowering, frightened, panicked, shaken, or suffering from the effects of a fear. Any ally within 10 feet of the templar when he uses his rallying voice has a chance to dig deep for courage and shrug off the deleterious effects. The check is d20 + templar level + Charisma modifier; if the templar’s check result is greater than the original DC of the effect + the number the subject failed by, it is negated. The templar gets only one roll, and it is applied to all affected subjects within range. Rallying voice can be used once per day. Templar cannot be under fear effect when using this ability.
Strong mind: Once per day, templar can reroll failed save against mind affecting magic or ability.
a takto Freelance:
Freelance
A freelance is one of the most feared warriors and a master of the arts of warfare, horsemanship, and personal combat. Just as warriors of lower social orders can become mercenaries, squires or nobles may offer their services as a freelance. A freelance may fight in the ranks of crusaders, commanding the cavalry or terrorizing the enemy as part of some elite mounted unit, or the knight may wander the countryside on some personal quest or vendetta.
Requirements
Base Attack Bonus: +6
Armor Proficiency (heavy), Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Group (spears and lances), Weapon Focus (spears and lances)
Knowledge (nobility) 4, Ride 6, Handle Animal 4
Character must acquire a warhorse and win at least one jousting tournament before gaining a level in this class.
Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 Bonus feat +1 +1
2 +2 +3 +0 +0 Spurt +2 +2
3 +3 +3 +1 +1 Jousting Expertise +3 +3
4 +4 +4 +1 +1 Bonus feat +4 +4
5 +5 +4 +1 +1 Born to the saddle +5 +5
6 +6/+1 +5 +2 +2 Unnerving War Cry +6 +6
7 +7/+2 +5 +2 +2 Bonus feat +7 +7
8 +8/+3 +6 +2 +2 +8 +8
9 +9/+4 +6 +3 +3 Jousting Mastery +9 +9
10 +10/+5 +7 +3 +3 Bonus feat +10 +10
HP:
good
Defense:
good
Class skills:
Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (nobility), Profession, Ride, Swim
Skill points:
2+Int
Weapon groups:
basic+4
Armor proficiency:
all
Class features:
Bonus Feats: A freelance can choose bonus feat from the following list: Cleave, Combat Expertise, Dodge, Great Cleave, Improved Charge, Improved Critical, Improved Disarm, Mounted Archery, Parry, Power Attack, Precise attack, Quick Draw, Shield Mastery, Sunder, Tactical Aid, Trample, Weapon Focus, Weapon group (type).
Spurt: Freelance can force his mount to spurt and double his movement for 1 round with making Ride check against DC 20. Each additional spurt in the same day raises the DC by 5.
Jousting Expertise: The freelance gains a +2 bonus to attack rolls when using a lance, and a +2 bonus to all Ride checks.
Born to the saddle: When riding a warhorse, freelance doesn’t suffer armor penalty to defense when wearing armor.
Unnerving War Cry: The freelance gains the ability to unnerve his foes when charging. The freelance must declare he is using this ability before he makes an attack roll. When he performs a charge action and successfully damages his opponent, any other foes within 10 feet of him after the charge must make a Will save (DC = 10 + freelance level) or suffer a –2 morale penalty to their attack defense rolls. The intimidating effect lasts for a number of rounds equal to the freelance’s class level. A freelance can use this ability once per encounter. Creatures that are immune to fear or other mind-influencing effects and those with more hit dice or levels than the freelance character level are unaffected. Unnerving war cry is negated by spells, spelllike abilities, or supernatural abilities that inspire courage or morale.
Jousting Mastery: The freelance gains a +4 bonus to attack rolls when using a lance, and gains a +4 bonus to all Ride checks. This bonus overlaps the jousting expertise bonus; it does not stack with it.
a toto je Elven Wardancer:
Elven Wardancer
Among the Wood Elves, the most feared and respected warriors are the Wardancers. They live for the glory of battle, and dedicate themselves to reaching the peak of fighting prowess. They are also masters of courtesy and dance, performing their intricate maneuvers with consummate ease and grace.
Requirements
Race Elf
Base Attack Bonus: +6
Combat Expertise, Dodge, Weapon Focus (heavy blades)
Perform (singing) 4, Perform (dancing) 4
Lev BAB F R W Special Def HP
1 +1 +0 +2 +0 Quick Blade +1 +1
2 +2 +0 +3 +0 Improved reaction +2 +2
3 +3 +1 +3 +1 Transfix +3 +3
4 +4 +1 +4 +1 Greater Quick Blade +4 +4
5 +5 +1 +4 +1 War chant (rally) +5 +5
6 +6/+1 +2 +5 +2 Blade Barrier +6 +6
7 +7/+2 +2 +5 +2 War chant (scare) +7 +7
8 +8/+3 +2 +6 +2 Superior Quick Blade +8 +8
9 +9/+4 +3 +6 +3 Defensive roll +9 +9
10 +10/+5 +3 +7 +3 Whirling Death +10 +10
HP:
good
Defense:
good
Class skills:
Climb, Bluff, Craft, Jump, Listen, Ride, Spot, Survival, Swim, Tumble.
Skill points:
2+Int
Weapon groups:
basic+3 (two-handed weapons and firearms are forbidden)
Armor proficiency:
light (medium and heavy armor and shields are forbidden)
Class Features:
Quick Blade: Wardancer may use his Dexterity modifier instead of his Strength modifier on attack rolls with heavy blades.
Improved reaction: Wardancer gains +2 bonus to initiative. This bonus stacks with Improved Initiative feat.
Transfix: Wardancer can confuse single opponent with feints and flurries. Make a Bluff check opposed by your target’s Sense Motive check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers. If wardancer wins he gains +2 to attack rolls and his opponent –2 to attack rolls. The modifiers continue until the transfixed opponent hits the wardancer (not necessarily wounding him). Wardancers cannot transfix Opponents with Int less than 3, or who are immune to psychology. Transfix is move action and can be made once per opponent per encounter.
Greater Quick Blade: Wardancer may use his Dexterity modifier instead of his Strength modifier on damage rolls with heavy blades. He can use his Dexterity as prerequisite for feats that need high Strength (such as Power Attack). When using medium weapon two handed wardancer adds his Dexterity and half his Strength to damage rolls
War chant (rally): The wardancer may only sing a war chant while charging an opponent. Make successful Perform (Singing) skill check against DC 20 and all friendly characters gain +2 to attack.
The war chant lasts until the wardancer is wounded or spends a round out of combat (i.e.: neither attacks nor is attacked). This ability can be used once per encounter.
Blade Barrier: Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw against attack roll to deflect it so that he takes no damage from it. Wardancer uses his weapon to accomplish this and can decrease the DC by magical weapon bonus if the weapon used is magical. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons can’t be deflected.
War chant (scare): The wardancer may only sing a war chant while charging an opponent. Make successful Perform (Singing) skill check against DC 15+opponents HD. Opponent who is being charged must make will save to against DC 10+ wardancer level+ Cha modifier. If he fails, he becomes frightened.
The war chant lasts until the wardancer is wounded or spends a round out of combat (neither attacks
or is attacked). This ability can be used once per encounter.
Superior Quick Blade: Wardancer may add his Dexterity and Strength modifier on attack rolls with heavy blades.
Defensive Roll: The wardancer can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wardancer can attempt to roll with the damage. To use this ability, the wardancer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to Defense, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the wardancer’s evasion ability does not apply to the defensive roll.
Whirling Death: Wardancer can enter a state of maniacal fury once per day. Wardancer gains a single extra attack each round at her highest bonus when making full attack action. (This latter effect is not cumulative with other effects that grant additional attacks). However he also takes a -2 penalty to Defense and cannot fight defensively. While frenzied, he cannot use any Charisma-, Intelligence, or Dexterity-based skills (except for intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items or read scrolls. He can use any feat she has except Combat Expertise or item creation feats. During frenzy she must attack those she perceives as foes to the best of her ability. Whirling death lasts for 3d6 rounds. When a whirling death ends, he is fatigued (-2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter.
vsetky tieto Advanced classes su zatial ako BETA a mozu sa menit.