Drinking & Dragons

Wild:PC/Fuelwen/Feats: Difference between revisions

From Drinking and Dragons
>T3knomanser
>T3knomanser
 
(7 intermediate revisions by the same user not shown)
Line 4: Line 4:
=== Survivor ===
=== Survivor ===
+2 to heal and survival checks.
+2 to heal and survival checks.
=== Improved Multiattack ===
No penalty for additional natural attacks.
== DP Feats ==
== DP Feats ==
=== Stalker ===
=== Stalker ===
+2 to stealth and Profession(Hunter) checks.
+2 to stealth and Profession(Hunter) checks.
=== Exotic Weapon Prof (Net) ===


== Class==
== Class==
Line 15: Line 18:
(light)
(light)
May wear light armor and ignore the Arcane Spell Failure.
May wear light armor and ignore the Arcane Spell Failure.
=== Weapon Prof (Martial) ===
=== Armor Prof (Light) ===
=== Arcane Channeling(Su) ===
Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of a standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.


== Racial ==
== Racial ==
Line 42: Line 53:
::Trident +7 (1d8+STR*1.5) / Bite +4 (1d4+2) / Tentacle +4 (1d4+2) / Tentacle +4 (1d4+2)
::Trident +7 (1d8+STR*1.5) / Bite +4 (1d4+2) / Tentacle +4 (1d4+2) / Tentacle +4 (1d4+2)
:'''Unarmed'''
:'''Unarmed'''
::Talon +6 (1d4+2) / Talon +6 (1d4+2) / Bite +4 (1d4+2) / Tentacle +4 (1d4+2) / Tentacle +4 (1d4+2)
::Talon +6 (1d4+STR) / Talon +6 (1d4+STR) / Bite +4 (1d4+2) / Tentacle +4 (1d4+2) / Tentacle +4 (1d4+2)


If underwater add: Rake +4 (1d4+2) / Rake +4 (1d4+2)
If underwater add: Rake +4 (1d4+2) / Rake +4 (1d4+2)
Attacks with a * only add half the strength bonus to their damage. All natural attacks listed deal 1d4 damage.
Attacks with a * only add half the strength bonus to their damage. All natural attacks listed deal 1d4 damage.
===Sahuagin Flip===
After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming.


=== Weapon Proficiency(Trident) ===
=== Weapon Proficiency(Trident) ===
Line 51: Line 65:
=== Weapon Proficiency(Natural Attacks) ===
=== Weapon Proficiency(Natural Attacks) ===
=== Skills ===
=== Skills ===
** +8 racial bonus to swim checks and can always take 10 on swim checks.  Can use the run action while swimming.
* +8 racial bonus to swim checks and can always take 10 on swim checks.  Can use the run action while swimming.
** While underwater, a sahuagin has a +4 racial bonus on hide, listen and spot checks.
* While underwater, a sahuagin has a +4 racial bonus on hide, listen and spot checks.
** A sahuagin has a +4 racial bonus to survival and profession *hunter) checks within 50 miles of its home.
* A sahuagin has a +2 racial bonus to survival and profession *hunter) checks.
** A sahuagin has a +4 racial bonus on handle animal checks when working with sharks.
* A sahuagin has a +4 racial bonus on handle animal checks when working with sharks.

Latest revision as of 22:47, 26 September 2009


Feats

Survivor

+2 to heal and survival checks.

Improved Multiattack

No penalty for additional natural attacks.

DP Feats

Stalker

+2 to stealth and Profession(Hunter) checks.

Exotic Weapon Prof (Net)

Class

Arcane Attunement(Sp)

Use spell like abilities dancing lights, detect magic, flare, ghost sound, read magic 3 + INT mod/per day (7 uses).

Armored Mage(Ex)

(light) May wear light armor and ignore the Arcane Spell Failure.

Weapon Prof (Martial)

Armor Prof (Light)

Arcane Channeling(Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of a standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Racial

Blindsense (Ex)

A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.

Freshwater Sensitivity (Ex)

A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness (Ex)

Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.

Speak with Sharks (Ex)

Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use the Handle Animal skill to befriend and train sharks.

Rake (Ex)

Secondary natural attack, damage 1d4+(1/2 Str). A sahuagin also gains two rake attacks when it attacks while swimming.

Tentacles (Ex)

This creature has two tentacles in addition to its two normal humanoid hands. Each tentacle is a natural attack that deals 1d4 points of damage, plus strength modifier. They can be primary attacks, but secondary attacks if used in conjunction with other attacks. They also grant a +2 racial bonus to grapple checks.

Ink Cloud (Ex)

This creature can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a losing fight. All vision within the cloud is obscured. This functions only underwater.

Amphibious (Ex)

Can breathe air and water equally well.

Darkvision

60'

Multiattack

Routines

Trident(1h)
Trident +7 (1d8+STR) / Talon +4 (1d4+2) / Bite +4 (1d4+2) / Tentacle +4 (1d4+2) / Tentacle +4 (1d4+2)
Trident(2h)
Trident +7 (1d8+STR*1.5) / Bite +4 (1d4+2) / Tentacle +4 (1d4+2) / Tentacle +4 (1d4+2)
Unarmed
Talon +6 (1d4+STR) / Talon +6 (1d4+STR) / Bite +4 (1d4+2) / Tentacle +4 (1d4+2) / Tentacle +4 (1d4+2)

If underwater add: Rake +4 (1d4+2) / Rake +4 (1d4+2) Attacks with a * only add half the strength bonus to their damage. All natural attacks listed deal 1d4 damage.

Sahuagin Flip

After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming.

Weapon Proficiency(Trident)

Weapon Proficiency(Heavy Crossbow)

Weapon Proficiency(Natural Attacks)

Skills

  • +8 racial bonus to swim checks and can always take 10 on swim checks. Can use the run action while swimming.
  • While underwater, a sahuagin has a +4 racial bonus on hide, listen and spot checks.
  • A sahuagin has a +2 racial bonus to survival and profession *hunter) checks.
  • A sahuagin has a +4 racial bonus on handle animal checks when working with sharks.