sábado, 13 de agosto de 2011

Pirata - Heaven Empire RPG


- Personalidade e aparencia semelhante ao Cervantes de Soul Calibur (mas menos fantasmagórico e mais humano)
- Sem Soul Edge.




http://www.dandwiki.com/wiki/Pirate,_Variant_%283.5e_Class%29
Class Features:

Class Features

All of the following are class features of the pirate.
Weapon and Armor Proficiency
Pirates are proficient with all Simple and Martial weapons, with Light armor, and with shields excluding tower shields.
Combat Expertise
Pirates gain combat expertise as a free feat, even if they do not meet the requirements. This allows a characters to forfeit anywhere from +1 to +5 (or whatever there total base attack bonus is) and apply the same amount to their AC when fighting defensively.
Bonus Feats
Beginning at 2nd level and at every 4th level after, pirates get a bonus feat selected from the pirate bonus feat list.
Sea Legs (Ex)
At 3rd level, a pirate has spent so much time on a rocking boat that she gets a +3 inherent bonus to balance checks and a +2 on saves to avoid being knocked prone or to stay upright on an undulating surface.
Evasion (Ex)
At 4th level and higher, a pirate can avoid even magical and unusual attacks with great agility. If she 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 the pirate is wearing light armor or no armor. A helpless pirate does not gain the benefit of evasion.
Improved Feint
At 4th level, pirates gain Improved Feint as the feat, even if they do not meet the requirements. This allows characters to feint in combat as a move action rather than a standard action.
Low Blow
At 5th level or higher, if a pirate successfully feints against an opponent, any attacks she makes in the same round deal an extra 1d6 damage. This damage increases by 1d6 every five levels. If a pirate can attack multiple times in the same round, the damage is applied to each attack separately.
Improved Sea Legs (Ex)
At 7th level or higher, a pirate has spent so much time on the rigging of a ship that she gains a +2 inherent bonus to climb checks, does not lose her dexterity bonus to AC while climbing, and can climb unhindered while holding something in one hand.
Uncanny Dodge (Ex)
Starting at 8th level, a pirate can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a pirate already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Evasion (Ex)
Starting at 10th level, this ability works like evasion, except that while the pirate still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless pirate does not gain the benefit of improved evasion.
Improved Low Blow
At 11th level and higher, a pirate can feint as a free action once per round. This means, among other things, that a pirate can make a full attack action and apply her low blow damage to every attack involved.
Improved Uncanny Dodge (Ex)
A pirate of 14th level or higher can no longer be flanked. This defense denies an enemy the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does pirate. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Greater Low Blow
Beginning at 20th level, when a pirate uses low blow with a full attack action, the additional damage dealt by the low blow is increased by 2d6 for each attack that is part of that action.


*Em construção...

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