• No results found

Defensive Track

In document Legend (Page 56-59)

Pick one of the following tracks. You gain the abilities of your chosen track in order, at the level shown in the table.

Acrobatic Adept

Rogues who choose the Acrobat track rely on their blind-ingly fast reflexes to keep out of danger. Your Key Defensive Modifier is Constitution, as performing such an impressive series of dodges is incredibly draining.

1st Circle – Just That Quick: You learn to react to attacks with stunning alacrity, sometimes dodging a blow that would otherwise pierce your armor. Once per [Round] per circle you possess from this track, when an opponent who is not [Concealed] or [Fully concealed] makes an attack against you, if you are not [Flat-footed], you may make a Reflex save and use the result in place of your AC against that attack if the result is higher than your AC.

2nd Circle – Evasion: Once per [Encounter], if you make a successful Reflex saving throw against an offensive action that normally deals half damage on a successful save, you may instead take no damage. Additionally, you gain a bo-nus to Reflex saves equal to 1/4th your level (minimum 1).

3rd Circle – Supersonic Man: You gain a 10 ft bonus to your movement speed and a +1 bonus to AC, and you gain one [Bonus attack].

4th Circle – Don’t Stop Me Now: You can slip out of any bonds, even magical ones, and dexterously dive over any obstacle. You gain [Immunity] to effects with the [Bind-ing] descriptor, and ignore difficult terrain.

5th Circle – Artful Dodger: Your sweet moves have become things of beauty. You never provoke attacks of opportunity.

6th Circle – No Sell: Once per [Encounter], any time during a [Round], you may make a Reflex save. You may use the result of this save to replace the results of any Fortitude or Will saves you make for the rest of the [Round].

7th Circle – Faster Than the Eye: Your exceedingly acrobatic movements, like the unpredictable movements of a fly, fool the eyes of those attempting to harm you. Whenever you

use Just that Quick and your opponent’s attack roll misses, you gain 20% [Miss chance] for one [Round]. This stacks with itself, but not other sources, up to a maximum of 80%

[Miss Chance].

I Am Ten Ninjas

Practitioners of the exotic art of espionage known as nin-jutsu often develop near-supernatural abilities to comple-ment their stealth training. Your Key Defensive Modifier is Wisdom, as perceptiveness and self-control are critical in learning the art of the ninja.

1st Circle – Smoke Bomb!: As a ninja, you are well-schooled in the art of disappearing at a moment’s notice. Once per [Encounter] per 4 levels (minimum 1), as a swift action, you can create obscuring mist, as the spell.

2nd Circle – Spider Step: Climbing into targets’ rooms re-quires, well, climbing. You gain a climb speed equal to your base land speed. You can stop movement and remain in place (i.e., you can choose not to move on your turn while climb-ing), and you can attack while climbing.

3rd Circle – Shadow Step: As a swift action, you may add the [Teleport] descriptor to all of your movements until the beginning of your next turn, choosing a target square within range of your movement whenever you would move. Whenever you use a Smoke Bomb! during your turn, you automatically gain the benefit of Shadow Step.

4th Circle – Mantis Stance: As a standard action, you can move up to your speed, making a single attack at any point in your movement. If you also have the Swash-buckler track, this attack benefits from the Once More!

ability.

5th Circle – Flash of Shadows: Once per [Encounter] per 4 levels, as an immediate action, you can [Teleport] a dis-tance up to your movement speed.

6th Circle – Paint It Black: You can attempt to use the Stealth skill as either a swift action or a move action (instead of only a move action). Additionally, you take no penalties for acting while using the Stealth skill.

7th Circle – Void Disciple: As an immediate action, you can become [Ethereal]. You can remain [Ethereal] for a num-ber of [Rounds] each [Scene] equal to twice your level, and returning from being [Ethereal] is a swift action.

Fortune’s Friend

Some people are just lucky. Whether by the blessings of some god, the accumulation of charms, or some innate abil-ity to manipulate fate, things always seem to go more favor-ably for a very fortunate few. Your Key Defensive Modifier is Charisma, reflecting your ability to talk and finagle your way out of otherwise-deadly scrapes.

1st Circle – A Little to the Left: You seem to narrowly dodge what would otherwise be lethal blows. Once per [Encoun-ter], if you would be reduced to negative hit points, you are instead reduced to 1 hit point and immediately gain a move action. If you have the Swashbuckler track, this move action triggers the Once More! ability (if you wish to use it).

2nd Circle – Improvisation: As a swift action, you can gain a +2 bonus on attack rolls, saving throws, and skill checks until the beginning of your next turn. You can grant this bonus to an ally within [Close] range instead, if you wish.

3rd Circle – Gift of Gab: In any [Round] in which you spend at least one free action speaking (be it a joke, an elaborate discourse, or simple nonsense, as long as full words are used), you gain a +3 deflection bonus to Armor Class and a +3 bonus to Reflex saving throws.

4th Circle – Better Lucky And Good: At any time once per [Round], you can remove any one of the following con-ditions from yourself: [Battered], [Bleeding], [Blinded], [Confused], [Cowering], [Dazed], [Dazzled], [Deafened], [Entangled], [Exhausted], [Fatigued], [Frightened], [Nau-seated], [Panicked], [Paralyzed], [Petrified], [Shaken], [Sickened] or [Stunned]. You may not remove any con-ditions not listed here with this ability. Activating this ability does not require an action, and can be done even if a condition would normally prevent you from acting.

5th Circle – Changing the Odds: Things that shouldn’t work in your favor sometimes do anyway. Once per [Scene], plus an additional time for every Fortune’s Friend circle

you possess (including this one), as a swift action, you can reroll a single d20 roll after hearing whether that roll succeeds or fails. You must keep the second result, even if it’s unfavorable.

6th Circle – Never Tell Me the Odds: Once per [Round], as an immediate action, you can add 1d4 to a single d20 roll.

If the result of the two dice rolls together is 20 or higher, it counts as rolling a natural 20 in any situation in which a natural 20 would matter.

7th Circle – Roll With It: Once per [Round], you can halve any single source of damage done to you (via a single at-tack, spell, or spell-like or supernatural ability).

* Sages may choose any two saves to be their good saves.

Level BAB Fort* Ref* Will*

1 +0 2/0 2/0 2/0

2 +1 3/1 3/1 3/1

3 +2 4/1 4/1 4/1

4 +3 4/2 4/2 4/2

5 +3 5/2 5/2 5/2

6 +4 6/3 6/3 6/3

7 +5 6/3 6/3 6/3

8 +6 7/4 7/4 7/4

9 +6 8/4 8/4 8/4

10 +7 8/5 8/5 8/5

11 +8 9/5 9/5 9/5

12 +9 10/6 10/6 10/6

13 +9 10/6 10/6 10/6

14 +10 11/7 11/7 11/7 15 +11 12/7 12/7 12/7 16 +12 12/8 12/8 12/8 17 +12 13/8 13/8 13/8 18 +13 14/9 14/9 14/9 19 +14 14/9 14/9 14/9 20 +15 15/10 15/10 15/10

HP/LEVEL

8 6

SKILL S

VARIES

KOM

VARIES

KDM

Whatever the time or place, there are always dark secrets hidden away, ripe for the inquisitive mind to plunder. The sage is such a mind, and her knowledge of unsavoury arcana gives her many an advantage over her comparatively ignorant opponents. The magic of a sage is not shackled by traditional conceptions and petty precautions that lesser beings adhere to, making each sage uniquely unpredictable in her abilities and fighting style.

For that same reason, sages tend to be loners – two sages rarely have many things in common, making it difficult to learn from one another.

Party Role: Depending on your choice of abilities for Sage’s Wrath, you will either be harrying opponents from a distance or up close and personal, inflicting both damage and debilitating status effects. Don’t stay still long enough to get hit.

Sages in Your Game: There is no better class than sage to represent a demon-worshipping cultist or the cleric of a mad god, but they also make fine battle priests and spellswords.

Multiclassing Tips: If you wish to improve the sage’s defensive and party-buffing abilities, consider the shaman’s Incantation or Spellcasting tracks.

Sage

Your Key Offensive Modifier is any mental ability modi-fier, and your Key Defensive Modifier is any physical abil-ity modifier, chosen at character generation.

In document Legend (Page 56-59)

Related documents