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Thuu Verrek a cloud anchorite  CHAPTER  PRESTIGE CLASS Thuu Verrek a cloud anchorite  CHAPTER  PRESTIGE CLASS

Thuu Verrek a cloud anchorite CHAPTER PRESTIGE CLASS - PDF document

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Thuu Verrek a cloud anchorite CHAPTER PRESTIGE CLASS - PPT Presentation

Tied to Frostfell These prestige classes are powerful within the frostfell but considerably weaker beyond it CombatFocused These prestige classes are particu larly good at fighting with weapons whether natura l or manufactured Strong Spellcasting Pr ID: 56127

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      &\n \n\n\n Iborighu could be a useful ally when an evil Þ re god tries to set the Material Plane aß ame.Tied to Frostfell: These prestige classes are powerful within the frostfell, but considerably weaker beyond it.Combat-Focused: These prestige classes are particu-  \r The remote mountaintops of the world represent one of the harshest incarnations of the frostfell, for in these locations not only does one struggle for shelter, food, and warmth, but also for the air itself. Yet for many, the isolation and beauty of the tallest mountains is an irresistible draw, especially to those who seek to hone and perfect their own bodies and minds far from the busy distractions of civilization. The cloud anchorites are just such an order of monastic recluses '\r\n To qualify to become a cloud anchorite, a character must fulÞ ll all the following criteria.  &\n \n\n\nAlignment: Any nonchaotic.Base Fortitude Save: +5.Skills: Climb 9 ranks, Jump 9 ranks, Knowledge (reli-gion) 9 ranks, Survival 4 ranks.Feats: Improved Unarmed Combat, Mountaineer.Special: The prospective student must live for a week on her own in a wilderness region, during which time she can travel no lower than 12,000 feet in altitude.  \n\n\n \n The cloud anchorite class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con) Craft (Int), Escape Artist (Dex), Jump (Str), Knowl-edge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the PlayerÕs Handbook for skill descriptions.Skill Points at Each Level: 4 + Int modiÞ er.  \n\n\n All the following are class features of the cloud anchorite prestige class.Weapon and Armor ProÞ ciency: Cloud anchorites gain no proÞ ciency with any weapon, armor or shield.Monk Abilities: A cloud anchorite’s class levels stack with her monk levels for determining her unarmed damagand AC bonus.Climb Speed (Ex): At 1st level, a cloud anchorite gains a climb speed of 10 feet. She gains a +8 racial bonus on all Climb checks. A cloud anchorite must make a Climb check to climb any wall or slope with a DC of more than 0, but she can always choose to take 10, even if rushed or threat-ened while climbing. She cannot use the run action while climbing. She retains her Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against her while she is climbing. A cloud anchorite in armor (even light armor) or carrying a medium or heavy load loses this extra speed. As the cloud anchorite gains levels, her climb speed increases. At each odd-numbered level, she gains a +10-foot bonus to her current climb speed. If the cloud anchorite already possesses a climb speed (for example, if she possessed a racial climb speed before becoming a cloud anchorite), these bonuses stack with her current climb speed.Wisdom of the Mountain (Ex): A cloud anchorite adds her Wisdom modifier on Balance, Climb, and Jump checks made in mountain terrain. In addition, the cloud anchorite can always take 10 on a Balance, Climb, or Jump check, even if circumstances would normally prevent her from doing so.Slow Breath (Ex): At 2nd level, a cloud anchorite’sbreathing slows to a fraction of what it used to be. She can hold her breath twice as long as normal, and gains a +2 bonus on all Fortitude saving throws against inhaled poi-sons, fatigue caused by high elevation, and altitude sickness. At 6th level, her bonus on these Fortitude saving throws increases to +6.Bonus Feat: At 3rd level and again at 7th level, a cloud anchorite gains a bonus feat. This feat must be selected from the following list, and she must qualify for any prerequi-sites the feat to be chosen might require: Acrobatic, Agile, Athletic, Cold Endurance, Endurance, Great Fortitude, Improved Cold Endurance, Self-SufÞ cient, Skill Focus (in any class skill), or Track.Resistance to Cold (Su): At 4th level, a cloud anchorite gains resistance to cold 5. This increases to resistance to cold 10 at 8th level.Fast Movement (Ex): At 4th level, a cloud anchorite gains a +10-foot enhancement bonus to her land speed. A cloud anchorite in armor (even light armor) or carrying a medium or heavy load loses this extra speed. At 8th level, this bonus increases to +20 feet.Empty Stride (Su): At 5th level, a cloud anchorite’sstride is nearly weightless. She gains a +4 bonus on all Bal-ance checks. More impressively, she can walk on the surface of any material into which she would normally sink, such as powdery snow, thin ice, and even water. She may continue to walk on this surface as long as she makes a DC 15 Con-centration check. Normally, the Concentration check for this activity is a standard action, so a cloud anchorite may make one move action per round while using her empty stride ability. If she makes a DC 30 Concentration check, she may concentrate on her Empty Stride ability as a move action instead, allowing her to use it and still take one stan-dard action in a round. She does not trigger traps that use pressure plates while using empty stride, nor is her speed impacted by deep snow.Acrobatic Charge (Ex): At 6th level, a cloud anchorite gains the ability to charge in situations where others can-not. She may charge over difÞ cult terrain that normally slows movement. This enables her to run down steep rock faces, leap down from an outcropping, or tumble over Table 3–2: The Cloud AnchoriteClass Base Fort Ref WillLevel Attack Bonus Save Save Save Special1st +0 +2 +2 +0 Climb speed +10 ft., wisdom of the mountain2nd +1 +3 +3 +0 Slow breath3rd +2 +3 +3 +1 Climb speed +20 ft., bonus feat4th +3 +4 +4 +1 Resistance to cold 5, fast movement +10 ft.5th +3 +4 +4 +1 Climb speed +30 ft., empty stride6th +4 +5 +5 +2 Improved slow breath, acrobatic charge7th +5 +5 +5 +2 Climb speed +40 ft., bonus feat8th +6 +6 +6 +2 Resistance to cold 10, fast movement +20 ft.9th +6 +6 +6 +3 Climb speed +50 ft., walk on the clouds10th +7 +7 +7 +3 Immortality of the mountain  &\n \n\n\nsmall boulders to get to the target of her charge. Depending on the circumstances, she may still need to make appro-priate checks (Jump or Tumble checks in particular) to successfully move over the terrain.Walk on the Clouds (Su): At 9th level, a cloud anchorite can use her empty stride ability as a free action at all times. Additionally, once per day she may use air walk as a quick-ened spell-like ability. This effect manifests at a caster level equal to her cloud anchorite level.Immortality of the Mountain (Su): Upon reaching 10th level, a cloud anchorite has achieved the apotheosis she has sought. She no longer has a maximum age, and will never die of old age. Additionally, she no longer has to make saving throws to avoid altitude sickness or fatigue from thiair, and gains a +2 sacred bonus on all Wisdom checks and all saving throws while in mountain terrain. \n  \r Thuu Verrek is a cloud anchorite who wanders the polar mountains seeking a strange brand of enlightenment. She regards her travels as an ongoing test of her Þ tness and wor-thiness, and she regards everyone she meets as another part of the test. She may attack from ambush, challenge a PC to a ritual Þ ght or climbing race, or assist PCs lost in the wilder-ness. It all depends on what poses the greatest test for her; she’ll attack the PCs if they seem strong and help them if doing so presents a challenge. Thuu Verrek: Halß ing monk 6/cloud anchorite 5; CR 11; Small humanoid; HD 11d8+11; hp 60; Init +3; Spd 50 ft., climb 30 ft.; AC 24, touch 20, ß at-footed 21; Base Atk +7; Grp +6; Atk +11 melee (1d8+3, ki strike [magic]) or +12 ranged (1d3+3, sling); Full Atk +11/+6 melee (1d8+3, ki strike [magic]) or +10/+10/+5 melee (1d10+3, ki strike [magic]) or +12 ranged (1d3+3, sling); SA stunning Þ st 7/day; SQ empty stride, evasion, purity of body, resistance to cold 5, slow breath, slow fall 30 ft., still mind, wisdom of the mountain; AL LN; SV Fort +11, Ref +13, Will +11; Str 16, Dex 16, Con 12, Int 12, Wis 18, Cha 8.Skills and Feats: Balance +15 (+20 in mountains), Climb +27 (+32 in mountains), Concentration +5, Hide +7, Jum+21 (+26 in mountains), Knowledge (religion) +10, Listen +6, Move Silently +5, Survival +13, Tumble +15; Cold Endur-ance, Deß ect Arrows, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility, Mountaineer, Spring Attack, Stunning Fist.Empty Stride (Su): Thuu can walk on the surface of any material into which she would normally sink, such apowdery snow, thin ice, and even water. She may continue to walk on this surface as long as she makes a DC 15 Con-centration check as a standard action. She does not trigger traps that use pressure plates while using empty stride, nor is her speed impacted by deep snow. Evasion (Ex): If Thuu is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. Purity of Body (Ex): Immune to all normal diseases. Magical and supernatural diseases still affect her. Slow Breath (Ex): Thuu can hold her breath twice as long as normal and gains a +6 bonus on all Fortitude saving throws against inhaled poisons, fatigue caused by high elevation, and altitude sickness. Slow Fall (Ex): A monk within arm’s reach of a wall can use it to slow her descent while falling. Thuu takes damage as if the fall were 30 feet shorter than it actually is. Still Mind (Ex): +2 bonus on saves against spells and effects of the enchantment school.Wisdom of the Mountain (Ex): In addition to the bonuses mentioned above, Thuu can always take 10 on Balance, Climb, and Jump checks.Possessions: Bracers of armor +4, belt of giant strength +4, gloves of Dexterity +2, periapt of Wisdom +2, sling with 20 sling stones, kama, vial of icy sheets*, potion of cure serious wounds. *New item described in Chapter 5. #\r\n The cryokineticist is the master of cold psionic energy. He Þ nds beauty in the crystalline structure cold imposes on all it touches, and has learned to harness the life-altering power of this much-overlooked source of dire energy. A cryokineticist calls on the power of cold for protection, transÞ guration, and attack, developing his abilities to the point where he can harness the most pure elemental cold for his bidding. Few psionicists are drawn to the life of a cryokineticist, for many who come from temperate climates fail to see the hidden power in seasonal—and therefore ephemeral—cold and ice. Most who become cryokineticists come from frost-fell environments, typically polar civilizations or planar cities that exist in areas dominated by elemental cold or ice where the frigid temperatures continually reveal the limit-less power of cold. NPC cryokineticists spend most of their time in freez-ing regions, and therefore are rarely found in temperate climes. Some bring their unique control of cold to warm or even hot environments, charging dearly for their cold-generating powers.Hit Die: d8. '\r\n To qualify to become a cryokineticist, a character must ful-Þ ll all the following criteria.Alignment: Any lawful.Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.Powers: Able to manifest the energy emanation power.  \n\n\n \n The cryokineticist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics), and Psicraft (Int). See Chapter 4 of the PlayerÕsHandbook or Chapter 3 of the Expanded Psionics Handbookfor skill descriptions. Skill Points at Each Level: 2 + Int modiÞ er.