OGL Barbarian The Deep Wilder.pdf

(1255 KB) Pobierz
352292507 UNPDF
Misfit Studios Presents
The Deep Wilder
prestige class
Author: Steven Trustrum
Requirements
Illustrator: Shawn Richter
Base Attack Bonus: +5
Codes of Honor: Barbaric
You can keep your so-called civiliza-
tion. I’ve found more nobility in these
wilds than may be found in all your gilded
palaces.
Feats: Endurance, Track
Skills: Knowledge (Geography) 6 ranks, Profession
(Hunter) 6 ranks, Survival 8 ranks
Even amongst the most reclusive barbarians and
borderers, there are stories of men that have walked
into the deepest, darkest wilds to escape civilization.
Although not feral, these self-imposed pariahs have
become savage – they have tossed aside the protocols
and ways of man by embracing the land and its bounty.
Race: The race’s favored class must be either
barbarian or borderer
Special: Must have the Favored Terrain class ability
Class Skills
The deep wilder’s class skills (and the key ability
for each skill) are Balance (Dex), Climb (Str), Craft
(Herbalism) (Int), Craft (Any mundane that deals with
raw resources of nature) (Int), Handle Animal (Cha),
Jump (Str), Knowledge (Geography) (Int), Knowledge
(Local) (Int), Listen (Wis), Move Silently (Dex),
Profession (Hunter) (Wis), Search (Int), Spot (Wis),
Survival (Wis.)
With their shedding of civilization’s cloak,
the deep wilder has come to learn the land like
few others. They can move through it and
sustain themselves upon it with startling
intimacy. The terrain is a friend to be
embraced in times of peace and wielded
like a weapon when the cry of battle barks
forth. The wild is friend, home and
sanctuary to the deep wilders, even
if most other men would
Skill Points At Each Level: 4 + Int modiier.
call them mad
because of it.
Class Features
All of the following are class features of the deep
wilder prestige class.
Campaign Use
No matter how benevolent the
group’s intentions or cooperative
their deeds towards each other
may be, the deep wilder will
always choose to remain on
the outside. Even a small
band of adventurers remains
a group of people who cling
to civilization more than the
character will be comfortable
with. The deep wilder should have
a good reason for staying with his
companions, seeing as how wealth
is not the driving force behind his
actions.
Weapon and Armor Proficiency
The deep wilder is proicient with all simple
weapons, two-weapon combat, light armor and
shields.
Favored Terrain
The deep wilder’s class levels add to
previous class levels for the sake of determining
when Favored Terrain ability bonuses increase.
To calculate when Favored Terrain bonuses
increase or when a new form of Favored
Terrain is gained, add the character’s deep
wilder level to that of the previous class
that granted Favored Terrain and use the
tally as the effective class level to compare
to the other class’ abilities.
Hit Die: d10
MIS1004
1
http://www.misfit-studios.com
352292507.021.png 352292507.022.png 352292507.023.png 352292507.024.png 352292507.001.png 352292507.002.png 352292507.003.png 352292507.004.png
Savage
Wild Combat Style
A deep wilder has truly turned his back on the
trappings of civilization, granting a +2 competence
bonus to Diplomacy and Gather Information checks
when dealing with others with the Barbaric Code of
Honor, and +2 to Intimidate and Bluff checks against
others with the Civilized Code of Honor.
At 3rd level, a deep wilder may select a combat
style inluenced by the wilds from among the following.
Normally, a style may only be selected once.
Ambush: By successfully remaining hidden in his irst
favored terrain so as to create a surprise attack that
denies his target their dodge or parry bonus, the deep
wilder may use this ability after studying the target
from hiding for at least (5 – Wisdom modiier) rounds.
Treat a result of 0 as a standard action and any negative
number as a free action.
Unfortunately, this same savagery imposes a -2
penalty to Diplomacy, Gather Information, Knowledge
(Geography), Knowledge (Local) and Perform checks
concerning civilization and/or people with the Civilized
Code of Honor.
Meeting the conditions for an ambush allows the
deep wilder to double his initial attack’s threat range
and increases the attack’s critical multiplier by 1. These
bonuses only last until the deep wilder’s irst attack has
been made or until the target regains its dodge or parry
bonus, whichever comes irst.
Bonus Feat
At levels 2, 5 and 8, the deep wilder may select a
bonus feat, taken from the following list so long as all
prerequisites are met: Brawl, Diehard, Eyes of the Cat,
Fleet-Footed, Toughness, Great Fortitude, Lightning
Relexes, Dodge, Out Of Thin Air, Self-Suficient,
Stealthy, Alertness and Run.
Stealth Strike: While in his irst favored terrain, the
deep wilder gains the ability to make +1D6 sneak
attacks. To make a sneak attack, the deep wilder must
meet the same conditions required of a thief.
Declaration of Open Game Content
All text pertaining to game mechanics and statistics, along with the
class’ name, is declared Open Game Content. All graphics, logos and
trade dress are Product Identity and the property of Misit Studios™
and cannot be used without written permission.
The Deep Wilder
Will
Save Special
1 +1 +0 +0 +0 +2 +2 +0 Favored Terrain, Savage
2 +2 +1 +1 +0 +3 +3 +0 Bonus Feat
3 +3 +2 +1 +0 +3 +3 +1 Wild Combat Style
4 +4 +3 +2 +1 +4 +4 +1 Living Off The Land
5 +5 +3 +2 +1 +4 +4 +1 Bonus Feat
6 +6/+1 +4 +3 +1 +5 +5 +2 Wild Combat Style
7 +7/+2 +5 +3 +1 +5 +5 +2 Lost In The Wilds
8 +8/+3 +6 +4 +2 +6 +6 +2 Bonus Feat
9 +9/+4 +6 +4 +2 +6 +6 +3 Wild Combat Style
10 +10/+5 +7 +5 +2 +7 +7 +3 Beast Speaker
Base
Attack
Bonus
Base
Dodge
Bonus
Base
Parry
Bonus
Magic
Attack
Bonus
Fort
Save
Ref
Save
MIS1004
2
http://www.misfit-studios.com
Level
352292507.005.png 352292507.006.png 352292507.007.png 352292507.008.png 352292507.009.png 352292507.010.png 352292507.011.png
Unlike the other wild combat styles, stealth strike
may be selected more than once with each additional
instance increasing the sneak attack damage by another
+1d6.
Select a new wild combat style at levels 6 and 9.
Live Off the Land
A 4th level deep wilder is so familiar with his irst
favored terrain that all Survival checks not related to
tracking are automatically considered to be taking 20,
regardless of circumstance or distraction, while only
taking the normal amount of time for the task.
This stacks with a thief’s sneak attack damage.
Terrain Mastery: So long as the deep wilder is within his
irst favored terrain, he may add his Wisdom modiier
as a bonus to his attack rolls against any targets who do
not also have that terrain as their irst favored terrain
class ability.
Lost In The Wilds
A 7th level deep wilder is so accustomed to moving
with the wilds rather than through them that any
attempt to track him automatically has its DC increased
by +5 unless the deep wilder purposely wants to leave
a trail.
Tree-Fighting: Although the combat style is called
“tree-ighting,” it actually refers to combat within any
high and/or awkward obstacles or features native to
the character’s irst favored terrain. The character is
always considered to be taking 10 at no extra cost of
time whenever making a Balance or Climb check in such
obstacles. He can also move at his normal movement
and does not suffer any attack roll penalties typical to
such positioning.
Beast Speaker
The 10th level deep wilder is so familiar with
the beasts of his irst favored terrain that they will
not consider him a threat or prey under neutral
circumstances. Furthermore, the character gains a +2
competence bonus to Bluff, Handle Animal, Intimidate,
Knowledge and Spot checks involving such beasts.
Wild Step: While within his irst favored terrain, the
deep wilder is immune to attacks of opportunity so long
as he has at least one adjacent square either unoccupied,
or occupied by friendly creatures.
MIS1004
3
http://www.misfit-studios.com
352292507.012.png 352292507.013.png 352292507.014.png 352292507.015.png 352292507.016.png 352292507.017.png
Open Game License v1.0a
The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
1. Deinitions: (a)”Contributors” means the copyright and/or
trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including
derivative works and translations (including into other computer
languages), potation, modiication, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c)
“Distribute” means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)”Open Game
Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identiied as Open Game
Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright
law, but speciically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or
graphic designs; and any other trademark or registered trademark
clearly identiied as Product identity by the owner of the Product
Identity, and which speciically excludes the Open Game Content;
(f) “Trademark” means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your” means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must afix such a notice
to any Open Game Content that you Use. No terms may be added
to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game
Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have suficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with
the owner of such Trademark or Registered Trademark. The use of
any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identiication: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are distributing
are Open Game Content.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the
Cost, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, based on material by Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
Andy Collins, and JD Wiker.
System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
Conan the Role-Playing Game is (C) 2003 Conan Properties
International LLC. CONAN(R), CONAN THE BARBARIAN(R) and
related logos, character, names, and distinctive likenesses thereof are
trademarks of Conan Properties International LLC unless otherwise
noted. All Rights Reserved. Mongoose Publishing Ltd Authorized
User.
OGL BARBARIAN: The Deep Wilder Copyright 2005;
Author Steven Trustrum, Misit Studios.
MIS1004
4
http://www.misfit-studios.com
352292507.018.png 352292507.019.png 352292507.020.png
Zgłoś jeśli naruszono regulamin