Корги
Автор: |
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Vened |
Раса: |
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Другая |
Класс: |
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Бард |
Мировоззрение: |
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Хаотичный нейтральный |
Сила: | | ужасно [-30] |
Ловкость: | | ужасно [-30] |
Выносливость: | | очень плохо [-20] |
Интеллект: | | великолепно [+30] |
Мудрость: | | великолепно [+30] |
Обаяние: | | ужасно [-30] |
Внешность
Характер
История
Навыки
Male human Faith singer(p19 healers handbook) или Male dwarven scholar(p30 blood of the ancients)
Feat additional trait
Инвентарь
Дневник Талинград- остров размером с Британию?, север населён монстрами.Был принципиально добрым. Стал----Правители Семья ДариусСтали Семья Барка. Памятники Маркадиану 1.Поклонение богам был Митра Стал Асмодеус+компания.Рыцари алериона- паладины Митры. Центр-аграрный регион 50000 квадратных миль .Лес Каэр бир порядка 10000 квадратных миль. Фронтир- место под дозорной стеной. Дикий север- пустоши монстров примерно 50000 миль.Земли ютака- мутного народца около 2500 квадратных миль находится за северными территориями. Маркадиан V мертв.Талингард пал.Свет Митры гаснет.Треть страны в руинах.Семья Барка вновь у власти. Принцесса волшебница Беллинда сбежала. Композиции для создания настроения. правила на "лидерство" Rule
(ultimate campaign)
Gaining Experience for Leadership As the kingdom grows, the party gains experience points the first time it reaches each of the following milestones. Found a Kingdom: 2,400 XP Establish a Capital City: 1,200 XP Reach a Kingdom Size of 11: 2,400 XP Reach a Kingdom Size of 26: 4,800 XP Reach a Kingdom Size of 51: 9,600 XP Reach a Kingdom Size of 101: 12,800 XP Reach a Kingdom Size of 151: 25,600 XP Reach a Kingdom Size of 201: 76,800 XP Fill a Settlement with 4 Lots of Buildings: 1,600 XP Fill a Settlement with 16 Lots of Buildings: 4,800 XP Fill a Settlement with 36 Lots of Buildings: 12,800 XP
Responsibilities of Leadership: In order to gain the benefitsofleadership,youmustspendatleast7dayspermonth attending to your duties; these days need not be consecutive. This can be roleplayed or can be assumed to run in the background without needing to be defined or actively played out. Time spent ruling cannot be used for adventuring, crafting magic items, or completing other downtime activities (see Chapter 2) that require your full attention and participation. Failure to complete your duties during a turn means treating the role as thought it’s vacant. For most campaigns, it’s best to have the PCs pick the same days of the month for these administrative duties, so everyone is available for adventuring at the same time.
FAME You begin play with a Fame equal to your character level + your Charisma modifier. Your Fame ranges from –100 to 100, with 0 representing a lack of any notoriety. Through the course of the campaign, your words and deeds help you build a reputation. Though an adventurer performs many deeds, not all are significant enough to warrant a change in Fame. If possible, the GM should stick to those deeds that directly affect the story or campaign and not reward points for minor victories. The significance of specific deeds should generally be left up to the GM, though Table 3–5 details some specific examples. If your Fame ever drops below 0, see Disrepute and Infamy on page 184.
SPHERE OF INFLUENCE Your reputation travels only as far as the tales of your deeds. Even if you are a great hero in your homeland, when traveling elsewhere you will soon discover that your reputation diminishes until you eventually reach regions where you are completely unrecognized. The greater your reputation, the farther it travels and the broader your Sphere of Influence. Your Fame determines the maximum range of your Sphere of Influence. Your Sphere of Influence has a radius of 100 miles, generally increasing by another 100 miles when your Fame reaches 10, 20, 30, 40, and 55. Increasing your Sphere of Influence isn’t always automatic, and you are allowed some say as to where your reputation holds weight. For example, you could ask that your sphere extend more southward toward a major city and ignores the barbarian tribes to the east, or that it extend inward toward another country rather than out into the ocean.
The Leadership feat can grant you followers—people loyal to you who assist you if they are able. In the downtime system, followers provide additional Influence or Labor to supplement your activities at no cost to you. This increases the effect of Influence or Labor you spend by 50%, to a maximum of 1 additional Influence or Labor for every 2 followers in the settlement where the downtime activity takes place. Example: Alice’s character has a Leadership score of 10, and4ofhis5followersliveinSandpoint.Assistancefromherfollowerscanprovideamaximumof2(1/2of4)pointsof Influence or Labor when she takes downtime actions in Sandpoint. If Alice spends 2 points of Influence or Labor, it counts as 2 × 50% = 3; if she spends 6 points of Influence orLabor,however,itcountsas8,becausethemaximumincreaseher4followerscanprovideis2. Under certain circumstances, the GM may rule that followers provide less of a benefit than the standard 50% increase. For example, if your followers live in a different settlement and must travel to your location, but bandit activity makes travel risky or they have been away from home for a week or more, the GM might decide that your followers increase the effect of Influence or Labor by only 1forevery3followersoreven1forevery4.Yourfollowersare loyal to you, but they are not slaves and can provide only so much help before they go about their normal lives
Because adventuring is dangerous work, if you’re away from a settlement for 30 days or more, you risk losing control of your businesses there as employees begin to wonder whether you’re dead. Upon your return, you must attempt a leadership check (1d20 + your Leadership score) against a DCequaltothenumberofdayssinceyoulasthadcontactwith that businesses – 10 (so if you’ve been gone for 30 days, theDCis20).Havingcontactwiththebusinessrequiresvisitingitpersonally,sendingaqualifiedrepresentativeonyourbehalf(suchasacohortormanager;seepage88),orsending a formal letter or magical communication (such as dream, sending, or whispering wind); doing so resets your number of days away to 0. If this leadership check succeeds, the business remains under your control. For each business you’ve been away from for at least 30 days, you must continue to attempt this leadership check each day until you make contact again. If you fail, the people running the business in your absence no longer acknowledge you as its owner or leader, and you can’t generate any capital from that business. Once you reestablish contact, you may attempt a leadership check(atthesameDCasforthecheckyoufailed)eachdayduring the Upkeep phase to reaffirm your ownership of the business. If you succeed, the business is yours again and it resumes generating income (although you don’t gain any of the income generated from the time you left to when you reasserted control). If you lose control of a business, you don’t deal with events associated with it. However, if you do intervene regarding a detrimental event and either prevent the event from happening or otherwise reverse its effects (such as catching robbers and returning the goods they stole), you gain a +5 bonus on your leadership checks to reaffirm your ownership of that business. This bonus ends once you successfully reaffirm ownership of the business or abandon all claims to it. If you intervene in this way during multiple detrimental events that happen to a business, these bonuses stack.
If you are using the kingdom-building rules (see Chapter 4)andhavealeadershiproleinthekingdom,youmustspend 7 days per month performing various leadership duties (see page 200). In the downtime system, performing leadership duties for a day costs 1 day of downtime. You can’t perform any other downtime activities on a day you perform kingdom leadership duties
Creating Organizations from Teams: Unless otherwise stated, the people on a team have clothing, a small amount of personal gear appropriate to their line of work, and a place to live—in other words, lives outside of their involvement with you. You may outfit them with better gear and construct or purchase a place for them to live. You don’t need to add every team to your organization at once. The price for recruiting a team of beggars and a team of burglars is the same whether you recruit them together or recruit one and add the second team later. The composition of a team is flexible and can change over time depending on the nature of your organization. For example, if your thieves’ guild has Cutpurses and Robbers, some of them might get caught and jailed, but it is assumed your organization replaces them with individuals of similar skill. In the same way that you don’t have to track routine maintenance on a building you own, replacing individuals who leave your organization is factored into the price of the team. You can only recruit a team if the character levels of itsindividualmembersareequaltoorlowerthanyourLeadership score. Even if you don’t have the Leadership feat, calculate your Leadership score as your character level + your Charisma modifier. Unless otherwise noted, the members of a team are not adventurers and are unwilling to accompany you into dungeons and other deadly locations.
Teams and Leadership: One advantage of having followers from the Leadership feat is that they increase the effect of Influence and Labor you spend in a settlement (see UsingFollowersonpage80).Astheprimarycomponentofthe price of recruiting teams is Influence, having followers in a settlement makes it easier to get the word out about the organization you want to build. The people in your organization obey you because you pay them, or at least keep regular contact with them and direct their activities. Unlike with cohorts and followers gained from the Leadership feat (who are loyal toward you because of your reputation and behavior), if you’re away from your organization for a long period of time, you might lose your connection with it. In the Upkeep Phase section, seeStep3—DetermineCapitalAttritiononpage81. In addition to the ways to combat attrition mentioned in the Upkeep Phase section, recruiting your followers into your organization can help with this problem. You can automatically add followers to your organizations as you recruit teams. For every five of your followers who are also members of your organization, you gain a +1 bonus on the leadership check to avoid attrition. As most followers are low-level characters with NPC classes, most teams of followers aren’t trained for combat and are usually recruited to be Acolytes, Bureaucrats, Craftspeople, Lackeys,andsoon(seeTeamsonpage104).
Combining Rooms and Teams: This system allows you to construct a building that has no workers, create an organization that has no base of operations, or combine the two to make a fully staffed building or an organization withaheadquarters.Forexample,ifyoubuildaTempleandrecruit Acolytes in that settlement, you can have the Acolytes work at your temple. If the Temple has a place for the Acolytes to sleep, they can even live there. If you later want the Acolytes to go somewhere else or disperse, you still have the Temple and can use it for whatever purpose you see fit.
(knights of inner sea)
ANIMAL MOUNTS Whether they purchase a domesticated steed from a trusted rancher or tame a wild animal found in the unforgiving wilds, all knights know the value of obtaining a faithful and powerful mount. The most common among these bestial servants are animals or beasts of burden, incapable advanced reasoning, questioning orders, or acting unpredictably. Several of the most well-known breeds of horses are detailed on the inside back cover, along with other mundane animals that may serve as mounts. MONSTROUS MOUNTS Some knights garner the aid of particularly powerful, intelligent, or magical creatures to serve as their mounts. A character must have the Leadership feat in order to enlist such a steed. The following entries note some of the most common monstrous steeds and where the stats for each can be found, as well as the creature’s effective cohort level for the purpose of determining a character’s requisite Leadership score and character level in order to enlist the aid of the creature. More unusual creatures may serve as a knight’s mount at the GM’s discretion.
Cohort companion
Enthusiasts are NPCs you have won over with your art—a fanbase you have little direct control over, but who might be persuaded to grant you favors or small gifts. Pages 88–89 of the Pathfinder RPG GameMastery Guide provide sample favors typically offered by NPCs. These rules are available only at your GM’s discretion, and only in communities of small or larger towns where you are well known for practicing a respected Perform skill. To begin amassing enthusiasts in a given community, you must succeed at one DC 30 or higher Perform check per character level. Divide the results of your final public Perform check by 3 to determine an effective Leadership score in that community, providing a number “followers” as enthusiasts. You gain no cohort from this effective Leadership score, and have no direct control over your accumulated followers—they lead their own lives, but are well-disposed toward you and will attempt to attend more of your performances. If you also possess the Leadership feat, your followers are independent of this enthusiast pool. Your effective Leadership fluctuates based on your public Perform check results, but cannot change more than once per week. Your score decreases by 1 for each week that passes without a public performance by you. An NPC’s enthusiast status is largely determined by your GM, but she may allow you to choose whether a certain character who could have heard you perform is an enthusiast. In general if you meet a new person in a settlement where you have unassigned enthusiasts, there is a chance that the new person is an enthusiast depending on your number of enthusiasts and the settlement’s size. Enthusiasts have helpful starting attitudes toward you, but if mistreated, placed at risk, or taken advantage of, their attitudes can change more dramatically than a typical NPC. If you roll a natural 1 (the d20 shows a “1”) on a Charisma check or on a Bluff, Diplomacy, or Intimidate check to ask an enthusiast for special favors, the enthusiast feels rejected and disillusioned. Not only does the ex-enthusiast refuse to grant the favor, his attitude toward you also becomes hostile. You take a –6 penalty on Diplomacy and Perform checks against former enthusiasts who are now hostile. Since you don’t control your enthusiasts, it’s also possible for your celebrity to grow out of hand, leading to your current enthusiasts stalking you or performing other disruptive activities in a misguided attempt to win your favor.
INTELLIGENT ITEM COHORTS Most adventurers generally consider intelligent items as just another form of treasure, albeit rare and memorable. However, intelligent items can also make interesting cohorts, using the following rules in place of the normal rules for cohort levels and advancement. A character with the Leadership feat can select an intelligent item as a cohort after receiving the item in the normal process of gaining treasure. Alternatively, a GM may choose to grant a character with Leadership and no cohort a bonus intelligent magic item to act as a cohort (rather than as an NPC), though such items should not be worth more than 25% of the character’s normal wealth by level.
Creating an Intelligent Item Cohort A PC with Leadership can bond with an intelligent item that has an alignment within one step of the PC’s and treat the item as a cohort. This requires a 24 -hour ritual with the item and a successful Will save (DC = the item’s Ego). If the character’s alignment is different from the item’s, the character
takes a –2 penalty on the save. If the save fails, the character can attempt the ritual again, but the save DC increases by 2 for each attempt after the first. Once the save is successful, the item agrees to serve as the character’s cohort. As long as a character’s Leadership score exceeds an item cohort’s Ego, the item never attempts to take control of the character it serves. A character with an intelligent item cohort can enhance and improve the item’s magical abilities as if possessing the appropriate item creation feat for creating an item of its type. For additional information on improving existing magic items, see page 553 of the Pathfinder RPG Core Rulebook.
Cohort Item Advancements Over time, a cohort item becomes more tightly bound to the character it serves. Each time the character gains a level, her item cohort gains an item advancement. When a character first completes her bond, if her character level is greater than 7th, her item cohort instantly gains an item advancement for every level above 7th. The character can select each item advancement up to 5 times, and their effects increase as outlined for each ability. If an item cohort is separated from the character it serves for a number of days exceeding the character’s Leadership score, it loses these item advancements until the character spends 24 hours re-bonding with the item. Called: The item gains the called magical weapon special ability (Pathfinder RPG Ultimate Equipment 137). This functions identically for an item of any kind, not just weapons. Each time the character selects this advancement after the first, the range of the ability increases by 1 step on the following progression: 1 mile, 100 miles, anywhere on the same plane, anywhere on any plane. Empathic: The item establishes a permanent empathic link with its owner as the familiar ability of the same name (Core Rulebook 83). If the character selects this advancement a second time, the bond strengthens to provide the benefits of a permanent status spell between item and master. If selected a third time, the advancement provides the character and item the benefit of a permanent telepathic bond. It selected four times, this advancement grants the character the ability to scry on his companion, as per the scry on familiar ability (Core Rulebook 83). If the character selects this advancement a fifth time, both the character and item gain the ability to cast discern location as a spell-like ability once per day, only to find each other.
Indestructible: The item’s hardness increases by 1, its hit points increase by 3, and it gains a permanent +1 bonus on its saving throws. If the character selects this advancement multiple times, these effects stack. Perfection: The item gains a +1 inherent bonus to one ability score. If the character selects this advancement multiple times and selects the same ability score, the inherent bonuses from this advancement stack
CONTINGENCY SERVICES Contingency services are similar to contacts (Pathfinder RPG Ultimate Campaign 148–153), but represent paying hirelings in advance for future services that begin after a specified signal or time limit. Unlike contacts, most contingency services are arranged as a single transaction, buying one service performed in case of a specific event. The first step to arranging for such services is finding appropriate hirelings to pay for the job. With a successful DC 15 Diplomacy check, a character locates 1st-level commoners, experts, or warriors in a small town or larger settlement. At the GM’s discretion, you can recruit
higher-level hirelings by increasing the DC by 5 per level above 1st. Enlisting hirelings with PC classes or rare skills increases the DC by 5. The highest-level hireling you can find in a settlement is at most twice the level of spellcasting available in that settlement. The modifiers for settlement size also apply on Diplomacy checks to hire contingency services (Pathfinder RPG GameMastery Guide 205). A successful check locates 1d6 skeptical or 2d6 wary hirelings. Exceeding the DC by 5 allows you to add 1d6 hirelings or increase the Trust of your hirelings by 1. Characters with Leadership can use followers to perform contingency services. Though followers wish to help their leader, they can still decide a specific task is too dangerous or questionable for them, and refuse to undertake it. Followers have a base Trust of 4 and charge one-tenth the normal wages. Negotiation: When hiring contingency services, you need to outline what you want your hirelings to do, and under what circumstances you want them to do it. Examples include watching over an ally (or animal companion or mount) or business and defending it if attacked, attempting to recover your body from a dungeon and have you raised from the dead if you don’t return to town in 2 weeks, paying your fines to get you out of jail if you send word you’ve been arrested, or sending reinforcements to a specified location if contacted by carrier pigeon. Negotiation checks work as for contacts (Ultimate Campaign 150), though the Risk of contingency services comes from the danger involved in performing the task (should it prove necessary), even if the task is perfectly legal and moral. While you can arrange for illegal contingency services (such as paying an assassin to murder anyone who kills you), the risk of the task is more important than the legality. If Risk exceeds a hireling’s Trust, a hireling will not automatically refuse the job, but this adds 5 to the result of her opposed Diplomacy check per category of difference. Tasks generally have a Risk of 1, adjusted as follows.
Danger Modifier Condition +1 Challenging wilderness terrain (coastal waters, hills, plains, forests) +1 Hostile nonsentient inhabitants (CR equal to or less than hireling’s level) +1 Unfriendly sentient inhabitants (CR exceeding hireling’s level) +2 Harsh climate/terrain (arctic, cavern, deep water, desert, mountain, swamp) +2 Hostile sentient inhabitants (CR exceeding hireling’s level)
Cost: You must pay hirelings up front for all the work you expect them to do. Hireling wages are based on the most dangerous work they perform each day —if you arrange
for a group of mercenaries to watch over your horses and defend the horses if attacked, you must pay them both for the amount of time you wish them to watch over the stable, and for engaging in a fight. Securing service requires at least one week’s wages paid in advance, though you can put more into this retainer fund. Once service begins, hirelings deduct their wages from the fund automatically.
Risk Level Category Base Cost per Hireling* 1 Harmless 3 sp/ day 2 Questionable 6 sp/day 3 Hazardous 1 gp/day 4 Deadly 3 gp/day 5 Suicidal 3 pp/day * Multiply cost by the level of each hireling squared.
When funds run out, hirelings may remain on duty. Attempt a new negotiation check (even if you are not physically present) each day or your hirelings abandon their task. Hirelings who remain expect double pay for unpaid days worked. Failure to pay immediately reduces the hirelings’ Trust to 1.
Trust Modifier Condition +1 Retainer exceeds one month’s wages –1 You are absent over a month –1 Retainer runs out of money
Emergency Funds: You may entrust emergency funds to your hirelings for spellcasting, bribes, etc. If their Trust is below 4, make an opposed Diplomacy check each month with a –5 penalty per Trust level below 3. Failure results in embezzlement squandering 1d10×10% of your emergency funds. Success: Determining if hirelings can successfully carry out the contingency service you pay them for is handled with a skill or ability check, as it is with contacts (for more information see Negotiation Checks on page 151 of Ultimate Campaign). A failed check can be retried 1d6 hours later, with a –1 penalty per failed check that day. Failure by 5 or more typically results in a failure so severe the hirelings give up or are incapable of trying again. The GM is the ultimate arbiter of what skill checks are appropriate, with a few examples given below as guidance.
dragonslayer handbook
Those wishing to adopt some form of dragon as a mount or companion have several options, which include Leadership training, taking a lesser dragon as a familiar, mundane Diplomacy, or using magical compulsions. Lesser dragons such as pseudodragons, faerie dragons, and tidepool dragons can be taken as familiars with the Improved Familiar feat. Characters without an arcane bond or other class-granted familiar may still befriend and ally with these creatures, as each is intelligent enough to make such alliances of its own accord, but such partnerships may be situational and temporary. A dragon with an Intelligence of 3 or higher needn’t be trained to work or fight in tandem with a character. Rather, the character must convince or otherwise force the beast to serve as a mount or warrior in the character’s control. Spells like charm monster or tongues can be useful in such endeavors, but in many cases mundane solutions such as saving a dragon’s life and putting it in an adventurer’s debt; tricking, intimidating, or convincing it to follow orders; or the payment of large sums of treasure work just as well. Another method for gaining a true dragon as a mount is to concentrate on the Leadership feat, which can be taken beginning at 7th level. Once an adventurer takes Leadership, she still has to build a substantial reputation, as a young dragon’s cohort level is equal to its CR + 8. Additionally, the leader must locate a dragon whose alignment is identical to her own, which is no easy task.
(core rulebook)
Leadership You attract followers to your cause and a companion to join you on your adventures. Prerequisite: Character level 7th. Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table 5–2 for what level of cohort and how many followers you can recruit. Leadership Modifiers: Several factors can affect your Leadership score, causing it to vary from the base score (character level + Cha modifier). Your reputation (from the point of view of the cohort or follower you are trying to attract) raises or lowers your Leadership score:
Leader’s Reputation Modifier Great renown +2 Fairness and generosity +1 Special power +1 Failure –1 Aloofness –1 Cruelty –2
Other modifiers may apply when you try to attract a cohort, as listed below.
The Leader… Modifier Has a familiar, special mount, –2 or animal companion Recruits a cohort of a –1 different alignment Caused the death of a cohort –2* * Cumulative per cohort killed.
Followers have different priorities from cohorts. When you try to attract a follower, use the following modifiers.
The Leader… Modifier Has a stronghold, base of operations, +2 guildhouse, etc. Moves around a lot –1 Caused the death of other followers –1
Leadership Score: Your base Leadership score equals your level plus your Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but you must still be 7th level or higher in order to gain the Leadership feat. Outside factors can affect your Leadership score, as detailed above
Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level (see Chapter 14). A cohort can be of any race or class. The cohort’s alignment may not be opposed to your alignment on either the law/chaos or good/evil axis, and you take a –1 penalty to your Leadership score if you recruit a cohort of an alignment different from your own. A cohort does not count as a party member when determining the party’s XP. Instead, divide the cohort’s level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort’s total. If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level. Number of Followers by Level: You can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re usually 5 or more levels behind you, they’re rarely effective in combat.
Followers don’t earn experience and thus don’t gain levels. When you gain a new level, consult Table 5–2 to determine if you acquire more followers, some of whom may be higher level than the existing followers. Don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.
ultimate intrigue
LEADERSHIP MODIFIERS The leadership modifiers in the description of the Leadership feat (Pathfinder RPG Core Rulebook 129) are concise, so some GMs may appreciate more guidance on adjudicating them. With the reputation and fame system on pages 180-185 of Pathfinder RPG Ultimate Campaign, or the new influence system on pages 102–117, it is possible to create a more detailed framework to determine when those modifiers apply. Great Renown: If using the reputation and fame system from Ultimate Campaign, a character gains a +1 bonus to her Leadership score if she has at least 30 Fame and a +2 bonus if she has at least 55 Fame. Alternatively, if using the organizational influence system (page 109) and recruiting cohorts or followers from an organization, a character gains a +1 bonus to her Leadership score for those cohorts and followers if she is Rank 2 or 3 with that organization and a +2 bonus if she is Rank 4. Generosity and Stinginess: To receive a +1 bonus from fairness and generosity, a character must provide above-average remuneration to her cohort and followers. In the case of an adventuring cohort, an average amount of remuneration would be an equal or slightly less than equal cut of the treasure. If a leader provides her cohort and followers with poor remuneration, she still retains the loyalty of her cohort and followers, but she takes a –1 penalty to her Leadership score. If she doesn’t pay them enough to subsist (or provide subsistence for them), she takes a –2 penalty and risks double or even triple that penalty if such behavior lasts more than a week. Special Power: This refers to something beyond the typical power that a character
gains from increasing in level (which is already reflected in her Leadership score by the inclusion of character level). A mythic character would definitely gain the +1 bonus to her Leadership score, as would one who possesses an artifact or knows a number of powerful and rare occult rituals. Success and Failure: A character who achieves a significant string of successes gains a +1 bonus to her Leadership score, and a character who meets with a significant string of failures takes a –1 penalty to her Leadership score. If using social conflicts (see pages 166–175), a character who wins a significant long-term social conflict might gain a permanent +1 bonus to her Leadership score each time she does so, and one who loses such a conflict might instead take a permanent –1 penalty to her Leadership score. Aloofness and Camaraderie: A character who is aloof and elitist takes a –1 penalty to her Leadership score, while a character who is friendly, supportive, and accessible gains a +1 bonus to her Leadership score. If using the relationships system on pages 176179 of Ultimate Campaign, a character instead gains a +1 bonus for camaraderie with a cohort if their Relationship Level is fellowship, which increases to +2 if their Relationship Level is devotion; this bonus doesn’t stack with modifiers incurred for aloofness or camaraderie toward other characters. Cruelty: A character who is cruel and callous toward her cohorts and followers takes a –2 penalty to her Leadership score. In the case of a particularly evil character whose cruelty is part of her legend and who is recruiting equally horrific individuals, this penalty might not apply, but she might take a similar penalty if she performs too many acts of kindness, ruining her reputation for cruelty. This is not to say that most evil leaders work this way, however, as kindness can be an exceptionally useful tool for a manipulative leader. Other Modifiers from the Core Rulebook: The other modifiers from the Core Rulebook, such as having a familiar, recruiting a cohort of a different alignment, or causing deaths, are simpler to adjudicate. Many characters qualify for having a guildhouse or base of operations, gaining a +2 bonus to their Leadership scores specifically for the purpose of followers.
HIGH LEADERSHIP SCORES AND FOLLOWERS Some characters might have a Leadership score well above 25, and a GM can allow such characters
to have more followers. For every 2 points by which a character’s Leadership score exceeds 25, multiply the number of 1st-level followers gained by 1–1/2 (round down); the character gains 1/10 that many 2nd-level followers (round down), 1/2 as many 3rd-level followers as 2nd-level followers (round up), 1/2 as many 4th-level followers as 3rd-level followers (round up), and so on up to 6th-level followers. To calculate the number of 1stlevel followers gained at an even Leadership score beyond 25, take the average of the number of 1st-level followers gained for the two nearest odd Leadership scores, and round down. Then calculate the remaining followers in the same way as for odd Leadership scores (with one exception: a character with a Leadership score of 26 has two 6th-level followers). For example, a character with a Leadership score of 27 would have 202 1st-level followers, 20 2nd-level followers, 10 3rd-level followers, five 4th-level followers, three 5thlevel followers, and two 6th-level followers. Meanwhile, a character with a Leadership score of 26 would have 168 1st-level followers, 16 2nd-level followers, eight 3rd-level followers, four 4th-level followers, two 5th-level followers, and two 6th-level followers (due to the exception)
Great Renown: If using the reputation and fame system from Ultimate Campaign, a character gains a +1 bonus to her Leadership score if she has at least 30 Fame and a +2 bonus if she has at least 55 Fame. Alternatively, if using the organizational influence system (page 109) and recruiting cohorts or followers from an organization, a character gains a +1 bonus to her Leadership score for those cohorts and followers if she is Rank 2 or 3 with that organization and a +2 bonus if she is Rank 4. Generosity and Stinginess: To receive a +1 bonus from fairness and generosity, a character must provide above-average remuneration to her cohort and followers. In the case of an adventuring cohort, an average amount of remuneration would be an equal or slightly less than equal cut of the treasure. If a leader provides her cohort and followers with poor remuneration, she still retains the loyalty of her cohort and followers, but she takes a –1 penalty to her Leadership score. If she doesn’t pay them enough to subsist (or provide subsistence for them), she takes a –2 penalty and risks double or even triple that penalty if such behavior lasts more than a week. Special Power: This refers to something beyond the typical power that a character
gains from increasing in level (which is already reflected in her Leadership score by the inclusion of character level).
Success and Failure: A character who achieves a significant string of successes gains a +1 bonus to her Leadership score, and a character who meets with a significant string of failures takes a –1 penalty to her Leadership score. If using social conflicts (see pages 166–175), a character who wins a significant long-term social conflict might gain a permanent +1 bonus to her Leadership score each time she does so, and one who loses such a conflict might instead take a permanent –1 penalty to her Leadership score. Aloofness and Camaraderie: A character who is aloof and elitist takes a –1 penalty to her Leadership score, while a character who is friendly, supportive, and accessible gains a +1 bonus to her Leadership score. If using the relationships system on pages 176179 of Ultimate Campaign, a character instead gains a +1 bonus for camaraderie with a cohort if their Relationship Level is fellowship, which increases to +2 if their Relationship Level is devotion; this bonus doesn’t stack with modifiers incurred for aloofness or camaraderie toward other characters. Cruelty: A character who is cruel and callous toward her cohorts and followers takes a –2 penalty to her Leadership score. In the case of a particularly evil character whose cruelty is part of her legend and who is recruiting equally horrific individuals, this penalty might not apply, but she might take a similar penalty if she performs too many acts of kindness, ruining her reputation for cruelty. This is not to say that most evil leaders work this way, however, as kindness can be an exceptionally useful tool for a manipulative leader. Other Modifiers from the Core Rulebook: The other modifiers from the Core Rulebook, such as having a familiar, recruiting a cohort of a different alignment, or causing deaths, are simpler to adjudicate. Many characters qualify for having a guildhouse or base of operations, gaining a +2 bonus to their Leadership scores specifically for the purpose of followers
gods
General Susumu LE Archery, horses, personal glory, war
Evil, Glory, Law, Nobility, War
Blood, Devil, Heroism, Honor, Leadership, Tactics
Longbow
Abadar LN cities, law, merchants, wealth
Earth, Law, Nobility, Protection, Travel
Defense, Inevitable, Leadership, Martyr, Metal, Trade
ligt crossbow
Arazni NE The Harlot Queen Command of undeath, lichdom
Evil, Nobility, Protection
Defense, Leadership
Rapier
Erecura LN Queen of Dis Deduction, mind reading, subtlety
Knowledge, Law, Nobility, Trickery
Deception, Leadership, Memory, Thought
Light mace
Lissala LE The Sihedron Scion Obedience, reward of service, runes
Evil, Knowledge, Law, Nobility, Rune
Devil, Language, Leadership, Memory, Thought, Wards
Whip
Ydersius CE The Headless King Serpentfolk, immortality, poison
Chaos, Evil, Nobility, Scalykind, War
Demon, Leadership, Martyr, Saurian, Tactics
Dagger
Dispater LE Iron Lord Cities, prisons, rulership
Evil, Law, Nobility, Trickery
Deception, Devil, Leadership, Tyranny
Heavy mace
Ruapceras NE The Scarlet Promise Cyclical revenge, crusades, intolerance
Evil, Nobility, Strength, War
Daemon, Leadership, Resolve, Tactics
Heavy flail
Shamira CE Princess of the Porphyry City Lost dreams, seduction of the pure
Chaos, Charm, Evil, Nobility
Demon, Leadership, Love, Lust
Longbow
treat
(champion of corruption)Wicked Leader (Social): You gain a +1 trait bonus on Charisma checks against evil creatures. If you select the Leadership feat or the Vile Leadership feat (see page 14) at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil.
(Character traits web encantment) Natural-Born Leader(Social): : You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
(dragon empire primer) shoKuro Rebel Leader(regional):
Rebel Leader: A close relative was an important player in the rebellions that led to the independence of Shokuro, and passed on her passion to you. If you take the Leadership feat, you receive a +1 trait bonus to your Leadership score.
feat
(quest and campaigns)
NATURAL RULER You have a special talent for ruling a nation, and take to the task with ease. Prerequisite: Hold a leadership role related to running a kingdom. Benefit: Choose an ability score. Any time your leadership role calls for that ability score to affect one of your kingdom's attributes, your modifier to that ability score is treated as being +2 higher. For example, if you choose Charisma and occupy the General or High Priest leadership role, your Charisma modifier to affect your kingdom's stability would be +2 higher than normal. However, if you occupied the Spymaster leadership role-which employs the Intelligence and Wisdom ability scores-this feat would grant no benefit. Additionally, the entire kingdom gains +2 Stability for as long as you occupy a leadership role. Special: You may gain this fe at multiple times, but each time you must choose a different ability score. The bonus to Stability gained from this fe at stacks
FORTUNATE RULER
Prerequisite: Hold the Ruler leadership role for a kingdom. Benefit: During a kingdom's Event phase, once an event's type and danger level has been determined, you may choose to roll twice on the applicable kingdom or
settlement table and choose either result. You must declare you are using this fe at before the results of the initial roll are revealed.
CENTER OF POWER You have posted loyal followers in the most vital places. Prerequisites: Leadership score i3, hold a leadership role related to running a kingdom. Benefit: Choose a building in your kingdom as your center of power, and dedicate one of the followers granted to you by the Leadership feat to overseeing that location. For every kingdom turn in which that follower does nothing but oversee that location, the benefits that building grants to your kingdom's Economy, Fame, Loyalty, and Stability are doubled and any penalties are negated. This fe at does not allow a building to grant benefits it does not normally provide, and has no effect on a building's other effects. This feat only applies to one building, and committing multiple followers to this or different buildings has no effect-the selected location is treated as being of particular importance to you, and its uniqueness combined with the follower's loyalty grants it special efficiencies. The same follower does not have to oversee your center of power every month, but you must keep at least one follower dedicated to this location for the entire month to gain this fe at's benefits. Once per year, you may change which building is your center of power
DYNASTY FOUNdER STORY) You will claim rulership of a city, whether under a larger government or independently. Prerequisite: You must have lived in the chosen city for at least I year or be the heir of a former city leader. Benefit: You gain followers as if you had the Leadership fe at, although you cannot attract followers of a level higher than your level- 2. If you also have the Leadership feat, increase your Leadership score by 3 for the purpose of determining how many followers you have. Goal: Thwart all rivals to rulership over the chosen region, including at least one challenging foe. Completion Benefit: You gain control of the settlement (see the settlement rules in the Patlifinder RPG GameMastery Guide). Upon gaining this benefit and once per year thereafter, you can attempt to alter the settlement in one of the following ways by attempting a DC 25 Diplomacy check modified by the settlement's Society modifier or a DC 25 Intimidate check modified by its Law modifier: • Move the settlement's alignment i step closer to yours along either the good-evil or law-chaos axis. • Replace one settlement quality with another. • Change the government type. • Significantly alter the laws. Failure indicates that popular opinion in the city successfully opposes you. In addition, from now on, your followers gain a +i morale bonus on attack rolls and saving throws as long as they can see you. Special: For groups using the kingdom-building rules from Pathfinder RPG Ultimate Campaign, you can optionally use the rules for establishing a settlement to complete the goal of this story fe at. Suggested Traits: Domineering, Inspiring, NaturalBorn LeaderAPG.
(champion of corruption)vile leadershiP You rule over your own cabal of minions with a villainous cohort as your lieutenant. Prerequisites: Character level 7th, good standing with an evil organization (see page 15 for examples). Benefits: You can attract a loyal cohort and a number of cowed followers to assist you in your journeys. This feat is similar to Leadership, except Vile Leadership rewards— rather than hinders—leaders who have cruel reputations or who cause the deaths of their followers. Once you take this feat, you cannot take the Leadership feat without retraining your feat selection (see Pathfinder RPG Ultimate Campaign 191 for the rules on retraining feats). In order to benefit from this feat, you must belong to one of the evil organizations listed in this section and also be in good standing with that organization. This is most easily accomplished by performing a weekly or monthly tribute for the organization. Each organization requires a different kind of tribute; see Evil Organizations on page 15 for example groups and their appropriate tributes. Numerous factors can affect your Vile Leadership score (which acts as a Leadership score for the purpose of feats and abilities that rely on a Leadership score, other than Leadership itself); work with your GM and use the tables below to adjust your Vile Leadership score. The NPCs you attract must be affiliated with the evil organization to which you belong. Vile Leadership Modifiers A leader’s reputation affects here Vile Leadership score.
Leader’s Reputation Modifier
Ruthless +2
Rewards loyalty/success +1
Possesses a special power +1
Indecisive –1
Tolerant of failure –1
Merciful –2
Other modifiers may apply when you try to attract a cohort with this feat, as listed below.
Leader’s Attributes Modifier Gained power by eliminating a superior +1
Fails to punish or kill minions who make –2* costly mistakes.
Recruits a cohort of a different alignment –1
* Cumulative per incident of compassion shown. This penalty is incurred even if you show mercy to avoid killing or punishing more than 20% of your minions during a given character level (see the footnote to the following table on page 15).
Followers have different priorities from cohorts. When you try to attract a follower with this feat, use the following modifiers.
Leader’s Attributes Modifier Has a stronghold, base of operations, +2 guildhouse, etc.
Has punished or killed minions to set an +1* example or assert dominance
Has a tendency toward long periods of inactivity –1
Restricts minions from looting, pillaging, –1 or pursuing other spoils of war
* Cumulative to a maximum bonus of +1 per character level, with minimum of one minion per incident. If you punish or kill more than 20% of your minions during a given character level, this bonus becomes a penalty instead. At the beginning of a new level, any bonus of penalty from punishing or killing minions resets to 0.
( Aspis Consortium
Tribute: Each week, either through roleplaying or the use of skills such as Appraise, Bluff, or Intimidate, you must knowingly swindle or exploit a business partner (likely a stranger such as a merchant or trader) to obtain a profit in gold. Recovery or forceful acquisition of a rare magic item, relic, or piece of lore worth at least 2,000 gp satisfies this requirement for 1 month.
Rushlight Society
Tribute: At least once per week, a member of the Rushlight Society must waylay a traveling caravan, participate in a raid or assault on a small town or larger settlement, or commit some other form of commercially influenced mayhem.
Umbral Court
Tribute: A servant of the Umbral Court must perform an act of self-flagellation or self-mortification at the start of each day, dealing at least 1 point of damage to herself per 2 character levels and letting the damage heal naturally (not magically) over the course of the week. Alternatively, a character can remain in good standing with the Umbral Court as long as she acquires and wears a new Nidalese shadow piercing (see page 28) at least once per month; this piercing can replace an old one or be in addition to existing piercings. )
(Inner sea world guide)
noble scion You are a member of a proud noble family, whether or not you remain in good standing with your family. Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate. Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day. Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank. Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check. Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
(heroes of high court)
noBle impostor (story) You put on airs and others believe your tales. Prerequisite: Must not be a member of an established family or a member of nobility. Benefit: You gain a +2 bonus on Bluff and Knowledge (nobility) checks and these skills are class skills for you. Goal: Convince at least three noble families, a ruling monarch, or a settlement of at least small city size that you are a member of an existing or a previously unknown noble family. Completion Benefit: You gain followers as if you had the Leadership feat. If you also have the Leadership feat, increase your Leadership score by 3 for the purpose of determining how many followers you hav
noBle sCions Noble houses throughout Golarion train their courts to focus on the ideals and skills most appropriate for their given region. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) provides benefits to noble characters. Presented below are a number of benefits that can be taken in place of the standard selection of benefits provided by the feat.
Scion of Highhelm: You use your Constitution modifier instead of your Charisma modifier for the purpose of the Leadership feat.
Scion of Kyonin: You use your Dexterity modifier instead of your Charisma modifier for the purpose of the Leadership feat.
(inner sea intrigue)
The following feats help a character maintain or gain additional benefits from her masked persona. A character must be have an established, uncompromised masked persona to gain the benefits of the feats listed below (excluding Convincing Persona), and loses access to the feats’ benefits if her identity is compromised
Masked Symbol Your alternate identity exists as a nearly inhuman avatar of a mood or cause. Prerequisite: Disguise 1 rank or dual identityUI class feature. Benefit: Your masked persona represents a particular concept, granting you a benefit while in your masked persona or vigilante identity. Each time you gain a new character level, you can choose to embody a different symbol, forgoing your previous bonus and gaining a new one.
Leadership: +2 bonus to your Leadership score
(ultimate intrigue)
Recruits Be they students, retainers, new recruits to your order, or neophyte members of your faith, you have access to a small set of dedicated servants. Prerequisites: Cha 13, character level 5th. Benefit: You gain a number of cohorts (as per the Leadership feat) that represent NPCs you are responsible for instructing and overseeing. You have a number of such cohorts equal to half your character level. Unlike normal cohorts, these recruits must be at least 4 levels lower than your level. Since these recruits must spend most of their time studying and gaining experience, only one recruit can travel with you at a time (though they all gain experience at the same rate, as those not present are assumed to be studying and growing independently). Whenever you are in a major town or city, you can exchange the recruit currently accompanying you for a different member of your recruits. As recruits are busy learning and studying the basics of their careers, those not traveling with you can’t engage in mundane or magical crafting or Profession checks. Recruits not traveling with you can, however, serve as managers for your holdings if you are using the downtime rules (Ultimate Campaign 88). If a recruit dies, you take only a –1 penalty to your Leadership score. Special: The Recruits feat counts as the Leadership feat for purposes of fulfilling prerequisites. A character cannot have both Leadership and Recruits. A character with Recruits who later qualifies for Leadership can exchange this feat for Leadership immediately upon qualifying (selecting one minor cohort to become a full cohort, while the rest move on).
class feature
(inner sea gods) Righteous Leader (Ex): At 8th level, the sentinel’s commitment to his faith and the deeds he does in the name of his god add to his reputation. He gains Leadership as a bonus feat, and is considered to qualify for that feat’s special power leadership modifier. He takes no penalty for moving around a lot (normally this imposes a –1 penalty to a character’s leadership score) but he takes double the usual penalty for recruiting a cohort of a different alignment (–2 instead of –1).
(inner sea intrigue) Leadership (Ex): At 12th level, a Galtan agitator gains Leadership as a bonus feat. If the Galtan agitator already has the Leadership feat, she doubles her Charisma modifier when calculating her base Leadership score. This replaces the rogue talent gained at 12th level.
(inner sea world guide)
A low templar never suffers a penalty to his Leadership score for moving around frequently, aloofness, cruelty, or the loss of prior cohorts or followers, and can replace lost followers in half the normal amount of time.
Damnation/Redemption (Su): At 10th level, a low templar must make a final choice of which ethical path to follow. He may mask a second alignment trait versus alignment-based effects, as per the path of darkness/path of light ability. A low templar can choose the path of darkness at 5th level and then choose the path of redemption at 10th level (or vice versa). When the low templar makes his damnation/redemption choice, he gains a planar cohort appropriate to his actual alignment, gained as if he had taken the Leadership feat. This planar cohort appears to him and pledges her loyalty to the low templar immediately. If the cohort perishes, the low templar must wait a week before calling upon a replacement. If the low templar has the Leadership feat, he gains a +1 bonus to his Leadership score. If he replaces his cohort gained from the leadership feat with the planar cohort, the maximum level equivalent for his planar cohort equals the templar’s class level –1, rather than –2.
(path of prestige)
Greater Leadership (Ex): At 2nd level, a noble scion gains the Leadership feat as a bonus feat. He can recruit a cohort up to one level lower than himself. At 10th level, he can recruit a cohort of the same level as himself.
Servitor (Ex): At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes (Core Rulebook 446) and comes equipped with gear appropriate for a character 1 level lower than the servitor’s actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering
(psionic unleashed)
Thrallherd (Ex): A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences. Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.
As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Charisma modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat. As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts). A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s thrall and believers arrive within 24 hours. Lost thralls are replaced within 24 hours. Believers arrive and are replaced at a rate of the thrallherd’s leadership score per day, with the lowest level believers arriving first. If the thrallherd is in a location where thralls and believers cannot reach, none arrive until she moves to a location where she can be reached. A thrallherd establishes a resonance with his thrall and suffers if the thrall is killed. For 48 hours following the loss of a thrall, a thrallherd suffers one negative level. This negative level may not be healed by any means until 48 hours have passed since the thrall’s death, at which point it fades naturally. Should the thrallherd’s new thrall die while the thrallherd is still suffering a negative level, he acquires an additional negative level, and the duration of any negative levels gained through losing a thrall resets to 48 hours from the time the most recent thrall was lost.
Use the above table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract. Alluring Voice (Ex): At 2nd level, the thrallherd gains a +2 bonus to her choice of Bluff, Diplomacy, Intimidate or Sense Motive skill checks. At every 2 levels thereafter, she gains an additional +2 bonus that can either be applied to the same skill, or to another skill on the list. For example, a 6th level thrallherd could have a +6 bonus to just Diplomacy, or a +2 bonus to Bluff, Diplomacy, and Intimidate, or a +2 bonus to Bluff and a +4 bonus to Diplomacy. Once this choice is made, it cannot be changed.
Empathic Connection (Ex): At 3rd level, a thrallherd adds empathic connection to her powers known. If she already knows empathic connection she can instead add a Telepathy power available to her powers known. Once per day, she can manifest empathic connection at a reduced power point cost. The cost of empathic connection is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level. Mind Control (Ex): At 5th level, a thrallherd adds mind control to her powers known. If she already knows mind control she can instead add a Telepathy power available to her powers known. Once per day, she can manifest mind control at a reduced power point cost. The cost of mind control is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level. Greater Mind Control (Ex): At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments mind control to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points. Superior Mind Control (Ex): At 9th level, a thrallherd does not have to pay 4 additional power points when she augments mind control to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater mind control ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points. Expanded Call: At 10th level, the thrallherd’s ability to bring forth servants improves as indicated on the following table.
Twofold Master (Ex): At 10th level, a thrallherd adds a second thrall to her herd. This second thrall’s maximum level is equal to the thrallherd’s level minus 2, even if her Leadership score would indicate a higher level thrall. The thrallherd suffers a negative level penalty for 48 hours if her second thrall dies, just like the penalty if her first thrall dies. These negative levels stack if both thralls die.
(ultimate intrigue)
Aides-de-Camp (Ex): A daring general gains a modified version of the Leadership feat at 6th level, even if he doesn’t meet the prerequisites. All followers that the daring general gains as a result of this version of the Leadership feat can only have levels in the warrior class. All cohorts that the daring general gains from this ability must have levels only in classes that grant a full base attack bonus (such as barbarian, fighter, paladin, or ranger), and must be at least 4 levels lower than the daring general himself. However, at 12th level and 18th level, the daring general gains an additional cohort (up to a maximum of three cohorts at 18th level) and a number of additional followers equal to the number of followers he gained from the Leadership feat (up to a maximum of triple his normal number of followers at 18th level). When determining the kinds of cohorts the daring general can attract, he treats his Leadership score as 3 lower for each subsequent cohort (effectively taking a –3 penalty for the second cohort and a –6 penalty for the third cohort). Additionally, the daring general can grant special roles to his cohorts, as outlined below. Unless otherwise stated, only one cohort can fill any given role at any given time. Designating a cohort as filling a special role requires a 24-hour ceremonial ritual. Groom: The groom cares for the daring general’s mount. She does not take an armor check penalty on Ride checks while riding the cavalier’s
mount. Additionally, once per day, the groom can spend 10 minutes preparing the daring general’s mount for battle. If she does, the mount’s speed increases by 10 feet and its Dexterity score increases by 2. These benefits last for 1 hour. Squire: The squire’s main task is to care for the daring general’s arms and armor. If the squire aids the daring general in donning his armor, it takes half as much time to don as it would if someone else aided the daring general. Additionally, when the squire is adjacent to the daring general, as a standard action, she can grant a +2 bonus to the daring general’s AC against the first attack made against the daring general before the squire’s next turn. This counts as an application of the aid another action, but the squire does not need to threaten the attacker in question. Standard Bearer: The daring general’s standard bearer can carry his banner in his stead, granting the benefits of his banner ability (and later, his greater banner ability) to all allies within 60 feet of the standard bearer. If the standard bearer becomes unconscious or dead, she ceases to grant these benefits. Beyond the rules noted above, if the daring general uses his followers to create an army using the mass combat rules from Pathfinder RPG Ultimate Campaign, that army starts with one extra tactic of the daring general’s choice and a +2 bonus to its morale score. The daring general can assign each of his followers individually to serve as either footmen or honor guards (described below). He does not need to assign either role to a given follower, if he prefers. He can change the role of a follower at any time, but it takes 1 day per level for the follower to change her tactics to suit her new role. Followers with a particular role must group together with other followers with the same role to form an army in mass combat. Footman: Each follower gains a +2 bonus on attack and damage rolls, but takes a –2 penalty to her AC and on saving throws. A footman unit gains a +2 bonus to its OM and takes a –2 penalty to its DV in mass combat. Honor Guard: The follower gains a +2 bonus to her AC and on saving throws, but takes a –2 penalty on attack and damage rolls. An honor guard unit gains a +2 bonus to its DV and takes a –2 penalty to its OM in mass combat. This ability replaces the bonus feats gained at 6th, 12th, and 18th levels.
(Cohorts and companion).
INSTRUCTOR (WIZARD ARCHETYPE) Whether serving as staff at a formal school of magic or simply acting as a wandering teacher, an instructor has an apprentice who trades service to the instructor for lessons in magic.
Apprentice (Ex): At 1st level, an instructor acquires the services of a loyal apprentice. She functions similarly to a cohort, though your apprentice begins as a 1st-level commoner with Magical Aptitude as their 1st-level feat and NPC ability scores (13, 12, 11, 10, 9, 8 before racial modifiers). When the instructor reaches 3rd level, if his Leadership score is at least 2, the apprentice becomes a 1st-level wizard of the same school specialization as the instructor, and she gains heroic ability scores (15, 14, 13, 12, 10, 8 before racial modifiers). The apprentice never gains item creation feats, but otherwise follows the normal rules for a cohort. Each time the instructor gains a level, he may dismiss his existing apprentice as graduated (or expelled, depending on her performance), and gain a new cohort following the same rules. If an apprentice dies in service to the instructor, the instructor takes a –2 penalty to his Leadership score. This penalty is reduced by 1 for every level the instructor gains after the death, to a minimum of 0. Because cohorts are most interested in the instructor’s magical ability, the instructor uses his Intelligence modifier, rather than Charisma, to determine his Leadership score. At 7th level, an instructor may select the Leadership feat—using his Intelligence modifier to determine his Leadership score—but doing so only provides followers, never a second cohort. This ability replaces arcane bond. Trained Teamwork (Ex): Starting at 5th level, the instructor can take a teamwork feat as his wizard bonus feat. As long as his apprentice is within 60 feet, the apprentice gains all such teamwork feats as bonus feats. The apprentice does not have to meet the feat’s prerequisites. This ability modifies the bonus feats gained at 5th, 10th, 15th, and 20th level.
item
(Core rulebook)TOME OF LEADERSHIP AND INFLUENCE Aura strong evocation (if miracle is used); CL 17th Slot none; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs. DESCRIPTION This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book. CONSTRUCTION Requirements Craft Wondrous Item, miracle or wish; Cost 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)
BREASTPLATE OF COMMAND Aura strong enchantment; CL 15th Slot armor; Price 25,400 gp; Weight 30 lbs. DESCRIPTION This +2 breastplate bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.
CONSTRUCTION Requirements Craft Magic Arms and Armor, mass charm monster; Cost 12,875 gp
(inner sea combat)imerial army greathelm
Many seasoned military commanders in Molthune wear this style of silver helmet adorned with a single oversized red plume. If the wearer of an Imperial Army greothelm has the Leadership feat, he gains a + 3 bonus to his Leadership score, and any of his followers or cohorts gain a + 1 bonus on attack rolls and on saving throws against fear effects while they're within line of sight of him. If the wearer possesses the tactician class feature, the range of that ability increases to 60 feet. CONSTRUCTION REQUIREMENTS I COST 14,500 GP Craft Wondrous Item, Leadership, eagle's splendor, greater comman
(quest and campaigns)
diadem inspiring rule
This ornate, ostentatious diadem grants its wearer a + 3 competence bonus to her Leadership score. CONSTRUCTION REQUIREMENTS I COST 2,250 GP Craft Wondrous Item, eagle's splendo
(ultimate equipment)
RING OF THE ECCLESIARCH PRICE 28,500 GP AURA faint enchantment CL 5th WEIGHT —
This ornate ring of sanctified silver is engraved with a golden signet that incorporates the holy symbol of the wearer’s deity after being worn for 24 hours. The ring can be used to seal parchments or to mark any surface as the arcane mark spell at will. The wearer is marked as a scholarly leader of the faith and gains a +5 competence bonus on Diplomacy and Knowledge (religion) checks. If the wearer has the Leadership feat, she may attract double the normal number of followers, and her followers’ zealous devotion grants them a +4 morale bonus on Will saves against enchantment spells and effects. Once per day, the wearer of the ring can use prayer and enter image (Advanced Player’s Guide), often using the latter power to speak and observe through portraits, statues, and even minted coinage bearing their likeness. CONSTRUCTION REQUIREMENTS COST 14,250 GP Forge Ring, arcane mark, enter image, enthrall, prayer, creator must have 5 ranks of Diplomacy and Knowledge (religion) and the ability to cast divine spells
SUZERAIN SCEPTER PRICE 20,000 GP AURA moderate enchantment CL 7th WEIGHT 5 lbs.
This ornately bejeweled baton confers the mark of rightful rulership on its bearer. The wielder of this scepter gains a +5 competence bonus on Knowledge (nobility) and Diplomacy checks. Furthermore, once per day, and on command, the wielder can affect up to seven living creatures with good hope, as the spell. If the wielder of a suzerain scepter has the Leadership feat, she may attract double the normal number of followers for her Leadership score; however, if the rod is out of the wielder’s possession for more than 1 week these extra followers leave. In addition, a suzerain scepter radiates a continuous bless effect that affects any cohort, follower, animal companion, familiar, special mount, or creature charmed or summoned by the wielder (but not called creatures or those under dominate or other compulsion effects). Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter’s bless effect), that bonus increases by 1. CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Rod, Leadership, bless, good hope, greater command, the creator must have the Leadership feat
Domain
Nobility Domain Deity: Abadar. Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith. Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier. Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity). Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/ quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
Русифицированный вариант престиж классы Thrallherd (Ех): требования ,manifester 5 lvl,связать ум вместе через mind link or mind control or worldthought network. feat:inqusitor or skill focus dipomasy.skill diplomacy 4 ,knowledge psionik 5. hd 6 skill point 2+ class skill autohipnosis, bluff,diplomacy,knowledge (psionics),sense motive,spellcraft Thrallherd, который только что вошел в класс, посылает тонкий призыв к слугам, и на этот вызов приходит ответ. По сути, персонаж получает что-то похожее на умение Лидерство, но с некоторыми важными отличиями. Те, кто отвечает на призыв Траллэрда, называются не когортами и последователями, а скорее рабами и верующими соответственно. Они появляются не потому, что восхищаются характером и хотят служить ей, а потому, что скрытый психический резонанс соединяет рабовладельца и ее слуг. Как и в случае с умением Лидерство, у раба есть показатель Лидерства, который определяет раба самого высокого уровня и верующих, которых она может привлечь. Уровень лидерства Траллхерда равен ее уровню персонажа + модификатору Харизмы + уровню Траблхерда. (Обратите внимание, что ее уровень рабовладельца учитывается дважды.) На этот показатель не влияют какие-либо модификаторы, упомянутые в умении Лидерство. Как и в случае умения «Лидерство», уровень вызываемого рабства ограничен, даже если показатель Лидерства персонажа будет означать раб более высокого уровня. В отличие от умения «Лидерство», предел уровня тролла равен общему уровню персонажа минус 1 (не уровень минус 2, как это верно для когорт). Тралхерд не может взять подвиг Лидерства; если персонаж уже имеет его, умение теряется и заменяется этой способностью; те, кто раньше был когортой и последователем, идут своим путем, а те, кто более умственно податлив, появляются позже, чтобы взять на себя роль рабов и верующих. Трабловский раб и верующие прибывают в течение 24 часов. Потерянные рабства заменяются в течение 24 часов. Верующие прибывают и заменяются со скоростью лидерских очков рабства в день, при этом первыми прибывают верующие самого низкого уровня. Если Траллхард находится в месте, куда не могут прийти рабы и верующие, никто не прибудет, пока она не переедет в то место, куда ее можно достичь. Траллхард создает резонанс со своим рабом и страдает, если раб убит. В течение 48 часов после потери рабства у рабовладельца один отрицательный уровень. Этот отрицательный уровень не может быть исцелен каким-либо образом до тех пор, пока не пройдет 48 часов после смерти Тралла, после чего он естественным образом исчезает. Если новый Траллерд умрет, в то время как Траллерд все еще испытывает отрицательный уровень, он приобретает дополнительный отрицательный уровень, и длительность любых отрицательных уровней, полученных в результате потери Тралла, сбрасывается до 48 часов с момента потери самого последнего Тралла. Используйте приведенную выше таблицу вместо таблицы с умением «Лидерство», чтобы определить уровень рабства рабовладельца и количество верующих разных уровней, которые может привлечь рабовладельческий. Соблазнительный голос (Ех): На 2-м уровне рабыня получает +2 бонус к своему выбору проверок умений Блеф, Дипломатия, Запугивание или Чувственный мотив. После этого на каждые 2 уровня она получает дополнительный бонус +2, который можно применить к тому же навыку или к другому навыку в списке. Например, у раба 6-го уровня может быть бонус +6 к Дипломатии или бонус +2 к Блефу, Дипломатии и Запугиванию, или бонус +2 к Блефу и бонус +4 к Дипломатии. Как только этот выбор сделан, его нельзя изменить. Эмпатическая Связь (Ех): На 3-м уровне Траллард добавляет эмпатическую связь к своим известным силам. Если она уже знает эмпатическую связь, она может вместо этого добавить силу Телепатии, доступную ее известным силам. Один раз в день она может проявлять эмпатическую связь по сниженной стоимости. Стоимость эмпатического соединения снижается на уровне раба, до минимума 1 очка силы. Эффект этой силы все еще ограничен уровнем манифестанта Траллэрда. Контроль над разумом (Ех): На 5-м уровне Траллард добавляет контроль над разумом своим известным силам. Если она уже знает контроль над разумом, она может вместо этого добавить силу Телепатии, доступную ее известным силам. Один раз в день она может проявлять контроль над разумом при сниженных затратах энергии. Стоимость контроля над разумом снижается на уровне раба, до минимума 1 очка силы. Эффект этой силы все еще ограничен уровнем манифестанта Траллэрда. Великий контроль над разумом (Ех): На 7-м уровне и выше, рабыня не должна платить 2 дополнительных очка силы, когда она усиливает контроль над разумом, чтобы воздействовать на животных, фей, гигантов, волшебных зверей и чудовищных гуманоидов. Эта уменьшенная стоимость очков не увеличивает DC спасброска энергии, как если бы она потратила дополнительные очки силы. Превосходный контроль над разумом (Ех): На 9-м уровне рабовладельцу не нужно платить 4 дополнительных очка силы, когда он усиливает контроль над разумом, чтобы влиять на аберрации, драконов, элементалей и посторонних (в дополнение к типам существ, упомянутым в более высоком контроле разума) способность). Эта уменьшенная стоимость очков не увеличивает DC спасброска энергии, как если бы она потратила дополнительные очки силы. Расширенный призыв: На 10-м уровне способность рабовладельца вырастить слуг улучшается, как указано в следующей таблице. Двукратный Мастер (Ех): На 10-м уровне рабовладелец добавляет второго раба к своему стаду. Максимальный уровень второго раунда равен уровню раба минус 2, даже если ее показатель Лидерства будет означать более высокий уровень. Траллхерд подвергается штрафу за отрицательный уровень в течение 48 часов, если умирает второй раб, точно так же, как и штраф, если умирает первый трал. Эти отрицательные уровни складываются, если оба раба умирают. архетипы (ultimate intrigue) A daring general(архетип cavalier)Помощь лагеря (Ех): Смелый генерал получает модифицированную версию умения Лидерство на 6-м уровне, даже если он не отвечает предварительным условиям. Все последователи, которых смелый генерал получает в результате этой версии умения Лидерство, могут иметь уровни только в классе воинов. Все когорты, которые смелый генерал получает от этой способности, должны иметь уровни только в классах, дающих полный базовый бонус атаки (таких как варвар, боец, паладин или рейнджер), и должны быть как минимум на 4 уровня ниже, чем сам дерзкий генерал. Однако на 12-м и 18-м уровнях отважный генерал получает дополнительную когорту (максимум три когорты на 18-м уровне) и количество дополнительных последователей, равное числу последователей, которых он получил за умение Лидерство (до максимум в три раза больше его обычного числа последователей на 18-м уровне). При определении видов когорт, которые смелый генерал может привлечь, он рассматривает свой показатель лидерства как 3 ниже для каждой последующей когорты (эффективно получая штраф -3 для второй когорты и -6 штраф для третьей когорты). Кроме того, смелый генерал может предоставлять специальные роли своим когортам, как описано ниже. Если не указано иное, только одна когорта может выполнять любую данную роль в любой момент времени. Для определения когорты в качестве особой роли требуется 24-часовой церемониальный ритуал. Жених: Жених заботится о верхушке смелого генерала. Она не получает штраф за проверку брони на проверках Поездки, когда едет верхом на лошади. Кроме того, один раз в день жених может потратить 10 минут на подготовку к бою смелого генерала. Если она это сделает, скорость монстра увеличивается на 10 футов, а показатель ловкости увеличивается на 2. Эти преимущества действуют в течение 1 часа. Сквайр: Главная задача сквайра - заботиться о оружии и доспехах смелого генерала. Если оруженосец помогает дерзкому полководцу надеть его доспехи, на надевание требуется вдвое меньше времени, чем если бы кто-то другой помогал смелому полководцу. Кроме того, когда оруженосец примыкает к отважному генералу, в качестве стандартного действия он может предоставить бонус +2 к АС отважного генерала против первой атаки против отважного генерала до следующего хода оруженосца. Это считается приложением помощи другого действия, но оруженосцу не нужно угрожать атакующему. Стандартный носитель: стандартный носитель смелого генерала может нести свое знамя вместо него, предоставляя преимущества его способности баннера (а затем и его большей способности баннера) всем союзникам в пределах 60 футов от стандартного носителя. Если знаменосец теряет сознание или умирает, он прекращает предоставлять эти льготы. Помимо упомянутых выше правил, если смелый генерал использует своих последователей для создания армии, используя правила массового боя из Pathfinder RPG Ultimate Campaign, эта армия начинает с одной дополнительной тактики выбора смелого генерала и +2 бонусом к его моральному баллу. Смелый генерал может назначить каждого из своих последователей индивидуально, чтобы он служил либо лакеем, либо почетным караулом (см. Ниже). Ему не нужно назначать какую-либо роль данному подписчику, если он этого хочет. Он может изменить роль последователя в любое время, но ему требуется 1 день на уровень, чтобы сменить тактику в соответствии с ее новой ролью. Последователи с определенной ролью должны группироваться вместе с другими последователями с той же ролью, чтобы сформировать армию в массовом бою. Пехотинец: каждый последователь получает бонус +2 к броскам атаки и урона, но получает штраф -2 к своему AC и спасброскам. Отряд лакей получает бонус +2 к своему ОМ и получает штраф -2 к своему DV в массовом бою. Honor Guard: Последователь получает бонус +2 к своему AC и спасброскам, но получает -2 штраф за броски атаки и урона. Подразделение почетного караула получает бонус +2 к своему DV и получает штраф -2 к своему ОМ в массовом бою. Эта способность заменяет бонусные умения, полученные на 6, 12 и 18 уровнях. (Cohorts and companion). ИНСТРУКТОР (АРХЕТИП Мага) Будь то служащий в официальной школе магии или просто бродячий учитель, у инструктора есть ученик, который меняет услуги инструктору на уроки магии. Ученик (Ех): На 1-м уровне инструктор получает услуги лояльного ученика. Она функционирует аналогично когорте, хотя ваш ученик начинает с простеца 1-го уровня с Магическими способностями в качестве уровня навыка 1-го уровня и NPC (13, 12, 11, 10, 9, 8 до расовых модификаторов). Когда инструктор достигает 3-го уровня, если его показатель лидерства составляет не менее 2, ученик становится волшебником 1-го уровня той же школьной специализации, что и инструктор, и он получает баллы героических способностей (15, 14, 13, 12, 10, 8 до расовых модификаторов). Ученик никогда не получает умений создания предметов, но в остальном следует обычным правилам для когорты. Каждый раз, когда инструктор получает уровень, он может отстранить своего существующего ученика как дипломированного специалиста (или исключенного, в зависимости от ее успеваемости), и получить новую когорту, следуя тем же правилам. Если ученик умирает на службе у инструктора, он получает штраф -2 к своему баллу за лидерство. Это наказание уменьшается на 1 за каждый уровень, который инструктор получает после смерти, до минимума 0. Поскольку когорты больше всего заинтересованы в магических способностях инструктора, инструктор использует свой модификатор Интеллекта, а не Харизму, чтобы определить свой показатель лидерства. На 7-м уровне инструктор может выбрать умение «Лидерство», используя свой модификатор «Интеллект» для определения своей оценки «Лидерство», но это дает только последователей, а не вторую когорту. Эта способность заменяет тайную связь. Обученная командная работа (Ех): Начиная с 5-го уровня, инструктор может использовать умение командной работы в качестве бонусного умения волшебника. Пока его ученик находится в пределах 60 футов, ученик получает все такие умения командной работы, как бонусные умения. Ученик не должен соответствовать условиям подвига. Эта способность изменяет бонусные умения, полученные на 5-м, 10-м, 15-м и 20-м уровне. item(Core rulebook) TOME OF LEADERSHIP and INFLUENCE Аура сильное воскрешение (если используется чудо); CL 17-й слот нет; Цена 27 500 з.п. (+1), 55 000 з.п. (+2), 82 500 з.п. (+3), 110 000 з.п. (+4), 137 500 з.п. (+5); Вес 5 фунтов. ОПИСАНИЕ В этой громоздкой книге подробно описываются предложения по убеждению и вдохновению других, но в словах переплетается мощный магический эффект. Если кто-то читает эту книгу, что занимает в общей сложности 48 часов в течение как минимум 6 дней, он получает бонус от +1 до +5 (в зависимости от типа тома) к своему показателю харизмы. Как только книга прочитана, магия исчезает со страниц и становится обычной книгой.Требования создания:Изготовить Чудесный Предмет, чудо или желание; Стоимость 26 250 gp (+1), 52 500 gp (+2), 78 750 gp (+3), 105 000 gp (+4), 131 250 gp (+5) BREASTPLATE OF COMMAND Аура сильные чары; CL 15-й слот броня; Цена 25 400 зл .; Вес 30 фунтов. ОПИСАНИЕ Этот +2 нагрудник дарует повелительную ауру. Владелец получает бонус +2 к компетенции на все проверки Харизмы, включая проверки навыков на основе Харизмы. Владелец также получает бонус +2 к компетенции за свой показатель лидерства. Дружественные войска в пределах 360 футов от пользователя становятся храбрее, чем обычно, получая +2 бонус сопротивления на спасброски против страха. Поскольку эффект возникает в значительной степени из-за отличительности доспехов, он не действует, если владелец скрывается или его скрывают. Требования создания Craft Magic Arms and Armor,массовое обаяния чудовищ; Стоимость 12 875 гп (сражения внутреннего моря) большой шлем имперской армии.Если владелец великого шлема Имперской армии имеет умение Лидерство, он получает бонус + 3 к своему Лидерскому баллу, а любой из его последователей или когорт получает бонус + 1 к броскам атаки и спасброскам против эффектов страха, пока они в пределах прямой видимости его. Если владелец обладает характеристикой класса тактика, диапазон этой способности увеличивается до 60 футов. ТРЕБОВАНИЯ К созданию СТОИМОСТЬ 14,500 GP Создание Чудесного Предмета, Лидерство, Великолепие Орла, Великий Командир (Quest and campaigns) Диадема вдохновляющего правленияДает ее владельцу бонус компетенции +3 к leadership. ТРЕБОВАНИЯ К СОЗДАНИЮ СТОИМОСТЬ 2250 ГП,craft wondorous item, орлиное сияние. (ultimate equipment) КОЛЬЦО ЭКЛЕЗИАРХА ЦЕНа 28 500 GP AURA Слабое очарование CL 5-й ВЕС - Это декоративное кольцо из освященного серебра граированное золотой печатью, на которой проявляется святой символ божества владельца после 24 часов ношения. Кольцо может использоваться, чтобы запечатать пергаменты или отметить любую поверхность как заклинание тайной метки по желанию. Владелец помечен как ученый лидер веры и получает +5 бонус компетенции на проверки Дипломатии и Знаний (религии). Если у владельца есть умение Лидерство, она может привлечь вдвое больше обычного числа последователей, а ревностная преданность последователей дает им +4 бонус морали на спасброски Воли против заклинаний и эффектов зачарования. Один раз в день владелец кольца может использовать молитву и выводить изображение (Руководство для продвинутых игроков), часто используя последнюю как способность говорить и наблюдать через портреты, статуи и даже чеканку монет с изображением своего подобия. ТРЕБОВАНИЯ К СОЗДАНИЮ СТОИМОСТЬ 14,250 ГП craft ring, тайная метка, вывод изображения, увлечение, молитва, создатель должен иметь 5 уровней Дипломатии и Знаний (религия) и способность читать божественные заклинания. Скипетр сюзерена Цена20 000 GP аура умеренное очарование CL 7-й ВЕС 5 фунтов. Владелец этого скипетра получает +5 бонус к компетенции на проверку Знаний (Nobility) и Дипломатии. Кроме того, один раз в день, по команде, владелец может воздействовать на семь живых существ good hope, как заклинанием. Если обладатель имеет фит Лидерство, он может привлечь вдвое больше обычного числа последователей за свой показатель Лидерства; однако, если жезл находится вне владения владельца в течение более 1 недели, эти дополнительные последователи уходят. Кроме того, скипетр сюзерена излучает непрерывный эффект благословения, который воздействует на любую "когорту", последователя, животного-компаньона, фамильяра, специального верхового животного или существо, очарованное или вызванное владельцем (но не называемое существами или находящимися под влиянием доминирования или другими эффектами принуждения). Всякий раз, когда владелец создает эффект, который дает моральный бонус таким существам (не считая эффекта благословения скипетра), этот бонус увеличивается на 1. ТРЕБОВАНИЯ К созданию 10000 GP Craft Rod, Лидерство, благословение, надежда, большая команда, создатель должен иметь подвиг Лидерства. Домен "дворянство" втч предоставляет бонус +2 к лидерству и черту лидерство на 8 лвле. с первого лв стандартным действием +2 моральный бонус на чеки атаки и спас броски союзникам в 30футах колво раундов равное 1/2 уровня клерика(минимум 1) 3раза +мод мудрости в день. Использование людских ресурсов: Все лояльные персонажи от 7го лвла и выше получают статус партнёра.Персонажи 9го лвла представляющие организации получают статус представителя. Персонажи 11го класса и выше получают статус босса/офицера даже не имея подчинённых. Пси одарённые 5го левела натаскиваются на роль рабовладелец(в колвах необходимых для контроля не лояльных бойцов и существ) Часть магов обучаются по архитипу инструкторов-для большего вовлечения магически одарённых. Втч создаются странствующие ман группы для отлова одарённых.
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Мистер Рипер
Автор: |
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Legios |
Раса: |
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Elan |
Класс: |
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9 |
Мировоззрение: |
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Нейтральный злой |
Сила: | | великолепно [+30] |
Ловкость: | | хорошо [+10] |
Выносливость: | | очень хорошо [+20] |
Интеллект: | | великолепно [+30] |
Мудрость: | | хорошо [+10] |
Обаяние: | | плохо [-10] |
Внешность
Характер
Доброжелательный и благонамеренный. Под Благами, конечно, обычно подразумевают материальные и намерены чаще всего заполучить их себе. С другой стороны, не то чтобы Мистера Рипера можно было назвать таким уж жадным. Скорее экономным. Не смотря на то, что он действительно не очень любит траты на ненужную ерунду, с надежными и выгодными партнерами делиться тот обычно готов.
Также можно похвастать наличием весьма впечатляющей скромности: чаще всего публичное внимание не любят привлекать, предпочитая ему более личные переговоры за закрытыми дверями. Наверняка, именно в связи с вышеупомянутой скромностью а не из-за некрасивый привычки считать выше своего достоинства общаться с необразованной толпой.
История
Мистер Рипер — честный и весьма состоятельный бизнесмен, имеющий множество инвестиций в самые различные регионы экономики Талинграда, начиная от медецины и заканчивая охранным бизнесом, а также серьезно настроенный на расширение в такие сферы, как горнодобывающая и сельскохозяйственная промышленность, а также образование. И разумеется, совсем никакой не тайный агент Пакта и уж тем более не неофициальный лидер Девятого Узла. Как вам такое в голову вообще могло прийти?
Навыки
Male Mindborn Elan Psion(Tetepath/Shaper) 4|Harbinger(Omen Rider) 1|Awakened Blade 10 24 Years Old, 5 ft 1 in(155cm) Height, 122 lb(55 kg) Weight ABILITY SCORES: STR 38 [+14] = INT(Mindborn) DEX 16 [+3] 12(Base) +4(Belt) CON 18 [+4] 14(Base) +4(Mindborn) +4(Belt) INT 38 [+14] 18(Base) +2(Racial) +1(4HD) +1(8HD) +1(12 HD) +4(Mindborn) +5(Tome of Clear Thought) +6(Headband) WIS 15 [+2] 13(Base) +2(Mindborn) CHA 09 [-1] 7(Base) +2(Mindborn) SAVING THROWS: Fort: +25 = +2(good) +1/2(Harbinger) +4/3(Psion) +5(Blade) +6(CON) +5(Cloak) +5(PM) Refl: +18 = +15/3(Class) +3(DEX) +5(Cloak) +5(PM) Will: +23 = +2(good) +1/2(Harbinger) +2(Psion) +5(Blade) +2(WIZ) +2(Feat) +5(Cloak) +5(PM) COMBAT STATS: Hit Points: 206 = +6+6+6+6(Psion) +8(Harbinger) +100(Blade) +6х15(CON) +2x8(Psionic Body) AC: 43 (32 touch, 35 flat-footed) = 10(Base) +3(DEX) +7(Armor) +14(Deflection, INT) +4(NA) +5(PM) BAB: +12 CMB: +26 = +12(BAB) +14(STR) CMD: 58 = 10 +12(BAB) + 14(STR) + 3(DEX) +14(Deflection, INT) +5(PM) Initiative: +36 = +2(Trait) + 3(DEX) +5(Blade) +4(Focused Nimble Psicrystall) +8(Implanted Psicrystall) +14(Stance) Speed: Land 40', Fly 40' (Perfect) Immunity: Cold, Electricity, MA. SR: 24 ● Melee: +31 = +12(BAB) +14(STR) +5(PM) ● Ranged: +20 = +12(BAB) +3(DEX) +5(PM) TRAITS: ● Psionic Knack [Psionic]: (+2 Psion Manifester levels. Cannot exceed HD) ● Practiced Initiator [Combat]: (+2 Harbinger Initiator levels. Cannot exceed HD) ● Murderer [Story]: (+1 damage as trait bonus aganst flanking opponent) ● Student of Philosophy [Social] ● Pragmatic Activator [Magic] ● Strike first, strike ruthlessly and thus be victorious (+2 Initiative) ● Extra slot(Ring) FEATS: ● [Bonus Racial Feat] Psionic Talent [Psionic] (+2 PP) ● [Bonus Racial Feat] Psionic Body [Psionic] (+2 HP for every psionic Feat) ● [Bonus Racial Feat] Psionic Meditation [Psionic] ● [Bonus NEN Feat] Iron Will ● [Bonus Psion Feat] Psicrystal Affinity [Psionic] (Nimble) ● [1HD Feat] Favored Prestige Class [General] (Knowledge (psionics)) ● [3HD Feat] Prestigious Maifester [General] ● [Bonus Omen Rider Feat] Mounted Combat [Combat] ● [5HD Feat] Prestigious Maifester [General] ● [Bonus Awakened Blade Feat] Deep Focus [Psionic] ● [7HD Feat] Quicken Power [Metapsionic] ● [9HD Feat] Persistent Power [Metapsionic] ● [Bonus Awakened Blade Feat] Superior Psicrystal [Psionic] ● [11HD Feat] Advanced Constructs ● [13HD Feat] Additional Traits (Student of Philosophy, Pragmatic Activator) ● [Bonus Awakened Blade Feat] Boost Construct ● [15HD Feat] Advanced Study (Riddle of Steel, Obsidian Negation) SKILLS:Total: 249 = +2х4(Psion) +6(Harbinger) +40(Blade) +11х15(INT) +2х15(Story) 36 = 15(Rank) +3(Class) +14(INT) +4(Feat) Knowledge (Psionics) 32 = 15(Rank) +3(Class) +14(INT) Knowledge (Engineering) 32 = 15(Rank) +3(Class) +14(INT) Knowledge (Religion) 32 = 15(Rank) +3(Class) +14(INT) Knowledge (Martial) 32 = 15(Rank) +3(Class) +14(INT) Knowledge (Law)
20 = 3(Rank) +3(Class) +14(INT) Knowledge (Nobility) 20 = 3(Rank) +3(Class) +14(INT) Knowledge (Planes) 18 = 1(Rank) +3(Class) +14(INT) Knowledge (Arcana) 18 = 1(Rank) +3(Class) +14(INT) Knowledge (Dungeoneering) 18 = 1(Rank) +3(Class) +14(INT) Knowledge (Geography) 18 = 1(Rank) +3(Class) +14(INT) Knowledge (History) 18 = 1(Rank) +3(Class) +14(INT) Knowledge (Local) 18 = 1(Rank) +3(Class) +14(INT) Knowledge (Nature) 18 = 1(Rank) +3(Class) +14(INT) Linguistics
32 = 15(Rank) +3(Class) +14(INT) Craft (Sculpting) 32 = 15(Rank) +3(Class) +14(INT) Spellcraft
29 = 15(Rank) +14(INT) Appraise
20 = 15(Rank) +3(Class) +2(WIZ) Autohypnosis 6 = 1(Rank) +3(Class) +2(WIZ) Profession (Executioner) 24 = 15(Rank) +3(Class) +2(WIZ) +4(Psicrystall) Sense Motive
29 = 15(Rank) +3(Class) +3(DEX) +8(MindBorn) Fly 14 = 8(Rank) +3(Class) +3(DEX) Acrobatics 4 = 1(Rank) +3(DEX) Disable Devise 4 = 1(Rank) +3(DEX) Sleight Of Hand
50 = 15(Rank) +3(Class) +14(INT) +8(MindBorn) +10(CT) Bluff 32 = 15(Rank) +3(Class) +14(INT) Diplomacy 17 = 15(Rank) +3(Class) -1(CHA) Intimidate 25 = 15(Rank) +3(Class) -1(CHA) +8(MindBorn) Disguise
—Equip—
23 = 15(Rank) +3(Class) +3(DEX) +2(Headband) Ride 26 = 15(Rank) +3(Class) +2(WIS) +2(Headband) +4(Psicrystall) Perception 33 = 15(Rank) +3(Class) +14(INT) +2(Headband) UMD POWERS:PP 290 = 170(Psion 14) + 2(Feat) +98(INT) +10(Goddess) +10(FCB Blade) Concentration: +45 = 19(ML) +14(INT) + 2(FC bonus) +10(Third Eye) Psionic Talents [Detect Psionics] [Conceal Thoughts] [Ectoplasmic Trinket] [Far Hand] [Missive] [Telepathic Lash] [Energy Splash] [Create Sound] [Empathy] [Detect emotions] [Psionic Repair]
Level 1 [Inertial Armor] [Precognition, defensive] [Precognition, offensive] [Inevitable Strike] [Vigor M] [Stunning of The Material M] [Force Screen M] [Ectoplasmic Sheen M] [Astral Construct M] [Empathic Connection M] [Catfall M]
Level 2 [Metamorphosis, Minor] [Everyman] [Cleanse Body] [Ego Whip]
Level 3 [Telekinetic Force] [Concussive Onslaught] [Phantasmogoria] [Dispel Psionics]
Level 4 [Mind Control] [Schism] [Fold Space] [(lvl3) Concealing Amorpha, Greater]
Level 5 [Clairtangent Hand PC] [Metaconcert] [Planar Travel] [Pierce the Veils] [Psychic Crush]
Level 6 [Crystallize] [Temporal Acceleration] [Desintegration]
Level 7 [Ectoplasmic Cocoon, Mass] [Barred Mind, Personal] [Bend Reality] MANEURS:Known: 0/0/2/2/2/2/1, Stanses: 3 [lvl0 Stanse] Stance of the Inner Eye (+ 1/3 IL insight to AC, Attack, Damage CMB and save. +1d6 damage)
Scarlet Throne (Ex) [lvl3 Boost] Scarlet Eye’s Perception [lvl6 Strike] Blade of Perfection [lvl8 Strike] Riddle of Steel
Piercing Thunder (Ex) [lvl5 Strike] Throwing Comet
Shattered Mirror (Su) [lvl2 Counter] Obsidian Sidestep [lvl4 Strike] Fetch’s Wrath [lvl7 Boost] Mirror Demon’s Waltz [lvl8 Counter] Obsidian Negation [lvl8 Stance] Unholy Mirror Stance
Sleeping Goddess (Su) Max 3 PP augment [lvl5 Stanse] Inarguable Presence of the Sleeping Goddess [lvl6 Stanse] Unavoidable Gaze of the Sleeping Goddess [lvl8 Counter] Indomitable Idealism
Riven Hourglass (Su) [lvl4 Counter] Temporal Body Adjustment (negate any one negative condition that currently affects you) [lvl6 Counter] Temporal Distortion
Cursed Razor (Su) [lvl3 Stanse] Aura of Shared Misery [lvl5 Counter] Shadow Pin
Stanse: Unavoidable Gaze of the Sleeping Goddess Ready: 7 [Riddle of Steel] [Temporal Distortion][Shadow Pin][Indomitable Idealism][Obsidian Negation] [Scarlet Eye’s Perception][Mirror Demon’s Waltz] DEVIL TRIGGER:1/day Swift 1 min. Path: Overmind. Hard to kill, Mythic power 9/day, Surge +1d6
Surging Psionic: 1MP Standart only. Manifest power +2 ML, no PP cost.
Path Abilities: Expansive Undestanding (Fate of One, Reddopsi, Fission) Mythic insight Psionic Breach
Feats: Mythic Powers Known (Psychic Crush, Metaconcert, Willian's Temporal Acceleration) Extra Path Ability (Naturally Focused)
RACIAL TRAITS:Elan:● Ability Score Modifiers: Elans gain a +2 bonus to one ability score (INT) chosen at creation to represent their varied nature. ● Aberrant Blood: Elans are of the humanoid (aberrant) subtype. ● Size: Elan are Medium creatures and have no bonuses or penalties due to their size. ● Speed: Elans have a base speed of 30 feet. ● Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans. ● Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat. ● Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. ● Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. ● Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours. ● Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. ● Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Mindborn:CLASS FEATURES:● Favoured Class (Psion): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank, +1 PP or +1/2 bonus on concentration checks when manifesting psion powers. Telepath/Shaper: Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Powers Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline: Telepathy
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Telepathy (Su)
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter.
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.
Secondary Discipline: Metacreativity
When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple’s secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.
This ability replaces the class skills normally gained when selecting a discipline.
Summoner’s Call (Ex)
At 2nd level, if you maintain focus when manifesting a power of the creation subdiscipline, the duration is increased by 1 round plus 1 round for every four psion levels. In addition, your astral constructs gain an additional menu option of the highest menu available when you manifest the power.
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
Maximum Power Level Known
A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level. Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented. Omen Rider: Weapon and Armor Proficiency
A harbinger is proficient with all simple weapons, martial melee weapons, light armor, and shields (except tower shields).
Maneuvers
A harbinger begins her career with knowledge of five martial maneuvers. The disciplines available to her are Cursed Razor, Riven Hourglass, Scarlet Throne, Shattered Mirror, and Veiled Moon.
Once the harbinger knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by harbingers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A harbinger’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The harbinger learns additional maneuvers at higher levels, as indicated on Table: Harbinger. A harbinger must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the harbinger can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the harbinger need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A harbinger’s initiation modifier is Intelligence.
Maneuvers Readied
A harbinger can ready three of her five maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A harbinger must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating over the nature of malevolence, honing her killer instinct, dwelling upon grief and sorrow, or otherwise communing with her negative side for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The harbinger does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in communion with her darker urges, she can change her readied maneuvers.
A harbinger begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
In order for the harbinger to recover maneuvers, she must tap into her sorcerous malice by activating her dark claim class feature; the harbinger recovers a single expended maneuver whenever she Claims a creature, and she recovers a number of expended maneuvers equal to her harbinger initiation modifier (minimum 2) whenever a creature she has Claimed is reduced to 0 or less hit points. Alternately, the harbinger may concentrate on her inner negativity and recover a single maneuver as a standard action.
Stances Known
A harbinger begins her career with knowledge of one stance from any discipline open to harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the harbinger does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a harbinger cannot learn a new stance at higher levels in place of one she already knows.
Accursed Will (Ex)
A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.
Dark Claim (Su)
Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.
In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.
Rider of Ill Omens
An omen rider is gifted with exceptional equestrian knowledge upon taking up this mantle. At 1st level, she gains Medium Armor Proficiency and Mounted Combat as bonus feats, even if she does not meet their prerequisites. In addition, she gains Ride as a class skill. Finally, an omen rider may trade one of her available disciplines for the Piercing Thunder discipline.
Spectral Steed (Su)
At 1st level, an omen rider gains the ability to call forth a mount composed of spectral bone, ghostly plasm, and ghoulish sinew. This beast is roughly shaped as a heavy horse, sized appropriately for the harbinger. The omen rider can magically call their mount to their side as a full-round action a number of times per day equal to 3 + the omen rider’s initiation modifier. When she does, the mount immediately appears adjacent to the omen rider. The mount can be dismissed as a move action. A spectral steed has insubstantial hooves that make no sound and what seems to be a saddle, bit, and bridle. It does not fight and cannot attack, but other animals shun it and refuse to attack it.
The spectral steed’s AC is equal to the omen rider’s, and it has a number of hit points equal to half her maximum hit points (minimum 10). In addition, it gains the benefits of any miss chances, immunities, and resistances the omen rider has. The spectral steed is not affected by effects that target an area, nor is it vulnerable to effects that do not deal hit point damage. The spectral steed always acts on the omen rider’s initiative. If it loses all its hit points, the spectral steed disappears, but a new one may be summoned if the omen rider desires. A spectral steed has a base land speed of 40 feet at 1st level, which increases by 10 feet at 3rd level and every two levels thereafter (up to a maximum of 100 feet). It can bear its rider’s weight and up to 50 pounds of other equipment, plus another 10 pounds per omen rider level. The spectral steed gains certain powers according to the omen rider’s level. A spectral steed’s abilities include those of mounts of lower levels.
Starting at 3rd level, the omen rider’s spectral steed can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. Starting at 6th level, the omen rider’s spectral steed can tread on any liquid as if it were firm ground, as if it were under the effect of a water walk spell. At 9th level, the omen rider’s spectral steed gains a fly speed equal to its land speed, with average maneuverability. Its modifier on Fly checks is equal to the omen rider’s initiator level + the omen rider’s initiation modifier. Starting at 12th level, the omen rider can conjure her spectral steed beneath her, summoning it and mounting it in the same action. In addition, she can summon her spectral steed as an immediate action.
The omen rider and her spectral steed are so in tune with each other that they can work as one when performing maneuvers. Whenever an omen rider is mounted and uses a maneuver with a movement component (such as making a charge attack, or taking an extra move action), the omen rider can have her spectral steed make the appropriate move action in her place. Both the omen rider and spectral steed gain any benefits from the omen rider’s maneuvers that would normally apply to the initiator (such as resistances, healing, temporary hit points, and the effects of counters). If the maneuver allows the initiator to make a charge attack, both the spectral steed and omen rider are considered to be charging. Awakened Blade: Maneuvers
An awakened blade adds either Riven Hourglass or Sleeping Goddess to his list of available disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. At every even-number level, an awakened blade gains new maneuvers known from any discipline he has access to (either from a martial disciple class or from the Martial Training feat). He must meet a maneuver’s prerequisites to learn it. The character adds his full awakened blade levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, he gains additional maneuvers readied per day.
Stances Known
At 4th level and again at 6th level and 10th level, an awakened blade learns a new stance from any of the disciplines available to him as an awakened blade. He must meet the stance’s prerequisites to learn it. Powers Known
At every level but 1st and 6th, an awakened blade gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of awakened blade to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an awakened blade, he must decide to which class he adds the new level of awakened blade for the purpose of determining power points per day, powers known, and manifester level.
Situational Awareness (Su)
At 1st level, awakened blades open their minds to the myriad of potential futures that could lead to his victory in battle and to his continued defense. Similar in effect to the danger sense psionic power, the character adds half his class level (rounded down, minimum of +1) to his initiative rolls as an insight bonus. He may also add this bonus to his AC as a dodge bonus or Reflex saves to avoid traps and their attacks. This bonus stacks with bonuses gained from the trap sense class feature. At 3rd level, the character gains the benefits of the uncanny dodge ability. At 9th level, the character gains the improved uncanny dodge ability.
Deep Focus
The character gains the Deep Focus psionic feat as a bonus feat at 1st level.
Stance of the Inner Eye
At 2nd level, the awakened blade’s precognitive abilities blend with his martial prowess to unlock an inner eye within his mind, all-seeing and hyper-aware of the dangers that surround him and ways to combat them. This inner sense allows the awakened blade to react to danger quickly, guide his attacks around the defenses of his enemies, and to land fierce blows as his mind traces out the myriad scenarios that could play out between himself and his foes. To enter this stance, as a swift action the awakened blade abandons a martial stance he is currently using. While in this stance, the character gains a +1 insight bonus for every three initiator levels he possesses (minimum +1) to his AC, attack and damage rolls, CMB checks, and to all saving throws. If caught in a situation where the character would be denied his Dexterity bonus, these bonuses do not apply. The character inflicts an additional 1d6 points of damage while in this stance at 2nd level, and this damage bonus improves to 2d6 points of damage at 7th level. This bonus damage is precision based, and creatures not subject to critical hits are immune to this additional damage.
Precognitive Defenses (Su)
At 5th level, the mind’s eye within the awakened blade’s defensive senses is capable of reacting to multiple dangerous scenarios at the same time. The character may expend his psionic focus as a free action to initiate a readied counter, even if he has already used his immediate or swift action this round. This specifically allows for the use of a free action on another creature’s turn.
Hypercognitive Focus (Ex)
At 6th level, an awakened blade’s mind is able to anticipate his needs and subconsciously works to further his effectiveness. Whenever the character recovers one or more maneuvers, he may regain psionic focus as a free action as part of his maneuver recovery. He may only do this one time in a given round. Alternately, the character may expend his psionic focus when manifesting a psionic power and recover an expended maneuver.
Clairsentient Counter (Su)
By anticipating the attack before the attacker ever considers making it, the awakened blade using this martial technique may act faster than his opponent can even think. To use this ability, the character expends a readied maneuver and his psionic focus as an immediate action; the clairsentient counter is used in response to an attack against him of any sort (be it a melee or ranged attack, spell, power, or other spell-like or supernatural effect) and grants the character a standard or move action that he must use as part of this counter. This movement occurs before the attack is resolved but after the attack is made.
Pretercognitive Mind
At 10th level, the awakened blade’s reactive capabilities are so intense that his subconscious mind must manage them for him as they otherwise would never give him a moment’s rest. While psionically focused, the character is considered to have the benefits of the Stance of the Inner Eye without needing to initiate the stance. He may continue to gain these benefits while he adopts any other martial stance that he knows and gain the benefits of both stances.
Инвентарь
Weapon: Psychic Training(ERM) Deep Crystall EL Nodachi +1 (+36, 2d8+2d6+31) Armor: Moderate Fortification Mithral Breastplate +1 (7 AC) Psychoactive Skin: Skin of the Defender
Belt: Belt of Physical Might +4 Body: Student’s Robes (Telepathy+Metacreativity) Chest: Corset of Delicate Moves Eyes: Third Eye (Concentrate) Feet: Boots of Striding and Springing Hands: First Aid Gloves Head: Cyclops Helm Headband: Headband of Vast Intelligence +6 (Ride, Perception, UMD) Neck: Torc of Power Preservation Shoulders: Cloak of Resistance +5 Wrists: Sleeves of Many Garments Ring 1: Ring of Mind Shielding Ring 2: Ring of Sustenance Ring (Extra): Ring of Freedom of Movement
Implanted, Head: Anti-TimeStop Measures. 19/20
Incarnated Powers: [Detect Psionics, Augmented] ML: 15 [Conceal Thoughts] ML: 15 [Detect Remote Viewing] ML: 15 [Detect Teleportation, Augmented] ML: 15
Permanent Spells: [Arcane Sight] [See invisibility] [Darkvision]
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