Difference between revisions of "Prinzessin:Samurai"
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Samurai
Lvl Class Feature I Class Feature II 1 Exotic Proficiency Ancenstral Daisho +1 2 Improved Initiative Bonus feat 3 Kiai Smite(Ex) 1/day Ancenstral Daisho +2 4 Two-Weapons Fighting Bonus feat 5 Two-Weapons Defence Ancenstral Daisho +3 6 Staredown(Ex) Bonus feat 7 Kiai Smite(Ex) 2/day Ancenstral Daisho +4 8 Improved Two-Weapons Fighting Bonus feat 9 Improved Two-Weapons Defence Ancenstral Daisho +5 10 Mass Staredown(Ex) Bonus feat 11 Kiai Smite(Ex) 3/day Ancenstral Daisho +6 12 Greater Two-Weapons Fighting Bonus feat 13 Greater Two-Weapons Defence Ancenstral Daisho +7 14 Improved Staredown(Ex) Bonus feat 15 Kiai Smite(Ex) 4/day Ancenstral Daisho +8 16 Frightful Presence(Ex) Bonus feat 17 Two-Weapon Rend Ancenstral Daisho +9 18 Greater Staredown(Ex) Bonus feat 19 Kiai Smite(Ex) 5/day Ancenstral Daisho +10 20 todo
Class Features
Ancestor Feats
Crab:
- Great Crafter: Anything you craft gain +2 hardness and gain +10 hp. Also your ancestral weapons gain these benefits.
- Great Teamwork: You are treated as if yoou square 1 step closer to rear.
- Improved Aid: Extra +2 bonus while aiding another.
- Luck of Heroes: +1 on saves and AC.
- Power Attack Shadowlands: x2 PA modifier for one-handed weapons and x3 for two-handed against shadowlands creatures.
- Resist Taint: +4 on saves against taint.
- Spell Power: +1 CL on 1 spell, 3/day.
- Strength of the Crab: +1 morale on melee attack rolls and WW saves.
Crane:
- Art of Fascination: Fascinate as bard, at will, but opponent who saves cannot be affected within 24h.
- Cultured Courtier: +2 Persuasion, Empathy and Perform.
- Gifted General: +2 init +2 Fort.
- Iaijutsu Master: May use Iaijutsu check instead of attack roll, AC roll, saving throw or skill check. 1/day.
- Power Attack Iaijutsu: +d6 Iaijutsu damage.
- Smooth Talk: Full-round Persuasion rolls have only -5 penalty.
Dragon:
- Keen Intellect: May use Int instead of wis on Medicine, Empathy, Nature and WW.
- Resist Poison: +4 on saves against poison.
- Silver Tongue:
- Soul of Loyalty: +4 on WC against compulsion.
- Warrior Shugenja: +2 Concentration, failed cast defensively do not fail a spell.
Lion:
- Attention to Detail: +2 awareness and empathy, +2 on WI.
- Fearsome and Fearless: +4 on WW against fear, +2 DC of fear effects.
- Lion Spy: +2 Persuasion, Local and Empathy.
- Warrior Instinct: Roll attack roll twice and choose better result, 1/day.
Phoenix:
- Great Diplomat: +2 Persuasion, +2 Leadership.
- Oni's Bane: +3 on SR penetration of outsiders.
- Scholar of Nature: +2 Medicine and Nature.
- Spellcaster's Support: You may spend action to "aid another" to a caster, spell he cast gain +1 CL. Also allied adjacent casters do not have to cast defensively as if they had Combat Casting.
Scorpion:
- Audacious Attempt: Any your roll that require 18 or more to succeed may be re-rolled if failed.
- Blood Sorcery:
- Infamous Traitor: +2 Init, Persuasion and Intimidate.
- Karmic Twin: +2 Persuasion and Intimidate.
- Magistrate's Mind: +2 Intimidate, Investigate and Empathy.
- Many Masks: +2 Persuasion, Disguise and Perform.
Unicorn:
- Cool Head: Immune to shaken, re-roll against confusion effects.
- Kami's Intuition: +2 Empathy, may roll knowledges untrained and with Wis instead of Int.
- Powerful Voice: +2 Persuasion, AT=S D=Conc, grant allies +1 morale on attacks, saves, AC and skills.
- Saddleback: May take 10 on Ride, may use Ride instead of mount's failed RD save.
- Spellwise: +2 on Spellcraft and WI.
- Soul of Honour: Aware of anything that violates your alignment blah-blah.
- Strength of the Charger: +mount's Con on hp and Fort.
- Strong Soul: +1 on Fort and Will.