Difference between revisions of "Prinzessin:Samurai"

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Latest revision as of 15:55, 28 December 2011

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.