Difference between revisions of "User:DanielDraco/sandbox"
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Intimidate, | Intimidate, | ||
Jump, | Jump, | ||
− | Knowledge, | + | Knowledge (all skills, taken individually), |
Listen, | Listen, | ||
Profession, | Profession, |
Revision as of 10:04, 17 August 2012
Gentleman Explorer
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Elephant Gun, Anthropology | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Big Game Hunter (Bang!) | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Fisticuffs, Trap Sense +1 | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Big Game Hunter (Whoosh!) | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | What Ho!, Confound Electromechanical Bamboozlements | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +2 | Big Game Hunter (Whack!) | ||||||||||||||||||||||||||||||||||||
7th | +7/+1 | +5 | +2 | +2 | The Game's Afoot | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +2 | Big Game Hunter (Woah!), Bar Bar Bar | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +3 | Mere Superstition | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +3 | Big Game Hunter (Poof!) | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +3 | Gentlemen Don't Ask for Directions! | ||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +4 | Extinctionist | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +4 | Espy Voodoo Shenanigans | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +4 | Fowling Piece | ||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +5 | Fight Me Like a Man! | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Trailblazer | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Pith and Vinegar | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Whack the Bush | ||||||||||||||||||||||||||||||||||||
19th | +19/+13/+9/+4 | +11 | +6 | +6 | Mano-a-Mano | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +6 | The Game's Still Afoot, Trophy Room | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
- Elephant Gun (Ex): A gentleman explorer cannot be bothered with lilliputian firearms that spew wayward bullets this way and that. A hand-pistol is for a woman, and furthermore any man who misses a shot with a proper rifle might just as well shave off his muttonchops! When wielding any two-handed projectile weapon with which he is proficient, a gentleman explorer may make a single attack with a +8 competence bonus to attack and an extra 1d8 damage per class level. This attack bonus and extra damage (which is never multiplied) come at the cost of spending 1 whole turn to execute the attack. This consumes the gentleman explorer's entire round and does not resolve until the beginning of his next turn; during the round in which he initiates this ability, he may take no actions other than free actions, and these must be performed before he begins. Such focus is required that the gentleman explorer is even prevented from taking a 5-foot step. He may opt to make an attack of opportunity or take an immediate action, but this cancels Elephant Gun.
- Anthropology (Ex): Any gentleman explorer worth a grain of spice or a drop of laudanum must be intimately familiar with the practices of all societies, even the backward and savage ones. He may make a special Anthropology check of 1d20 + character level + 1/2 class level + Intelligence modifier to see if he knows some relevant information about any culture or intelligent creature. This roll functions as the appropriate Knowledge check, and may be made in addition to a real Knowledge check.
- Big Game Hunter: Subduing the great behemoths of the wild is not a crude feat of the body — it is a noble feat of the mind! A gentleman explorer should fight his quarry with the strength of a superior mind, placing precise shots where they will be most troublesome for the dreadful beast. When making an attack with Elephant Gun, he may reduce the bonus damage from Elephant Gun in order to apply one (and only one) effect from the list below. All save DCs are equal to 10 + 1/2 character level + Intelligence modifier.
- Bang! (Ex): If struck, the target must make a Will save or be shaken for 1 round. The attack has only 4/5 as many Elephant Gun damage dice as normal, rounded down.
- Whoosh! (Ex): If struck, the target rolls a Strength check against the gentleman explorer's Intelligence check. Resolve this opposed roll as a bull rush against the target, except that the gentleman explorer does not move and the target may only be moved in a line directly away from the gentleman explorer. The attack has only 3/4 as many Elephant Gun damage dice as normal, rounded down.
- Whack! (Ex): If struck, the target must make a Fortitude save or be immobilized for 1 round. The attack has only 3/5 as many Elephant Gun damage dice as normal, rounded down.
- Woah! (Ex): If struck, the target must make a Reflex save or be considered flat-footed for 1 round. The attack has only 3/5 as many Elephant Gun damage dice as normal, rounded down.
- Poof! (Su): If struck, the target is subject to a targeted greater dispel magic at a caster level equal to the gentleman explorer's character level. The attack has only 1/4 as many Elephant Gun damage dice as normal, rounded down.
- Fisticuffs (Ex): A bare-knuckle brawl is a sad, uncivil necessity sometimes, and a gentleman explorer is nothing if not a pragmatist. When the need arises, he can lay flat any strapping ruffian that comes his way. With a swift action, he may designate any adjacent opponent as his Detested Malcontent. This designation ends when the gentleman explorer is no longer adjacent to his Detested Malcontent, when he designates another Detested Malcontent, when he attacks any creature other than his Detested Malcontent, when he attacks with anything other than an unarmed strike, or when he uses a free action to end the designation. A gentleman explorer gains the following benefits while he has a Detested Malcontent:
- He gains the Unarmed Strike class feature of a first-level monk. This can only be used to attack his Detested Malcontent. This does not stack with similar (or identical) class features.
- When the gentleman explorer moves into a square adjacent to his Detested Malcontent, his Detested Malcontent is not entitled to an attack of opportunity. When using this ability, the gentleman explorer cannot also tumble, and he must move at half speed.
- If he moves at least ten feet during his turn, the gentleman explorer deals an additional 2d6 damage per class level with his next unarmed strike againt his Detested Malcontent. This extra damage only applies if used before the gentleman explorer's next turn, and it can only occur once per round.
- Once per round, when the gentleman explorer's Detested Malcontent attempts to move away — even with a five-foot step or a teleportation effect — the gentleman explorer may make an attack of opportunity against it. If this attack hits, the opponent must make a Reflex save (DC 10 + 1/2 class level + Int modifier) or be unable to move away for 1 round. The Detested Malcontent may, at its option, redirect the movement such that it moves to another space adjacent to the gentleman explorer (assuming that such movement is possible).
- Against attacks made by his Detested Malcontent, the gentleman explorer gains a dodge bonus to AC equal to his Intelligence bonus (if any, maximum +8). This does not stack with any other abilities that give him an ability modifier to AC, but it does stack with the normal Dexterity modifier to AC.
- Trap Sense
- What Ho! (Ex): Keen instinct and quick wits — those are the key to getting along in terra incognita. If you don't have the brains to follow your gut or the guts to follow your brain, you'll end up ass-over-tip in a punji pit. When a gentleman explorer (but not an ally) triggers a trap, he may take an immediate action to roll a survival check. This check functions as if it were a search check made to find the trap with the trapfinding class feature. If the gentleman explorer succeeds on this check, he becomes aware of the trap and does not set it off; he instead stops just short of completing whatever action would have triggered it. If he fails on this check, the trap is triggered as normal. Additionally, any time a gentleman explorer would be excluded from a surprise round, he may instead roll initiative normally, but his initiative count is considered 10 lower during the surprise round.
- Confound Electromechanical Bamboozlements (Ex): Savage cultures do not quite understand hospitality. Their dwellings are full of spring-loaded darts and razor-sharp whirligigs which, far from providing comfort for an unwary guest, may leave him uncomfortable on a quite permanent basis! An experienced voyager must learn to cleverly find his way past such contraptions, since it would be rude to vandalize them. When a gentleman explorer has successfully located a trap — whether with a search check, by using What Ho!, or by having it pointed out to him — he may, with 1 minute of close examination, attempt a survival check against the disable device DC would be required to disarm the trap. If successful, he devises a way to introduce a delay so that he and his allies can move past; the next time the trap is triggered, its effects are delayed by 1 round for every point of Intelligence bonus that the gentleman explorer has (minimum 1 round). As with a disable device check, the roll is made in secret, and failure by 5 or more causes the trap to trigger immediately. The gentleman explorer may take 10 or 20 on this check as normal.
- The Game's Afoot (Ex): Beasts have no notion of sport, and few will stand to fight when challenged. The gentleman explorer, then, must learn to act with haste if he wants to mount that tarrasque head on his wall. He may use Elephant Gun as a full-round action. This means that the attack occurs on the same turn on which he initiates it, and that he is no longer prevented from taking a five-foot step, using a swift or immediate action, or making an attack of opportunity. Once per minute, he may use Elephant Gun as a standard action instead.
- Bar Bar Bar (Ex): Any cultured outdoorsman must be capable of adapting to every pidgin and creole he might encounter, no matter how crude. How else can he tell the savages how to civilize themselves? By spending five minutes conferring with a creature speaking a language he does not know, a gentleman explorer can learn the spoken form of the language.
- Mere Superstition (Su): Exposure to the sorceries and blasphemies of savage medicine men can teach the wily trekker a thing or two about how to deal with these tricks they insist on calling "magic." With a swift action, a gentleman explorer can attempt to remove a single active spell effect from himself as the targeted version of dispel magic (caster level equals character level). If successful, he may then place this spell effect in any single unarmed strike or weapon attack that he makes before his next turn; this decision is made before rolling the attack. Any one target struck by this attack must make a Will save at DC 10 + 1/2 character level + Int modifer or suffer the spell effect for the remainder of its duration. The originator of the effect retains any control over it that they might have had, such as the ability to dismiss it.
- Gentlemen Don't Ask for Directions (Su): A gentleman explorer has no need of flimsy paper maps to guide him! With his wits alone, he can get anywhere he needs to be, and what's more he'll get there faster than any nancy with a compass. Once per day, with one minute of concentration, a gentleman explorer may make a DC 15 survival check to learn the layout of the surrounding area. He becomes aware of all geographic features, landmarks, and permanent settlements (though not the names of these things) within 1 mile, plus 1 mile for every 2 points by which he beats the DC. He may take 10 on this check, but he may not take 20. The gentleman explorer only learns of surface features — caves and indoor locations are excluded — but he is henceforth able to recall this information with perfect accuracy. When travelling through any area which he has mentally mapped with this ability, he and any allies travelling with him (up to 1 per class level) may hustle indefinitely without taking nonlethal damage or becoming fatigued.
- Extinctionist: What man could ever call his menagerie complete until he has killed the last of every species in the world? A gentleman explorer gains Tome track as a bonus feat. Additionally, after spending 1 hour tracking any one creature, he gains the benefits of Minor favored enemy against its creature type, as Tome ranger. This lasts for 24 hours or until he tracks a creature of another type.
- Espy Voodoo Shenanigans (Su): Anyone claiming to be a magic man must surely be perpetrating some vile hoax, but that does not make these mountebanks any less dangerous! To survive in those backward cultures that would shelter a shaman, a gentleman explorer must learn to find the flim-flam before he succumbs to it. He is always under the effects of arcane sight (minus the glowing eyes), and he may use his Survival skill in place of Spellcraft to identify an aura's school of magic.
- Fowling Piece (Ex): A solitary target is all well and good for a rifle, but large groups require a rather more indelicate solution. When using Elephant Gun, a gentleman explorer may opt to reduce the bonus damage by 10d8 (applying this reduction before any reductions from Big Game Hunter) and choose multiple targets. He may choose as many targets as he wishes, but they all must lie within a 10-foot radius sphere, and the gentleman explorer must not lie within this sphere. He rolls an attack against each target individually, and any effects which are specified as only applying to a single attack will only function on one of these attacks (chosen before rolling); however, any single Big Game Hunter effect may be applied, and this functions on all of the attacks. This consumes a single piece of ammunition. After using this ability, the gentleman explorer may not use it again for 1d4 rounds.
- Fight Me Like a Man! (Ex): Some uncouth sorts will refuse to lay down their arms when challenged to a rumble, so the gentleman explorer must do it for them. Against his Detested Malcontent, he gains the benefits of Improved Disarm. Additionally, he may make an unarmed disarm attempt on his Detested Malcontent as a swift action, but if he does so he may not opt to keep the weapon; regardless of whether the gentleman explorer's hands are full, it falls to the ground.
- Trailblazer (Ex): With enough experience, a gentleman explorer learns to flatten a new path as he walks along. If he dirties his hands, he is not properly experiencing the wild. He ignores difficult terrain. Furthermore, any ally can ignore difficult terrain adjacent to the gentleman explorer.
- Pith and Vinegar (Su): A khaki headdress and a flask of acetic spirits are all a gentleman explorer needs to survive the tropical climes. So long as he wears some variety of hat and keeps himself hydrated, he benefits from avoid planar effectsPlanar and endure elements.
- Whack the Bush (Ex): Overgrown greenery and fiddly-whatsits of stone cannot impede a gentleman explorer lining up for a shot! When using Elephant Gun, he may ignore cover less than total cover and concealment less than total concealment.
- Mano-a-Mano (Ex): There is a sacred honor to a fight with bare fists, and that honor is soiled when the surrounding ruffians get themselves entangled what should be a one-on-one boxing match. Any man with a shred of decency must ward off these interlopers until the dispute is settled. While the gentleman explorer has a Detested Malcontent, he may make an unarmed attack of opportunity against any creature that moves into a space within reach from any more distant space — even if this movement is accomplished with teleportation or a five-foot step. This attack of opportunity does not end the Detested Malcontent designation, and it gains all the benefits of an attack against his Detested Malcontent. If it hits, the target is prevented from completing the movement as intended; the target may, at its option, redirect the movement such that it moves to another legal space, provided that it does not at any point move closer than it was when it triggered this ability.
- The Game's Still Afoot (Ex): Elephant Gun is now a standard action.
- Trophy Room (Sp): Lugging about the husk of a devastation beetle is difficult for the experienced gentleman explorer who might fell such a monstrosity. He certainly lacks the time to bring it to his stately manor, so the natural solution is bringing the manor to it! At will, a gentleman explorer may use mage's magnificent mansion as a spell-like ability at a caster level equal to his character level. The mansion continues to exist even when the spell effect would normally end, and each use creates a portal to the same mansion instead of producing an entirely new mansion. It can be redesigned with each use according to the spell's specifications, but any objects and creatures in it are preserved. The food produced by the spell restocks every 24 hours.