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Making a Raider
Raiders have the following game statistics.
Abilities: Dexterity and Intelligence
Starting Age: Complex.
Att ack Bonus
|Saving Throws||Special|| Skirmish
|Spells per Day|
|1st||+0||+0||+2||+2||Ki Power, Trapfinding, Darkvision||+1d6/+0||—||—||—||—|
|2nd||+1||+0||+3||+3||Ghost Step (Invisible), Uncanny Dodge||—||—||—||—||—|
|3rd||+2||+1||+3||+3||Stonecunning, Augury, Trap Sense +1,||+1d6/+1||—||—||—||—|
|4th||+3||+1||+4||+4||Armored Mage, Evasion||—||0||—||—||—|
|6th||+4||+2||+5||+5||Ghost Sight, Trap Sense +2||—||1||—||—||—|
|9th||+6/+1||+3||+6||+6||Passwall, Trap Sense +3||+3d6/+2||2||1||—||—|
|10th||+7/+2||+3||+7||+7||Ghost Step (Ethereal), Skill Mastery||—||2||1||—||—|
|11th||+8/+3||+3||+7||+7||Blindsense 30 ft||+3d6/+3||2||1||0||—|
|12th||+9/+4||+4||+8||+8||Find the Path, Trap Sense +4||—||2||2||1||—|
|15th||+11/+6/+1||+5||+9||+9||Trap Sense +5||+4d6/+4||3||3||2||1|
|17th||+12/+7/+2||+5||+10||+10||Greater Ki Dodge||+5d6/+4||4||3||3||2|
|18th||+13/+8/+3||+6||+11||+11||Trap Sense +6||—||4||4||3||3|
|19th||+14/+9/+4||+6||+11||+11||Blindsight 30 ft||+5d6/+5||4||4||4||3|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Raider.
Weapon and Armor Proficiency: Raiders are proficient with all simple weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Raiders are also proficient with all light armors, but not with any shields.
Darkvision: A Raider can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a Raider can function just fine with no light at all. If a Raider already has Darkvision from another source they instead increase their current Darkvision by +30 ft.
Stonecunning: This ability grants a Raider a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Raider who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Raider can use the Search skill to find stonework traps as a rogue can. A Raider can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. If a Raider has this ability from another source the bonuses stack.
Trapfinding: Raiders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Raiders can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Raider who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Uncanny Dodge (Ex): Starting at 4th level, a Raider can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Raider already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.
Trap Sense (Ex): At 3rd level, a Raider gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Raider reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.
Spells (Sp): Begining at 4th level, a Raider gains the ability to cast a number of arcane spells from the Raider spell list (see below). When a Raider gains access to a new level of spells, he automatically knows all of the spells for that level on the Raider spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Raiders spell list is the same as his spells known list.
To cast a spell, a Raider must have an Intelligence score of at least 10 + the spell's level, so a Raider with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Raider's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Raider), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Raider's spell list appears below.
1st level: Acid Splash, Comprehend Languages, Delay Poison, Detect Magic, Disguise Self, Enlarge Person, Expeditious Retreat, Feather Fall, Identify, Light, Mage Hand, Magic Aura, Mount, Obscuring Mist, Open/Close, Pass without Trace, Reduce Person, Sleep, Touch of Fatigue, Undetectable Alignment.
2nd level: Alter Self, Bull's Strength, Cat's Grace, Daze Monster, Detect Thoughts, Glitterdust, Gust of Wind, Hold Person, Hypnotic Pattern, Knock, Locate Object, Make Whole, Ray of Exhaustion, Resist Energy, Silence, Snare, Spider Climb, Suggestion, Tongues, Wood Shape.
3rd level: Arcane Eye, Arcane Sight, Deep Slumber, Dispel Magic, Flame Arrow, Glibness, Halt Undead, Invisibility Purge, Invisibility Sphere, Neutralize Poison, Nondetection, Repel Vermin, Sculpt Sound, Shrink Item, Speak with Dead, Speak with Plants, Stone Shape, Suggestion, Water Breathing, Water Walk.
4th level: Death Ward, Detect Scrying, Dimension Door, Greater Invisibility, Hold Monster, Legend Lore, Locate Creature, Mass Enlarge Person, Mass Reduce Person, Mass Suggestion, Mislead, Modify Memory, Prying Eyes, Rainbow Pattern, Secret Chest, Seeming, Solid Fog, Telekinesis, Waves of Fatigue, Zone of Silence.
Evasion (Ex): At 2nd level and higher, a Raider can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and Improved Evasion can be used only if the Raider is wearing light armor or no armor. A helpless Raider does not gain the benefit of evasion.
Improved Evasion (Ex): At 9th level a Raider gains Improved Evasion. This ability works like evasion, except that while the Raider still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Raider does not gain the benefit of improved evasion.
Skill Mastery (Ex): At 10th level The Raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Raider may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.