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Sheska Textheap

Oct 22nd, 2018
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  1. FEATS:
  2. Endurance
  3. Harsh conditions or long exertions do not easily tire you.
  4. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
  5. You may sleep in light or medium armor without becoming fatigued.
  6. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
  7.  
  8. Eschew Materials
  9. You can cast many spells without needing to utilize minor material components.
  10. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
  11.  
  12. Diehard
  13. You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death’s door.
  14. Prerequisite: Endurance.
  15. Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
  16. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
  17. Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
  18.  
  19. Class Powers:
  20. Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
  21.  
  22. Spells:
  23. -0th:
  24. Resistance
  25. Casting Time 1 standard action
  26. Components V, S, M/DF (a miniature cloak)
  27. Range touch
  28. Target creature touched
  29. Duration 1 minute
  30. Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  31.  
  32. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
  33. Resistance can be made permanent with a permanency spell.
  34.  
  35. Detect Magic
  36. Casting Time 1 standard action
  37. Component: V, S
  38. Range 60 ft.
  39. Area cone-shaped emanation
  40. Duration concentration, up to 1 min./level (D)
  41. Saving Throw none; Spell Resistance no
  42.  
  43. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
  44. 1st Round: Presence or absence of magical auras.
  45. 2nd Round: Number of different magical auras and the power of the most potent aura.
  46. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
  47. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
  48. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
  49. Spell or Object Aura Power
  50. Faint Moderate Strong Overwhelming
  51. Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
  52. Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
  53. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
  54. (Original Strength = Duration of Lingering Aura.)
  55. Faint = 1d6 rounds.
  56. Moderate = 1d6 minutes.
  57. Strong = 1d6x10 minutes.
  58. Overwhelmingv = 1d6 days.
  59. Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  60. Detect magic can be made permanent with a permanency spell.
  61.  
  62. Mending
  63. Casting Time 10 minutes
  64. Components V, S
  65. Range 10 ft.
  66. Target one object of up to 1 lb./level
  67. Duration instantaneous
  68. Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
  69.  
  70. This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
  71.  
  72. Mage Hand
  73. Casting Time 1 standard action
  74. Components V, S
  75. Range close (25 ft. + 5 ft./2 levels)
  76. Target one non-magical, unattended object weighing up to 5 lbs.
  77. Duration concentration
  78. Saving Throw none; Spell Resistance no
  79.  
  80. You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
  81.  
  82. -1st:
  83. Infernal Healing
  84. Casting Time 1 round
  85. Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
  86. Range touch
  87. Target creature touched
  88. Duration 1 minute
  89. Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
  90.  
  91. You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
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