Her base daily spell allotment is given on the table above. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs see Chaotic, Evil, Good, and Lawful Spells below. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.Ī hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The hunter can cast any spell she knows without preparing it ahead of time. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels given for the spell. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields). The following are the class features of the hunter. The hunter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Those with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, and Infernal.Animal companion, animal focus, nature training, orisons, wild empathy Languages: Wayangs begin play speaking Common and Wayang. Shadow Resistance: Wayangs get a +2 racial bonus on saves against spells of the shadow subschool. Wayangs with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day- ghost sound, pass without trace, ventriloquism (caster level equals the wayang's level, saves are Charisma-based). Shadow Magic: Wayangs add +1 to the save DC of shadow subschool spells they cast. Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks. Light and Dark (Su): See stat block above. Slow Speed: Wayangs have a base speed of 20 feet.ĭarkvision: Wayangs can see in the dark up to 60 feet. Small: Wayangs are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks. +2 Dexterity, +2 Intelligence, –2 Wisdom: Wayangs are nimble and cagey, but their worldview is strange. Wayangs have the following racial traits. Wayangs are defined by class levels-they don't have racial Hit Dice. They follow a philosophy known as "The Dissolution," which teaches that in passing they again merge into shadow. Originating from the Shadow Plane, wayangs are pixie-like in stature with extremely gangly limbs and skin the color of deep shadow. Light and Dark (Su) Once per day as an immediate action, a wayang can choose to be affected by positive and negative energy effects as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. Treasure NPC gear (blowgun with 20 darts, dagger, other treasure) Organization solitary, pair, tribe (3–24) SQ arcane bond (amulet), extended illusions +1 round, light and dark, shadow magic Languages Abyssal, Common, Draconic, Goblin, Wayang Skills Craft (alchemy) +7, Knowledge (arcana) +7, Perception +2, Spellcraft +7, Stealth +10 Racial Modifiers +2 Perception, +2 Stealth Opposition Schools necromancy, transmutation Illusionist Spells Prepared (CL 1st concentration +4)ġst- hypnotism (DC 14), silent image (DC 14), vanishĠ (at will)- detect magic, ghost sound (DC 13), read magic Wayang Spell-Like Abilities (CL 1st concentration +2)ġ/day- ghost sound (DC 11), pass without trace, ventriloquism (DC 12)Īrcane School Spell-Like Abilities (CL 1st concentration +4) Spiralling patterns cover this shadowy humanoid's skin, and its black hair trails away in wisps.
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