Special Stats and Abilities


G
odric’s

Special Abilities

Barbarian
Inquisitor


Trained Skills

Traits

  • Heart of the Wilderness:
    Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
  • Lost Nobility:
    Your family was prominent before the rise of the current ruling family, but that legacy is now forgotten by all but you. You hold every government official of your nation personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against government officials of your homeland.



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Feats

  • Power Attack:
    You can choose to take a – 1 penalty on all melee attack rolls and combat maneuver checks to gain a + 2 bonus on all melee damage rolls. This bonus to damage is increased by half (+ 50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
    This bonus to damage is halved (– 50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches + 4, and every 4 points thereafter, the penalty increases by 1 and the bonus to damage increases by + 2.
  • Cleave:
    As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Barbarian Abilities

Fast Movement:
A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage:
A barbarian calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Power:
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.-

  • Intimidating Glare:
    The barbarian can make an Intimidate check against one foe within 30ft as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.

Uncanny Dodge:
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.



Inquisitor Abilities:

Domain:
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith.

An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the character.

An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her character level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Moon Domain:

  • Charm of Wisdom (Ex):
    You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
  • Moonfire (Su):
    At 8th level, you can launch a blast of blazing moonlight from your eyes at a single target within 30 feet as a standard action. Moonfire deals 1d8 points of damage per two caster levels, and the target is dazzled for 1 round per caster level. This damage cannot be blocked by energy resistance. A successful Reflex saving throw (DC 10 + 1/2 your Inquisitor level + your Wisdom modifier) reduces the damage by half and negates the dazzle effect. You can use this ability once per day at 8th level and twice at 12th level.

Judgment:
Action: Swift
Times per day: Once at first level. One additional time every 3 levels thereafter.
Duration: Encounter

  • Destruction:
    The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
  • Healing:
    The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
  • Justice:
    This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
  • Piercing:
    This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
  • Protection:
    The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
  • Purity:
    The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
  • Resiliency:
    This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
  • Resistance:
    The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
  • Smiting:
    This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).


Monster Lore:
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons:
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze:
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).


Werewolf Abilities

  • Change Shape:

All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form.An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

  • Lycanthropic Empathy:
    Afflicted lycanthropes only gain this ability in animal or hybrid form. When in either form, a lycanthrop can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
  • Trip:
    A werewolf in hybrid form can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack. If the attempt fails, the werewolf is not tripped in return.
  • Stat Changes:
    Wolf Form
    Low Light Vision, Scent
    +2 Natural Armor (animal & hybrid)
    DR 5/silver (animal & hybrid)
    +2 Wisdom, -2 Charisma (all forms)
    +2 Strength, +2 Constitution (hybrid only)
    Bite: 1d6 + 1-1/2 strength modifier
    Claws: 1d4 + strength modifier
    Trip




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Stat Change Cheat Sheet

  • Power Attack:
    - 1 to attack for + 2 damage. + 3 damage if bite or two handed.
    When base attack is 4, it will be – 2 for + 4 (+ 5 if bite or two handed)
  • Cleave:
    With successful hit, attack adjacent enemy at full base attack. – 2 to AC for 1 round.
  • Intimidating Glare:
    The barbarian can make an Intimidate check against one foe within 30ft as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
  • Rage:
    Combat Maneuvers
    7 rounds per day (+ 2 more each barbarian level)
    Free Action
    + 4 Strength and Constitution (+ 2 HP per my character level)
    + 2 Will Saves
    - 2 AC
    End rage as free action: fatigued for a number of rounds equal to twice the number of rounds you were in rage.
  • Werewolf:
    Scent | Survival | Trip
    Full Round: DC 15 Con check to enter, DC 20 to leave
    + 2 Strength and Constitution (+ 1 HP per my character level)
    + 2 AC (natural armor)
    DR 5/silver
    Claws: 1d4 + str mod
    Bite: 1d6 + 1-1/2 str mod

Trip:
If your attack exceeds the target’s CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.






Special Stats and Abilities

The Eternal Forest TolsimirWolfblood