[Pathfinder] beastisrfrt

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650946222395422239546509466509462223954paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Core Races 1At 15th level, any creature a foehammer successfully bullrushes is automatically knocked prone at the end of thebull rush. This ability replaces armor training 2 and 4.Rhythmic Blows (Ex): At 9th level, each time that afoehammer hits a target, he gains a +1 bonus on attack rollsagainst that target. This bonus stacks with each hit againstthat target, but lasts only until the end of the foehammer’sturn. This ability replaces weapon training 2.Piledriver (Ex): At 11th level, as a standard action, afoehammer may make a single melee attack with a weaponfrom the hammer weapon training group. If the attackhits, he may make a bull rush or trip combat maneuveragainst the target of his attack as a free action that doesnot provoke an attack of opportunity. This ability replacesarmor training 3.Ground Breaker (Ex): At 13th level, as a full-round action,a foehammer may strike the ground with his hammer. Ifthe attack deals more damage than the f loor’s hardness,the space he occupies and all adjacent squares becomedifficult terrain. Creatures in those squares, except forthe foehammer, are knocked prone (DC 15 Ref lex negates).This ability replaces weapon training 3.Hammer Master (Ex): At 17th level, any combat featsa foehammer has learned with any weapon from thehammer weapon training group (e.g., Improved Critical,Weapon Focus) apply to all weapons from that group. Thisability replaces weapon training 4.Devastating Blow (Ex): At 19th level, as a standardaction, a foehammer may make a single melee attack witha weapon from the hammer weapon training group at a–5 penalty. If the attack hits, it is treated as a critical threat.Weapon special abilities that only activate on a critical hitdo not activate if this critical hit is confirmed. This abilityreplaces armor mastery.Weapon Mastery (Ex): A foehammer must choose aweapon from the hammer group.Forgemaster (Cleric)Forgemasters are priestly dwarves who are ritual castersand expert enchanters, able to produce their rune-gravenarmaments with astonishing speed.Artificer: A forgemaster gains only one domain, whichmust be the Artifice domain (not including subdomains).If she worships a deity, it must grant the Artifice domain.Steel Spells: A forgemaster adds the following spells toher spell list (spells marked with an asterisk [*] are foundin the Advanced Player’s Guide): 1st—crafter’s curse*, crafter’sfortune*, lead blades*; 2nd—chill metal, heat metal, shatter;3rd—keen edge, versatile weapon*; 8th—iron body, repel metalor stone.Divine Smith (Su): Whenever a forgemaster casts a spellthat targets a weapon, shield, or armor, the spell takes effectat +1 caster level. If the spell has one or more metamagicfeats applied, she reduces the total level adjustment to thespell by 1 (minimum 0).Runeforger (Su): A forgemaster may inscribe mysticalrunes upon a suit of armor, shield, or weapon as full-roundaction, using this ability a number of times per day equalto 3 + her Intelligence modifier. These runes last 1 roundper cleric level, but inscribing the same rune twice on anitem increases this duration to 1 minute per level, threetimes to 10 minutes per level, and four times to 1 hour perlevel. Erase affects runes as magical writing. A forgemasterlearns forgemaster’s blessing at 1st level and may learn oneadditional rune at 2nd level and every 2 levels thereafter.Only one type of rune marked with an asterisk (*) may beplaced on an item at any given time. This ability replaceschannel energy.Ancient Splendor: The inscribed weapon, armor, orshield grants a +2 circumstance bonus on Diplomacy andIntimidate checks (+4 when interacting with dwarves).Bloodthirst*: The inscribed piercing or slashing weaponfunctions as if it had the wounding special ability, even ifnonmagical. The forgemaster must be at least 4th levelbefore learning this rune.Deathstrike: The inscribed weapon stores a death knellspell that triggers immediately if a blow from the weaponreduces a target to negative hit points. This expends alldeathstrike runes on the weapon. The forgemaster mustbe at least 4th level before learning this rune.Durability: The inscribed item’s hardness increases byan amount equal to the forgemaster’s Wisdom modifier,and its hit points increase by an amount equal to twiceher level.Featherlight: The inscribed item’s weight is halved; ametal item’s weight is reduced to 1/4 normal. If inscribedon a suit of armor, its armor check penalty for Acrobatics,Climb, and Jump checks is halved.Forgemaster’s Blessing: The inscribed nonmagical itemfunctions as a masterwork item.Ghostglyph*: The inscribed weapon, shield, or armorgains the ghost touch special ability. The forgemaster mustbe at least 4th level before learning this rune.Glowglyph: The inscribed item sheds light as a torch. Asa standard action, the bearer can command the rune toerupt in a burst of light as a shield with the blinding specialability with a burst radius of 5 feet per glowglyph runeinscribed on the item. This expends all glowglyph runeson the item.Invulnerability*: The inscribed armor grants its wearerDR/magic equal to 1/2 her cleric level. The forgemastermust be at least 8th level before learning this rune.Powerstrike*: The inscribed weapon’s critical threatrange doubles. This does not stack with keen edge, ImprovedCritical, or similar effects. The forgemaster must be atleast 6th level before learning this rune.15paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65094722239552223955paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126509476509472223955Return*: The inscribed weapon gains the returningweapon special ability. The forgemaster must be at least4th level before learning this rune.Spellguard: The inscribed item gains spell resistanceequal to 11 + her cleric level. This applies only to effectstargeting the item itself.Spellglyph*: The inscribed weapon gains the spell storingspecial ability. The forgemaster must be at least 4th levelbefore learning this rune.Thief-Curse: The forgemaster designates one creatureas the rightful owner of an item. Any other creature thatintentionally grasps the item is cursed (as bestow curse) forthe duration of the rune. The forgemaster must be at least6th level before learning this rune.Tracer: For as long as the rune lasts, the cleric may sense itslocation at will as a standard action, as if using locate object.Craft Magic Arms and Armor: The forgemaster gainsthis as a bonus feat at 3rd level.Master Smith (Ex): At 5th level, a forgemaster can craftmundane metal items quickly, using half their gp value todetermine progress, and can craft magical metal items inhalf the normal amount of time.Stonelord (Paladin)A stonelord is a devoted sentinel of dwarven enclaves,drawing the power of the earth and ancient stone toprotect her people.Stonestrike (Su): Once per day per paladin level, astonelord can draw upon the power of the living rock. As aswift action, she treats her melee attacks until the beginningof her next turn (whether armed or unarmed) as magical andadamantine, including ignoring hardness up to twice herpaladin level, with a +1 bonus on attack and damage rolls, aswell as on combat maneuver checks. This bonus also appliesto her CMD if she or her target is touching the ground or astone structure. This bonus increases by +1 at 5th level andevery 5 levels thereafter. This ability replaces smite evil.Heartstone (Ex): At 2nd level, a stonelord’s f lesh becomesprogressively rockier. She gains a +1 natural armor bonusto AC and DR/adamantine equal to 1/2 her paladin level.The natural armor bonus increases by +1 at 6th level, andevery four levels thereafter, to a maximum of +5 at 18th level.These benefits are halved when not touching the ground ora stone structure. This ability replaces divine grace.Stoneblood (Ex): At 3rd level, a stonelord’s vitals begin tocalcify and her blood transforms into liquid stone. Sheadds her paladin level on checks to stabilize at negativehit points and gains a 25% chance to ignore a criticalhit or precision damage. This does not stack withfortification armor or similar effects. At 9th level, thischance increases to 50% and she becomes immune topetrification. At 15th level, this chance increases to 75%and she becomes immune to bleed and blood drain effects.This ability replaces divine health and her mercies gainedat 3rd, 9th, and 15th level.Defensive Stance (Ex): At 4th level, a stonelordgains the defensive stance ability, as a stalwartdefender (Advanced Player’s Guide 277), and mayselect one defensive power at 8th level and everyfour levels thereafter. Levels of stalwart defenderstack with her paladin levels when determiningthe total number of rounds that she can maintainher defensive stance per day. A stonelord does not gainany spells or spellcasting abilities, does not have a casterlevel, and cannot use spell trigger or spell completionmagic items.Earth Channel (Su): At 4th level, a stonelord gainsElemental Channel (earth) as a bonus feat, which shemay activate by spending two uses of her lay on handsability, using her paladin level as her effective clericlevel. This ability replaces channel positive energy.16paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Core Races 1

At 15th level, any creature a foehammer successfully bull

rushes is automatically knocked prone at the end of the

bull rush. This ability replaces armor training 2 and 4.

Rhythmic Blows (Ex): At 9th level, each time that a

foehammer hits a target, he gains a +1 bonus on attack rolls

against that target. This bonus stacks with each hit against

that target, but lasts only until the end of the foehammer’s

turn. This ability replaces weapon training 2.

Piledriver (Ex): At 11th level, as a standard action, a

foehammer may make a single melee attack with a weapon

from the hammer weapon training group. If the attack

hits, he may make a bull rush or trip combat maneuver

against the target of his attack as a free action that does

not provoke an attack of opportunity. This ability replaces

armor training 3.

Ground Breaker (Ex): At 13th level, as a full-round action,

a foehammer may strike the ground with his hammer. If

the attack deals more damage than the f loor’s hardness,

the space he occupies and all adjacent squares become

difficult terrain. Creatures in those squares, except for

the foehammer, are knocked prone (DC 15 Ref lex negates).

This ability replaces weapon training 3.

Hammer Master (Ex): At 17th level, any combat feats

a foehammer has learned with any weapon from the

hammer weapon training group (e.g., Improved Critical,

Weapon Focus) apply to all weapons from that group. This

ability replaces weapon training 4.

Devastating Blow (Ex): At 19th level, as a standard

action, a foehammer may make a single melee attack with

a weapon from the hammer weapon training group at a

–5 penalty. If the attack hits, it is treated as a critical threat.

Weapon special abilities that only activate on a critical hit

do not activate if this critical hit is confirmed. This ability

replaces armor mastery.

Weapon Mastery (Ex): A foehammer must choose a

weapon from the hammer group.

Forgemaster (Cleric)

Forgemasters are priestly dwarves who are ritual casters

and expert enchanters, able to produce their rune-graven

armaments with astonishing speed.

Artificer: A forgemaster gains only one domain, which

must be the Artifice domain (not including subdomains).

If she worships a deity, it must grant the Artifice domain.

Steel Spells: A forgemaster adds the following spells to

her spell list (spells marked with an asterisk [*] are found

in the Advanced Player’s Guide): 1st—crafter’s curse*, crafter’s

fortune*, lead blades*; 2nd—chill metal, heat metal, shatter;

3rd—keen edge, versatile weapon*; 8th—iron body, repel metal

or stone.

Divine Smith (Su): Whenever a forgemaster casts a spell

that targets a weapon, shield, or armor, the spell takes effect

at +1 caster level. If the spell has one or more metamagic

feats applied, she reduces the total level adjustment to the

spell by 1 (minimum 0).

Runeforger (Su): A forgemaster may inscribe mystical

runes upon a suit of armor, shield, or weapon as full-round

action, using this ability a number of times per day equal

to 3 + her Intelligence modifier. These runes last 1 round

per cleric level, but inscribing the same rune twice on an

item increases this duration to 1 minute per level, three

times to 10 minutes per level, and four times to 1 hour per

level. Erase affects runes as magical writing. A forgemaster

learns forgemaster’s blessing at 1st level and may learn one

additional rune at 2nd level and every 2 levels thereafter.

Only one type of rune marked with an asterisk (*) may be

placed on an item at any given time. This ability replaces

channel energy.

Ancient Splendor: The inscribed weapon, armor, or

shield grants a +2 circumstance bonus on Diplomacy and

Intimidate checks (+4 when interacting with dwarves).

Bloodthirst*: The inscribed piercing or slashing weapon

functions as if it had the wounding special ability, even if

nonmagical. The forgemaster must be at least 4th level

before learning this rune.

Deathstrike: The inscribed weapon stores a death knell

spell that triggers immediately if a blow from the weapon

reduces a target to negative hit points. This expends all

deathstrike runes on the weapon. The forgemaster must

be at least 4th level before learning this rune.

Durability: The inscribed item’s hardness increases by

an amount equal to the forgemaster’s Wisdom modifier,

and its hit points increase by an amount equal to twice

her level.

Featherlight: The inscribed item’s weight is halved; a

metal item’s weight is reduced to 1/4 normal. If inscribed

on a suit of armor, its armor check penalty for Acrobatics,

Climb, and Jump checks is halved.

Forgemaster’s Blessing: The inscribed nonmagical item

functions as a masterwork item.

Ghostglyph*: The inscribed weapon, shield, or armor

gains the ghost touch special ability. The forgemaster must

be at least 4th level before learning this rune.

Glowglyph: The inscribed item sheds light as a torch. As

a standard action, the bearer can command the rune to

erupt in a burst of light as a shield with the blinding special

ability with a burst radius of 5 feet per glowglyph rune

inscribed on the item. This expends all glowglyph runes

on the item.

Invulnerability*: The inscribed armor grants its wearer

DR/magic equal to 1/2 her cleric level. The forgemaster

must be at least 8th level before learning this rune.

Powerstrike*: The inscribed weapon’s critical threat

range doubles. This does not stack with keen edge, Improved

Critical, or similar effects. The forgemaster must be at

least 6th level before learning this rune.

15

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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