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650996

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2224004

650996

650996

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

Core Races 1

Edicts: The cavalier must strive to protect his

community from rampaging monsters and fearsome

conquers alike. His first priority is to aid half ling

communities, but he also is sworn to protect those who

cannot protect themselves from such threats in the wild.

He must never take any action that would put a half ling

community or an innocent creature in jeopardy. An

order of the paw cavalier must take either a wolf or a dog

as his mount.

Challenge: Whenever an order of the paw cavalier issues

a challenge, his mount gains a +1 dodge bonus to AC as

long it is threatening the target of the cavalier’s challenge

and the cavalier is riding the mount. This bonus increases

by +1 for every four levels the cavalier possesses.

Skills: An order of the paw cavalier adds Knowledge

(nature) and Survival to his list of class skills. He can make

Knowledge (nature) checks untrained. Also, an order of the

paw cavalier is adept at following tracks while mounted,

using his mount’s speed rather than his own to determine

the penalty for tracking while moving, whether he is

mounted or not.

Order Abilities: A cavalier belonging to the order of the

paw gains the following abilities as he increases in level.

Danger Ward (Ex): At 2nd level, the cavalier can ready his

allies for impending danger. As a standard action, he can

ready all allies within 30 feet of the danger ahead, granting

a bonus on a single type of saving throw (Fortitude, Ref lex

or Will) that he chooses when he grants this boon. At any

point in the next minute, when these allies fail a saving

throw of that type, they can choose to reroll the saving

throw with a +4 competence bonus as an immediate action,

but must take the results of the reroll even if it is worse. He

can use this ability up to three times per day, once for each

type of saving throw.

Canine Ferocity (Ex): At 8th level, when the cavalier uses

his wolf or dog mount to perform a bull rush or overrun

maneuver, the mount is considered to be one size category

larger for the purposes of determining the size of creature

it is maneuvering against and the mount’s CMB. He also

receives a bonus feat, chosen from the following list:

Mounted Combat, Ride-By Attack, Skill Focus (Ride),

Spirited Charge, Trample, or Unseat. He must qualify for

the feat selected.

Giant Slayer (Ex): At 15th level, when the cavalier hits the

target of his challenge with a melee attack, and that target

is at least two size categories larger than the cavalier, he

gains a bonus on damage rolls equal to 1/2 his cavalier

level. This damage is multiplied on a critical hit.

Underfoot Adept (Monk)

An underfoot adept turns his diminutive stature

and unorthodox footwork into a powerful weapon.

Effortlessly moving across the battlefield, he ducks

under the legs of larger creatures and then topples them

with surprising attacks. An underfoot adept has the

following class features.

Underfoot Grace (Ex): At 1st level, an underfoot adept

uses his size and grace to avoid the attacks of those he

passes. When using the Acrobatics skill to avoid attacks of

opportunity by moving through a threatened area or an

enemy’s space, he only takes a –5 penalty when doing so at

full speed, instead of the normal –10 penalty. This ability

replaces the bonus feat gained at 1st level.

Underfoot Trip (Ex): At 1st level, an underfoot adept

learns a number of maneuvers and grabs that can cause

even the largest opponents to stumble and fall. He

gains Improved Trip as a bonus feat, even if he does

not meet the requirements. At 4th level, and every four

levels thereafter, he acts as if he is one size larger for the

purposes of determining the maximum size of creatures

he can trip and when determining his CMB and CMD for

purposes of a trip combat maneuver. This ability replaces

stunning fist.

Improved Underfoot Grace (Ex): At 5th level, an

underfoot adept’s ability to avoid attacks of opportunity

against those he passes improves. When using the

Acrobatics skill to avoid attacks of opportunity, while

moving through a threatened area or through an enemy’s

space, he takes no penalty when doing so at full speed.

This ability replaces high jump.

NEW RACIAL RULES

The following options are available to half lings. At the

GM’s discretion, other appropriate races may also make

use of some of these.

Halfling Equipment

Half lings have access to the following equipment.

Alchemical Preserves: Each small tin of this specially

treated jam contains just enough of the gooey stuff to

provide a half ling with a single serving of revitalizing

nourishment. While any creature can eat these preserves

as a standard action, it only affects half lings in a

beneficial way. Half lings who eat the preserves recover

from fatigue. Non-half lings who eat alchemical preserves

become sickened for 1 round.

Billow Cape: This silk cape is constructed of many

carefully arranged overlapping layers that are loosely

stitched together. When exposed to a sudden inf lux of

air, like that caused by falling, the cloak unfolds like a

crude parachute. When falling, a creature wearing a billow

cape is treated as if he had deliberately jumped from the

height (Core Rulebook 443). When worn in areas of strong

wind or greater (Core Rulebook 439), a billow cape hampers

movement. In such wind conditions, the wearer treats

all terrain as difficult terrain and takes a –4 penalty on

65

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

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